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  1. So I posted an idea for a new defense corvette class on starcitizen forum as I would love to see a more dedicated support ship military style, in the size of a polaris or carrack. Polaris = Offensive military corvette Carrack = Exploration capital ship Guardian = Defensive/Support military corvette (new idea) please give feedback, here is the link my fellow imps https://robertsspaceindustries.com/spectrum/community/SC/forum/61894/thread/guardian-class-new-ship-idea
  2. I may be captain by rank; but I never wanted to be anything else but an engineer. -Scotty TNG6.4 Forward The below is from the design doc: Ship Repair and Maintenance Field Repairs PERSONAL MULTITOOL The Multitool is a personal item that is equipped with the capabilities of a small-scale version of a workshop’s Repair Arm. It is capable of stripping and patching, allowing it to achieve a wide variety of ship repairs short of full part reconstruction. Although the Multitool’s repair abilities are the same as that of the Repair Arm, the size of the laser and low quantity of repair material it can store means that it is only suitable for quick fixes and patch jobs to get a ship back to a proper repair facility. One known multitool model is the Greycat PAW (Personal Arc Welder) by Greycat Industries. Source:Sandy's Facebook COMPONENT DAMAGE When your ship takes damage, some of that damage will be transferred from the point of impact on the hull to the nearest system and weapon components. Those components then distribute that damage between itself and whatever Subcomponents are attached inside. Subcomponents are the various consumables that are used to run or improve a component or system’s behaviour. In general, component field repairs consist of turning off whichever component is having problems, replacing the broken subcomponents, and turning the component back on. In very large components, like those found on capital ships, there may be multiple actions involved in turning a component on or off, including rerouting power or coolant to other parts of the ship. These actions may also involve the use of on-board ship computers. SUBCOMPONENTS Subcomponents provide additional benefits to the component they are attached to, allowing for further customization of a player’s ship. They are divided into three categories, each providing specific areas of improvement. MODULE RACKS Module Racks are panels that house the various components used to keep their associative subcomponents running. These can be found on the hull under maintenance hatches in closed-cockpit ships, or internally in the engineering section of larger multi-crew ships. Depending on the component installed, different types and numbers of subcomponents are required. Each subcomponent is built for quick removal and replacement allowing for field repairs to be carried out as quickly as possible. If a player attempts to remove a subcomponent from a powered component they risk being electrocuted and receiving damage. Replacing a damaged subcomponent is a simple case of interacting with the item in question. The player will then remove it, freeing up the slot. If the player has a replacement in their possession, they can then interact with the empty slot to place it. Subcomponent types are universal across ships and components of the same size class, a coolant rod from a Gladius’ laser cannon can replace a Hornet’s coolant rod housed in the shield generator. This provides a great deal of flexibility, allowing players to juggle elements between various systems as needed, as well as opening up opportunities to patch their ship using scavenged parts. Components on larger ships, such as the Idris or Retaliator can require a large number of subcomponents to function and/or larger sizes of subcomponents. When damaged, these more complicated systems can take significantly longer to diagnose and physically swap out any compromised subcomponents. To maintain full operation, these ships can contain alternative backup systems. In the case of an emergency, engineers can use their ship terminal to redirect power to the backup, allowing for full ship functionality whilst the engineer repairs the primary system. This can also be achieved manually, should an engineering terminal become inoperable, by physically swapping the whole module rack out, placing the backup system in the primary’s slot. let’s say you’re on an Idris, being the engineer I think is probably the most interesting job and it’s their job to balance the entire ship and keep everything running. Erin Roberts The below is from 10FTC075Q7 (Jan2016) The below is from 10DEV-006Q5 (Feb 2016) The below is from 10FTC-083Q1 (April 2016) The below is from Subscribers Town Hall - Persistent Universe (Jan 2017) I'm not done adding to it, the above is just my current notes on Ships Engineer content. This post is a work in progress and will probably continue to be for over a year as new features roll out. - GRIZZ 🛠️
