Damage Control
This article contains information relevant to both the C# and VB6 versions of Aurora. Where differences exist, they are noted in the appropriate sections.
Description
[edit]Damage Controls increase the repair speed of on-board repairs of battle damage (not malfunctions). A ship might be able to repair damaged systems within hours instead of limping to a shipyard. This costs twice as many MSP as repairing a malfunction. If, for example, your biggest component is an engine costing 800 MSP to fix if malfunctioning (see Max Repair), it would cost 1600 MSP to repair using Damage Control if that engine were destroyed in battle. If your ship doesn't have 1600 MSP, then it needs to be repaired in a shipyard.
DC value is the chance to repair a component within a given time. Usually that works out to some hours, although a very large number of modules could shorten this time considerably. However, note the very high MSP cost of emergency repairs.
You don't need a DC module for on-board repairs; some capabilities are provided by engineering spaces. A Damage Control module will increase your ship's Damage Control value by 10, while an Engineering Section adds only 1 to the DC value. Damage Control modules do not extend maintenance life.
Armor is not considered a ship component and still needs to be repaired in a shipyard.
Usage
[edit]To initiate repairs, go to the Damage Control tab of the Individual Ship window. Select a component and click "Begin DC", or "Add to Queue". In C#, you can also allow automated damage control to take care of it for you.
Word of God
[edit]The psuedo code is as follows:
Repair Chance = Round Down ((Increment Length in Seconds / Item Cost) x Highest Damage Control Rating)
If Repair Chance > 1000 Then
Repair Done = True
Else
If Random Number(1000) <= Repair Chance Then
Repair Done = True
End
End
Highest Damage Control Rating is usually the damage control rating of the ship. However, if the ship is in a hangar and the mothership has a higher damage control rating, then the damage control rating of the mothership is used. This could be used by fighters on a carrier or it could be a huge repair ship that takes full size ships into its internal hangar. In this case, the maintenance supplies of the mothership are used.
Variants
[edit]| System | Basic | Commercial (C# only) | Improved | Advanced |
|---|---|---|---|---|
| Repair Rating | 10 | 10 | 20 | 30 |
| RP cost | 5,000 | 5,000 | 15,000 | 45,000 |
List of Components
[edit]Engines and Power Plants: Engine • Fuel Storage • Jump Engine • Power Plants
Beam Weaponry: Beam Fire Control • Lasers • Particle Beams • Mesons • High-Powered Microwave • Plasma Carronade • Railguns • Gauss Cannons
Missile Weaponry: Missile Fire Control • Missile Launchers • Magazines
Defensive Systems: Armor • Shields • CIWS • Sensor Jammer • Fire Control Jammer • Missile Jammer • Decoy Launcher • Cloaking Device
Maintenance and Repairs: Engineering Spaces • Maintenance Storage Bay • Damage Control • Maintenance module
Carriers and Fighters: Hangar deck • Fighter Pod Bay
Sensors: Active Sensor • EM Sensor • Thermal Sensor • Geological Survey Sensors • Gravitational Survey Sensors • ELINT Modules
Command and Control: Bridge • Flag Bridge • Auxiliary Control • Science Department • Main Engineering • Combat Information Centre • Primary Flight Control
Transportation: Cargo Hold • Troop Transport Bay • Cryogenic Transport • Passenger Accommodation
Logistics: Cargo Shuttle Bay • Refuelling System • Ordnance Transfer System • Tractor Beam
Production: Orbital Mining Module • Sorium Harvester • Terraforming Module • Jump Point Stabilisation Module • Salvage Module