do capital ships need to be rearmed?

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Snafu_X3
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Post by Snafu_X3 »

IIRC some code-diver finding something to do with this (although it was quite a while go so things may have changed..)

Capships don't restock expendables automatically [DO settings may play a part] [however RoF may be reduced for unstocked ships - my speculation; not tested]

If I can find the thread I'll link it here..
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

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A5PECT
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Post by A5PECT »

Tested using a Taranis and its Astrobee launchers, as well as a Sucellus and its V Crusher launchers.

An L/XL ship with missile launchers* dedicates a certain amount of storage space for ammunition. A Taranis can carry Astrobees (up to 40), a Sucellus can carry V Crushers (up to 200, IIRC).

Capital ships will use up missiles in their stock as they fire missile turrets. But once their ammunition count hits zero I've found they can still fire missiles.

Never got around to testing whether having ammunition in stock or not changes firing or missile behavior in some way (change in RoF, change in damage, change in targeting behavior, etc.)

*As stated before, the Balor is the exception. Its Novadrone launchers have infinite ammo and have no requirement or even option to be resupplied with ammunition. It's worth it to note that the Novadrone launchers are not a surface element distinct from the ship's main hull, similar to the Sucellus' IHC cannon.
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DiArmada
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Post by DiArmada »

A5PECT wrote:A Taranis can carry Astrobees (up to 40)
interesting.
I'll go and tinker with it and see if I can get more bees aboard then.
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Post by GCU Grey Area »

DiArmada wrote:
A5PECT wrote:A Taranis can carry Astrobees (up to 40)
interesting.
I'll go and tinker with it and see if I can get more bees aboard then.
If you want to find out how many missiles your Taranis currently has order a ware transfer as you did before, then select 'Transfers From (2)'. This will show you everything the Taranis currently has on board (e.g. missiles, jump fuel & drones).

Often also use this command to drain the fuel tanks of a CV after it's in place (no sense wasting the 500 fuel cells that the shipyard provides with a new CV) & to extract it's drones after construction of the station has finished.
XenonSurf
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Post by XenonSurf »

I found out that there are some workarounds for supplying ships with attack drones when it's normally not possible with the Ship Dealer.
So, to get drones on my Titurel which a small ship dealer will not consider, I first order to buy drones for a L-type (e.g. Rahanas Container) and then I can transfer them as drones to my Titurel. Works fine.

What's the situation for the Taranis (and Arawn) in v.3.53? Mine has 2 Astrobee lauchers. Is it correct that these launchers will refill if I send the ship OOZ? And same with Arawn?
I've never seen any 'resupply' option with a XL ship dealer, but maybe he happens to have nothing stocked at that moment...

Thanks to get me right on this for v.3.53 which I'm playing.

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w.evans
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Post by w.evans »

XenonSurf wrote:Is it correct that these launchers will refill if I send the ship OOZ? And same with Arawn?
Yup.

Code: Select all

<attention min="unknown">

...

      <set_value name="$nextammocheck" exact="player.age + 100s" />

...

      <do_if value="player.age gt @$nextammocheck">
        <set_value name="$ammodelay" min="8min" max="12min" />
        <set_value name="$nextammocheck" exact="player.age + $ammodelay" />

        <run_script name="'lib.ammo.missiles'" result="$needammo" sinceversion="1">
          <save_retval name="macros" variable="$order_macrolist" />
          <save_retval name="amounts" variable="$order_amountlist" />
        </run_script>

        <do_if value="$needammo">
          <do_all exact="$order_macrolist.count" counter="$i">
            <add_ammo object="this.ship" macro="$order_macrolist.{$i}" amount="$order_amountlist.{$i}" />
          </do_all>
        </do_if>

        <remove_value name="$order_macrolist" />
        <remove_value name="$order_amountlist" />
      </do_if>
Every 100 seconds + 8-12 minutes OOZ, if the ship needs it.

Funny thing is, the code to accurately check to see if a ship needs missiles, how many, and what type, is there, and is used. Just needs some code to actually get a ship to get more ammo, similar to how the refuel code works. Suspect a problem is that, at the moment, ships have to use a shipyard's drydock to load up on missiles, and to have all ships everywhere have to make a long line at the few docks in the game will make those docks unavailable for more interesting things. Could work the way trades do though, with station-based cargolifters
A5PECT
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Post by A5PECT »

Then the solution is obvious. If there are dedicated refueling platforms, there should be dedicated rearming platforms as well. Or maybe incorporate rearming into refueling stations.
XenonSurf
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Post by XenonSurf »

Hello v.evans,
Thanks to clarify what I have only somehow suspected. I didn't expect such a water-clear proof :)
So, in essence there's no need - for the current regular version 3.53 - to stop at a shipyard to refill missiles.

I will just assume that CAP ship captains have some hidden free time where they replenish :D

Good to know, thanks
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jkflipflop98
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Post by jkflipflop98 »

A5PECT wrote:Then the solution is obvious. If there are dedicated refueling platforms, there should be dedicated rearming platforms as well. Or maybe incorporate rearming into refueling stations.
Well that's just a wonderful idea. I'd also throw in drones as well. That way it's a one-stop-shop for refueling, rearming, and replenishing your cap ships.
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Gligli
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Post by Gligli »

It appears to me like if they were earn some time with this kind of code. Or will those kind of station only appear on Warfare? :roll:
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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

jkflipflop98 wrote:
A5PECT wrote:Then the solution is obvious. If there are dedicated refueling platforms, there should be dedicated rearming platforms as well. Or maybe incorporate rearming into refueling stations.
Well that's just a wonderful idea. I'd also throw in drones as well. That way it's a one-stop-shop for refueling, rearming, and replenishing your cap ships.
I think a simpler solution would be just to extend the ability to remote purchase missiles and drones for the Skunk, to all missile and drone-using capitals, and for Dealers to create purchase orders.

The game lore already contains delivery pods for such things for the Skunk, and for moving NPCs around between ships and stations so it wouldn't be illogical for the game universe to offer this.

I like the idea of ships rearming at Cell Recharge Facs or similar (it sounds pretty cool) but given the time they would spend doing so, particularly for missiles, I don't think it would work without much frustration.

Other potential advantages:
1. Frees up shipyards from being blocked for drone fitting.
2. Supports logistics being harder further from friendly space*.
3. Could speed up "Transfer Drones as Drones" orders by avoiding careful parking.

*Less likely that there's a dealer in the zone, less likely distant dealers have large stocks of ammo, home field advantage for defenders.
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Gligli
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Post by Gligli »

Sparky Sparkycorp wrote: I think a simpler solution would be just to extend the ability to remote purchase missiles and drones for the Skunk, to all missile and drone-using capitals, and for Dealers to create purchase orders.
Sure, that's the purpose of our drones after all. Good idea. Without saying that we have a wonderful DO who could manage the details. :)
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