I haven’t built any deep space maintenance bases for a while; I’ve read the Wiki and I’m still a little confused on what is required to support Maintenance Modules in deep space.
The Wiki states Maintenance Modules consume MSPs to provide their function when not in colony orbit. What is the consumption rate (or equation) for them and does the MSP have to be stored on the same ship or can they be on another ship in the same fleet?
Maintenance modules function the same way as maintenance facilities, except they don’t need population to run them. MSP are consumed when ships are maintained or overhauled, using the normal rate for each. When in orbit of a population, they use MSP from the stockpile. When in deep space, they consume from any supply ship at the same location. If that is not available, they use MSP from the maintained ships.
Does this mean that a maintenance module will not user MSP from the ship or station it is mounted on, unless that ship or station is marked as a supply ship?
Thanks Steve, that’s cleared it up for me. Thankfully, I don’t have to change the maintenance ship design. I will need to bunch of supply ships though….
The two Module Repair Bay should repair damaged ships, but up to which ship tonnage?
I.e., would a ship of 2,000.01 ton be repaired? If so, at which rate? slower than a ship of 2,000.00 ton? Or no repair at all would it happen?
For the maint role, it should support ships up to 24 ktons at normal rate, and larger ships (or a total tonnage larger than 24 ktons) at slower rate, is it?
They count as 1 repair yard. In your case, you will be able to repair 1 ship up to 2000 tons at the same rate as a repair shipyard would. Larger ships will not be repaired/scrapped. Modules are stackable, but still, 1 ship, 1 yard, 1 repair capability up to that displacement. When parked in orbit, they will be displayed as a repair shipyard in the shipyard planetary view. Aurora 4x — Documentation Archive
I am failing to understand the maintenance question, so I am assuming it’s in line with the repair one. Maintenance Modules will behave as their ground counterparts for maintenance purposes. When parked in orbit, they will add up to the planetary pool, extending the planet’s ability to service either more or larger ships.
I my current campaign I run an experiment with using a lot of stations with maint, refuelling and recreational modules to support the fleet of ultra-fast light combatants defending the routes. The stations do as baskups and supplementing net to the planetary bases and shorten the interception times to ensure the raider wouldn’t massacre civvies. Currently, 16 stations deployed and function as intended and another bunch is ready for towing into frontier positions.
With this bunch I need just 2 supply ships to replenish them - the 1st with a stable cycled order, and the 2nd - to resupply newly placed stations and those that maintained frontier protection cruisers following unexpected combat actions.
P.S. I do use quite advanced engines and my governmental Auxilliary Fleet ships are usually quite fast. With more efficient designs you’d need more ships to ensure stable resupply.
Thank you both, Froggiest and Serger.
I would like to use this design to support the fleets in systems where there isn’t still any ground installation, or in systems adjacent the ones where I’m clashing with NPRs, to have a forward repair and maintenance site for my ships.
Before building some of this design, I have to decide if I wish more range or more speed or larger size to repair larger ships.