i am releasing the CVRS (Carrierbased Vehicle Repair System) in Version 3.1.2 now.
Downloadlink for Version 3.1.2 :
http://www.charon-fieldbase.de/Uploadfi ... S3.1.2.zip
After beeing tested since several weeks by approx 500 users from the german script forum without reporting big problems, the script is ready for the Release of the international Version.
For that already know the Hullrepairsystem HRS by holo_doctor as a very useful tool- you will find the CVRS a perfect mate for it.
CVRS in Vers 3.1.1 will repair almost all kind of damaged equipment, shields and weapons on all kind of playerships including on Bigships.
Vers. 3.1.1 comes along with a script package using Xai Corp`s Towing device, the HRS 3.0 , AIM refuel and reload software, the AMADS Missileattacksystem 1.2 and the CVRS. Using all scripts will transform your carriers into more effective weapons and TL`s into Supply-, Repair- and Salvage ships doubling the efficiency of your battlefleet.
CVRS version 3.1.2
3 components:
1. The component repair system
Price: 6.8 million credits
Available at every Argon Equipment Dock
Needs CVRS spare parts (not spare parts, they belong to the Hullrepairsystem - HRS) and energy cells
15 energy cells per CVRS spare part
CVRS spare parts can be bought at the Equipment Docks of all races for the price of 7550 cr per part or produced by the CVRS replicator.
The component repair system is useable only on M1 carriers and TL transports
The monitor can be used on all kind of player`s ships including the capital ship class.
2. CVRS Monitor
The monitor is delivered automatically with every Fight Command MKII software and can be activated via the secondary command slot. It check´s and scanns your ship`s equipment, shields und weapons and reports any damage.
3. The CVRS – replicator
Price: nearly 18 million (and worth every credit)
Available at every Argon Equipment Dock
The replicator is a kit and needs 5000 energy cells and 1000 units of ore for permanent installation on a TL
After installation the replicator takes 5000 units of cargo space.
The replicator can produce spare parts for the HRS and CVRS systems as well as missiles, Cannonammunition and Energycells. Depending on the product the replicator needs microchips, computer components, Teladianum, silicon, ore or energy. The replicator can produce energy cells out of silicon and sun light without the use of crystals. The costs of the production are higher than the price of cells at SPP’s.
A TS equipped with a mobile drilling system and ore collector makes it easier to supply your ship with the necessary resources. If you use closed loops for the production of fabricated goods (f.ex. microchips) the costs of repair become up to 50% cheaper compared to the purchase of components or spare parts at an equipment dock
Due to the enormous energy consumption of both repair systems (HRS AND CVRS) the ‘energy cell modus’ will become your best friend after a hard battle. (If you don’t have transports filled with spare parts and energy cells landed on your carrier.
Features:
-small bugfix in 3.1.2 Module CSRS Script Interface.
-small bugfix in 3.1.1 Module autorepair and language file.
- Automatic Versionupgrade
- Usage of Jumpdrive on damaged ships for the transfer to a Carrier
- Automatic Repair of Fighters while landed on a Carrier equipped with a CVRS /HRS-System.
- Sophisticated Transfer- and Repairroutine for the Repair or Savalge of Bigships, including a Threat Check - protecting your expensive TL`s against jumping in Sector`s with too much enemies to handle. Manual Jumps are still possible.
- Lot`s of Security Protocols making almost "foolproof" usage possible. ( And be sure, in this aspect of testing my german testers challenged me to the max

PLEASE CHECK THE README FILE FOR FURTHER INFORMATIONS.
Feedback and new ideas are welcome.
Have fun .