As the title says. It seems that <wait sinceversion="3" min="5min" max="10min"/> is done if there is no module to repair, even if the hull needs to be repaired.
Destroying a gun or any external module prevents that wait from occurring and makes the repair much, much faster (with a Titurel at 10%, 5 stars engineer and 50 drones, 15 minutes instead of ~6 hours).
This isn't theoretical, I had multiple occasions to verify this.
[3.51] Engineers too slow at repairing the hull if no external module is destroyed
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I've been monitoring this in my own game recently.
I'd had several ships with 5* Engineers and drones on board that I've seen repair the ship in record time in the past. However, after recent damage (Hull % v low) they've taken several game hours to get the hull back up to 90%
I suspect this is the same issue you're reporting bm01, as my ships Engineers only ever say "Repairing [ship name]" rather than any surface elements, so maybe your theory is bang on.
I will try to monitor further and confirm no surface elements are damaged when getting the very slow hull repairs.
Note: my ships have ample Construction URV's to facilitate repairs, they can (usually) be seen visually deployed too.
Scoob.
I'd had several ships with 5* Engineers and drones on board that I've seen repair the ship in record time in the past. However, after recent damage (Hull % v low) they've taken several game hours to get the hull back up to 90%
I suspect this is the same issue you're reporting bm01, as my ships Engineers only ever say "Repairing [ship name]" rather than any surface elements, so maybe your theory is bang on.
I will try to monitor further and confirm no surface elements are damaged when getting the very slow hull repairs.
Note: my ships have ample Construction URV's to facilitate repairs, they can (usually) be seen visually deployed too.
Scoob.
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The cause is known.
A mod exists to 'fix' it:
http://forum.egosoft.com/viewtopic.php?t=378809
Basically the script waits a long time to save CPU when no subcomponent is repairable.
Fix is to only perform this 'long' wait if (no subcomponent is repairable AND the hull is above the repair threshold).
A mod exists to 'fix' it:
http://forum.egosoft.com/viewtopic.php?t=378809
Basically the script waits a long time to save CPU when no subcomponent is repairable.
Fix is to only perform this 'long' wait if (no subcomponent is repairable AND the hull is above the repair threshold).
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