[1.0.2.6]Fuel tankers not working in Practice
Posted: Sat Mar 26, 2022 12:07 pm
There are a bunch of issues with the fuel tankers right now. That in effect prevent them from ever operating as intended.
The issues thus far (but not limited to):
1. The Ship Designer puts in too few generators. Usually 1 to few. Meaning the ship runs on less then half FTL power output. So that means they have issues catching up to targets in need of refuelling. Aka, it's primary function.
It also does not put in maxmum STL engines, also part of the job.
And it also overloads on Cargo bays - which are pointless if they can not reach the target.
And then it has weapon systems for some reason.
2. Automatic Tankers in a fleet never upgrade or repair. Meaning they can be literally half the speed of the fleet. Again, incapable of catching up with their out of fuel target.
3. Trying to intentionally refuel your manual fleet with them is near impossible. As that means having to sit still for long periods of time, while the tanker catches up and slowboats around the formation. There needs to be a "refuell with tankers" command, so they actually start flying towards the fleets fuel tankers.
4. They never stop a mission.
They do not stop try to refuel, if the target refuelle the hard way. With 1, now the target that "needed refuelling 1 decade ago" can outrun them indefinitely.
They do not change movement orders, if the fleet changed it's course.
5. They jump in closer to the enemy then the fleet.
If I order the fleet to attack, they too get the attack order.
And jump in closer then the combat ships. And then get shot at. And then run away and take damage, which they will not repair.
Fixes:
1. The Autodesigner needs to understand that cargo means nothing, if they lack any speed to deliver.
2. If part of a fleet, they should have one of these missions:
- Follow the Flagship
- Repair/Upgrade at nearest port
- Refuel a ship of the fleet
- grab more fuel
3. It needs to stop and change mission, if the target managed to refuel on it's own.
The issues thus far (but not limited to):
1. The Ship Designer puts in too few generators. Usually 1 to few. Meaning the ship runs on less then half FTL power output. So that means they have issues catching up to targets in need of refuelling. Aka, it's primary function.
It also does not put in maxmum STL engines, also part of the job.
And it also overloads on Cargo bays - which are pointless if they can not reach the target.
And then it has weapon systems for some reason.
2. Automatic Tankers in a fleet never upgrade or repair. Meaning they can be literally half the speed of the fleet. Again, incapable of catching up with their out of fuel target.
3. Trying to intentionally refuel your manual fleet with them is near impossible. As that means having to sit still for long periods of time, while the tanker catches up and slowboats around the formation. There needs to be a "refuell with tankers" command, so they actually start flying towards the fleets fuel tankers.
4. They never stop a mission.
They do not stop try to refuel, if the target refuelle the hard way. With 1, now the target that "needed refuelling 1 decade ago" can outrun them indefinitely.
They do not change movement orders, if the fleet changed it's course.
5. They jump in closer to the enemy then the fleet.
If I order the fleet to attack, they too get the attack order.
And jump in closer then the combat ships. And then get shot at. And then run away and take damage, which they will not repair.
Fixes:
1. The Autodesigner needs to understand that cargo means nothing, if they lack any speed to deliver.
2. If part of a fleet, they should have one of these missions:
- Follow the Flagship
- Repair/Upgrade at nearest port
- Refuel a ship of the fleet
- grab more fuel
3. It needs to stop and change mission, if the target managed to refuel on it's own.