Conditional Order - MSP Level infinitely looping

Hi - I am trying to learn the game and have been relying on SM to tinker. I created a number of large fleets, instantly built them, etc. Each has 50k Carrier, 2 20k CA, 4 10k DD. Carrier has I think 64 parasites. Most armed, some not. Some don’t have any inherent MSP. Carrier has large MSP stores as well as cargo bays.

Problem: If i set a conditional order to return to resupply if MSP < 30% (or, even 10%), it continuously loops never leaving Earth. I turned off the orders, moved fleet to Mars, examined the Ship List - no indication anything is low on MSP. To the contrary - 100% across the board for ships needing MSP (and “-” for ships that dont have MSP stores). If i turn the conditional back on, fleet immediately returns to Earth in an infinite loop of resupply.

Thoughts?

SOLVED: Every mil vessel must have some MSP. If it has 0/0 MSP - which technically isn’t below X% since it started at 0 - it will trigger the conditional in an infinite loop.

How do you have ships with no maintenance at all? That could be the issue.

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Indeed - I think that has fixed it. I had 2 small support parasites that i failed to appreciate also required at least some MSP or they would trigger the conditional. Added some in and voila, it appears to be working!

Military ships must have a MSP reserve onboard.
Otherwise, they cannot repair the casual damages that they suffer during duty, and risk to be stranded in the middle of nowhere, or even worse to explode.
To reduce these risks, they should have a quantity of MSP larger than the Max Repair value. You can see these numbers in the Class Design tab in the Class Design window, or in the Ship Design Display tab in the Naval Organization window.
Commercial ships don’t suffer from deployment and maintenance instead, so don’t need extra MSP.

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Must is a strong word there. Fighters and other extremely short deployment craft will almost certainly not need MSP. Their mothership should have what they need. As it usually stands, you won’t even have enough to repair much of anything anyway without spending an inordinate amount of space for MSP. Remember, other than firing their main gun, they will almost never face a maintenance cycle (5 days) since their deployment is measured in hours, not even days.

Any combat craft needs MSP, or they cannot function effectively. I usually design fighters with sufficient maintenance storage to allow for at least 4 or 5 weapon failures. This is storage though, not engineering.

This was what I had thought, and the fighter may function fine, but it will constantly trigger any conditional set to MSP level. My carrier had a conditional to RTB if MSP < X%, and because I had a parasite with 0 MSP, it infinitely looped.