Author Topic: shipyards ships faslane  (Read 3012 times)

Tim

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shipyards ships faslane
« on: 13 December 2016, 19:50:45 »
Can they jump with a ship in them.

Luciora

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Re: shipyards ships faslane
« Reply #1 on: 13 December 2016, 20:44:06 »
No.

Fireangel

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Re: shipyards ships faslane
« Reply #2 on: 13 December 2016, 22:02:38 »
Yes, provided it is not a jumpship, warship or primitive jumpship.

Basically, anything with a K-F core, whether it works or not.

glitterboy2098

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Re: shipyards ships faslane
« Reply #3 on: 13 December 2016, 23:53:17 »
actually i believe they clarified that you can't even jump with a dropship, asteroid, or other such item in the bay either.

guardiandashi

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Re: shipyards ships faslane
« Reply #4 on: 15 December 2016, 22:21:46 »
actually i believe they clarified that you can't even jump with a dropship, asteroid, or other such item in the bay either.
actually unless I am mistaken the last clarification I saw was that they CAN jump but not maneuver with things in the bays, however it also has to allocate docking hardpoints to things in the bay, IE lets say you have a yardship that has 2 50k, 1 100k bay, and 1 400k bay, it would require 5 or 6 hardpoints "built into the bays" in order to jump with things in the bays, and the no kf field interfering vessels may be carried through jump

Cryhavok101

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Re: shipyards ships faslane
« Reply #5 on: 15 December 2016, 23:38:13 »
Yeah, the only one you can move around with it filled is the 'reinforced unpressurized' one, which specifically states that you can.

CDAT

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Re: shipyards ships faslane
« Reply #6 on: 02 March 2017, 00:57:20 »
I am trying to work on a modified Defender, but can not find where the rules for the dropshuttle bays is located, can anyone remind me where to find them?

Cryhavok101

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Re: shipyards ships faslane
« Reply #7 on: 02 March 2017, 01:41:52 »
I am trying to work on a modified Defender, but can not find where the rules for the dropshuttle bays is located, can anyone remind me where to find them?

Interstellar Operations pg 119

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CDAT

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Re: shipyards ships faslane
« Reply #8 on: 02 March 2017, 02:02:24 »
Interstellar Operations pg 119

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Thank you.

Wrangler

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Re: shipyards ships faslane
« Reply #9 on: 02 March 2017, 07:46:24 »
actually unless I am mistaken the last clarification I saw was that they CAN jump but not maneuver with things in the bays, however it also has to allocate docking hardpoints to things in the bay, IE lets say you have a yardship that has 2 50k, 1 100k bay, and 1 400k bay, it would require 5 or 6 hardpoints "built into the bays" in order to jump with things in the bays, and the no kf field interfering vessels may be carried through jump
Thus a DropShip and possibly additional cargo in the bay could be transported. just not with the big thrusters on the back essentially.
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Re: shipyards ships faslane
« Reply #10 on: 05 March 2017, 11:39:57 »
With the damaged ship not being able to jump the yardship either needs to fix the damaged ship or scuttle it? Could they drop the KF drive and bring whats left of the ship to the home port?
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idea weenie

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Re: shipyards ships faslane
« Reply #11 on: 05 March 2017, 12:09:22 »
With the damaged ship not being able to jump the yardship either needs to fix the damaged ship or scuttle it? Could they drop the KF drive and bring whats left of the ship to the home port?

This is exactly what they will have to do.  They take off the salvageable components, then put a beacon on the KF core.  The yardship brings the salvage back, and another vessel later delivers civilian Dropships to rubble the KF core so it won't interfere with KF formation.  The KF rubble is transported via Dropship cargo bays to a facility that makes new KF cores, and used as raw materials.

If the Yardship is able to fix the KF core, it will still take as much of the salvage on board itself as possible, then put a small computer on the KF core. The Yardship provides the charging power to the KF core and coordinates to the computer.  The KF core jumps first, and the Yardship follows.  Repeat until the KF core is at a shipyard.

The reason the Yardship might choose not to repair the core is KF core vessels are expensive investments, and you want to keep them working on stuff in their price range.  If the KF core is badly damaged enough, dropping off Dropships is the cheaper route (since you are using civilian KF cores briefly, instead of a compact KF core for an extended time frame).  From there is a fancier version of people with sledgehammers breaking rocks, in terms of rubbling the KF core.

This all assumes the Yardship can jump the vessel to a proper shipyard.  If you are salvaging a Warship you might have to leave the Yardship on site because there is nowhere to go.  The Yardship itself might only be to deliver a space station (with repair yard) to the location, and the space station itself handles repairs.  If you don't even have the repair station, you are stuck with the Yardship on site for months performing the repairs/replacement needed.

Now I'm starting to get more respect for Comstar/WoB as they were snagging Warships during the Succession Wars. They were busy and frustrated, working on a project that they might never see the result of in their lifetime.

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Re: shipyards ships faslane
« Reply #12 on: 08 March 2017, 10:16:13 »
With the damaged ship not being able to jump the yardship either needs to fix the damaged ship or scuttle it? Could they drop the KF drive and bring whats left of the ship to the home port?

Yes. Bear in mind that you're talking about a process so time and resource-intensive that unless you're in the absolute worst depths of the Succession Wars(not just in the Wars, but the absolute lowest point in them), it's actually cheaper and easier to treat this as a scrapping, and recycle those components into building a brand new ship.
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