Did the ship maintenance mechanics change?

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maik
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Did the ship maintenance mechanics change?

Post by maik » Wed May 11, 2011 7:41 pm

Since I've been on 1.75 I haven't seen the ship maintenance offered to me. Instead, I've had two occasions of equipment failure, one just now (I couldn't hyperspace on the first attempt due to a malfunction). Did I miss something?

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Re: Did the ship maintenance mechanics change?

Post by Cody » Wed May 11, 2011 7:49 pm

Do you mean 1.75.2... and what is your ship_trade_in_factor (roughly line 759 in your save-file)?

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Re: Did the ship maintenance mechanics change?

Post by maik » Wed May 11, 2011 8:03 pm

I actually haven't seen it since I updated from 1.74.x. That wasn't too long ago, but before 1.75.2 came out. My ship_trade_in_factor is 84.

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Re: Did the ship maintenance mechanics change?

Post by Cody » Wed May 11, 2011 8:05 pm

Hmm... I don't know what the threshold is, but you must be close to it.
Have you been slumming-it? I think the overhaul is only available at TL7 and above.

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Re: Did the ship maintenance mechanics change?

Post by maik » Wed May 11, 2011 8:18 pm

Just double-checked: it is 85, not 84. Which seems to be the threshold if I read the source correctly. So one more down and I can get the overhaul (which, I think, is not TL dependent). Thanks for pointing me in the right direction!

Edit: I only have the 1.74 source on my HDD, so things might have changed. There also is this other thread about maintenance overhaul problems, but there it is the opposite: too much maintenance.
Last edited by maik on Wed May 11, 2011 8:29 pm, edited 1 time in total.

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Re: Did the ship maintenance mechanics change?

Post by Cody » Wed May 11, 2011 8:28 pm

A follow-on question: what factors determine when an overhaul is needed?
If one of them is how many jumps, does this apply to 'hitched' jumps?

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Re: Did the ship maintenance mechanics change?

Post by Eric Walch » Thu May 12, 2011 12:03 pm

El Viejo wrote:A follow-on question: what factors determine when an overhaul is needed?
When I remember right, it is only dependent to the number of hits on your hull. That means the hits after the shields are down as only those do damage to the ship itself.

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Re: Did the ship maintenance mechanics change?

Post by Palmski » Thu May 12, 2011 2:01 pm

I seem to have found quite the opposite. Admittedly I put Oolite down for a couple of months and have only recently come back to playing it but I seem to find that my maintenance overhauls are required a lot more frequently than before, probably 1 in 10 jumps? Which is odd as if it is as you say hits on your *hull* which should trigger maintenance then I doubt I have actually had my shields breached in a long time - Military Shield boosters make one hell of a difference in that regard. The only time energy gets lost is when ECMing these days except on those rare occasions when I come up against big pirate fleets.

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Re: Did the ship maintenance mechanics change?

Post by Commander McLane » Thu May 12, 2011 3:02 pm

Palmski wrote:I seem to have found quite the opposite. Admittedly I put Oolite down for a couple of months and have only recently come back to playing it but I seem to find that my maintenance overhauls are required a lot more frequently than before, probably 1 in 10 jumps? Which is odd as if it is as you say hits on your *hull* which should trigger maintenance then I doubt I have actually had my shields breached in a long time - Military Shield boosters make one hell of a difference in that regard. The only time energy gets lost is when ECMing these days except on those rare occasions when I come up against big pirate fleets.
You may fly a ship with subentities that can be shot off? If you do, you get offered a maintenance overhaul after each time you lost one of your ship's subentities.

Player-flyable ships with subentities should always have the frangible-key in shipdata set to no. But some don't, which is kind of a bug in the respective OXP.

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Re: Did the ship maintenance mechanics change?

Post by Ad_Astra » Sat May 14, 2011 6:33 pm

Commander McLane wrote: You may fly a ship with subentities that can be shot off? If you do, you get offered a maintenance overhaul after each time you lost one of your ship's subentities.

Player-flyable ships with subentities should always have the frangible-key in shipdata set to no. But some don't, which is kind of a bug in the respective OXP.
So what counts as a sub-entity then? :?:
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Re: Did the ship maintenance mechanics change?

Post by DaddyHoggy » Sat May 14, 2011 6:57 pm

Depends on the ship. You can blow the engines of an Imp Courier (although it annoyingly doesn't affect the max speed of the ship*), the Dark Wheel Cobra MkIII you could blow off hatches, dish, aerials, cockpit glass...

None of the core ships have sub-entites save Flashers which are a special case for sub-ents and which I don't think count in the calculation (they certainly can't be blown off)


* Request for Oolite V2 - scriptable max speed - so that blowing engines off makes a difference the the ship your fighting!
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Re: Did the ship maintenance mechanics change?

Post by Cody » Sat May 14, 2011 7:06 pm

You can shoot the sub-entities off a Griff Krait, one by one (great fun), and then they no longer work:

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Re: Did the ship maintenance mechanics change?

Post by DaddyHoggy » Sat May 14, 2011 7:46 pm

Lasers when mounted on sub-entities stop working when they're destroyed - don't think it affects anything else? (the new external missile carrying Cobby3 perhaps?)
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Re: Did the ship maintenance mechanics change?

Post by Cody » Sat May 14, 2011 7:48 pm

DaddyHoggy wrote:don't think it affects anything else? (the new external missile carrying Cobby3 perhaps?)
Ooh... I haven't tried picking-off one of those yet... good thinking, DH.

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Re: Did the ship maintenance mechanics change?

Post by Eric Walch » Sat May 14, 2011 8:29 pm

DaddyHoggy wrote:* Request for Oolite V2 - scriptable max speed - so that blowing engines off makes a difference the the ship your fighting!
:D

Although, currently you can already cut the thrust in half when shooting off one engine, and set it to zero when both are shot off. That is even better, as with half of the thrusters you should still be able to reach the same speed, but at a slower pace. :wink:
El Viejo wrote:You can shoot the sub-entities off a Griff Krait, one by one (great fun), and then they no longer work:
Yep, if you shoot of the injector unit, the Griff-Krait cant use its injectors anymore.

I just wonder why Griff industries put all those vulnerable equipment at the outside if the ship, ready to be shot off.

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