  3. New information = revising my plans and thinking yet again. With the design doc released on the repair mechanic, the Orion has now become a 'must have' for all deep-space fleet operations. Repairing will cost raw/refined materials, which will be limited. Any large, deep-space fleet operation will need a refueling ship, a repair ship, and materials providing ships such as the Orion and Crucible (hmm, can maybe salvage subcomponents, etc.?) Complete autonomy is key when going the distance. So far, we have everything taken care of except manufacturing ballistic ammunition and missiles, which we should have plenty of cargo space to accomodate with. That or use energy weapons or keep some in storage for fighters in the event ammo is depleted. The Orion serves two functions, it can collect resources wherever it goes, and it can refine them for distribution to repair vessels should the need arise (or stock up on rare/valuable materials if they aren't , running the Orion or Refueler may be boring at times, but it has its perks). Unless otherwise stated, the duty of the Orion to the fleet would be to acquire, refine, and provide all necessary materials for repair in exchange for fuel, protection, and support for itself. Then, after the operation is over, the crew of the Orion would divy up their bounty of cargo. This is assuming that the Orion is playing a support role in some large org operation involving carriers, explorers, fighters, etc., the whole line up. If the Orion (or multiple) is the one being supported, focus of support/the fleet, with the intent of entering dangerous space for the sole purpose of harvesting valuable materials (a mining operation with limited support other than military), that's a different story. Heck, if an op is ending, the Orion(s) could mine up and refine resources until everyone's cargo holds are full Fill up that space the ammo and missiles were occupying once the battle is over. I'm guessing the Orion can be crewed by 3 or 4 people. Duties include: Pilot, scanner, laser op, tractor op, refinery op. Some of these can likely be combined into one station. For example, the pilot can probably handle scanning, and it would make sense to pair these anyway with the pilot knowing where he is going and what he wants to check out, then relaying that information to the next man. Also, the laser op may be able to run the tractors, again it would make sense to pair these with the cutter knowing what's being cut and what/where to expect fragments. No need for the guns while mining, switch to guns and stop mining if the situation calls for it. Just some thoughts while getting more excited than I already am. @Chimaera I smell a medal in here somewhere, I just can't put my finger on what or how to qualify it... Multitasking Station/duty efficiency I dunno... When we get to see more of the game, and we can make some concrete Academy courses for certs + have practicals and live demonstrations, that may be easier to spot. Trying to explain the things in my head... nobody wants a laser op that destabilizes rocks or a tractor op that bangs up your hull/misses rocks or a repairman that wastes resources constantly. Having the medals and certs will definitely help to identify the most capable pilots/players for their chosen tasks, and hopefully tie in to their pay grade too! (at least in some indirect, non-arbitrated way) Oh, one more thought I'm try to squeeze out of my head in not such an elegant fashion: Waste less = saving money/time/resources = everyone gets paid more and faster is the reasoning behind wanting certs/recognition for competency (or extreme competency) and paying those players more. They've earned it, and they are earning it for their team too, so give them their due. Also, paying people more for being better at a task will only serve to incentivize broad-spectrum improvement in all of our members.
  4. If im in the wrong here im sorry so pleas bump me to the right place. So Yeah, I fix and mod all type of consoles. From atari 2600 to ps4 and xbone. As i have gotten my computer up to par for the exploration of the stars, Only need to get a bit better video card but anywho. I have a shitty monitor. It works but i want a better one, As i have said i repair and mod stuff. I from this hobby/side job aquire different stuff. I got a Asus PB287q Monitor not long ago. Its a freaking 4K monitor. It is outright sexy. I will not throw it away, I do though have little to no experiene with monitors though. So im asking my fellow space travlers. Are there any other people here that know about fixing monitors? Or can refer me to some one or some place? As SC is the one PC game im geard to play this is my one forum where people have computers as theyr main interest hehe. Hope someone can help or get me off somewhere on the right track. The problem: The monitor turns on, Thats the frustrating part. Not only it turnes on, But the sound from the hdmi is also working. AND the back light is glowing... BUT no picture, not even the meny pops up. It seems like the smallest thing but as the monitor is a bit expensive, befor i jump on it i want to know what to do or at least a track to go Again Imperium is who we are and this is who we always will be. Togeather we stand and togeather we will hardly fall... So anyone know what to do?
  5. yonderer

    Ship Repair

    Does anyone have any idea how we will fix damaged aircraft? Also if a ship is destroyed is it permanently lost?
  6. Apart from normal repair works from damage taken, will there be also routine maintenance to be done, like having a car?
  7. Will there be some way of fixing your ship as it limps away from a crippling fight? Or if you are effectively disabled in deep space will there be a 'tow ship' you can call to get you home? Will there be some kind of R-2 type units that you can get to keep you moving? Can you access the 'guts' of your ship from the inside? I'm interested to see the direction they decide to take with repairs in general.
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