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{{bothversions}} Fleet operations in Aurora require some logistics. Military ships may suffer from maintenance failures and you'll need to periodically send your ships in for overhauling, to prevent them from falling apart. Maintenance and Overhauls are optional rules, they may be turned off completely via an option in the Game Info window on the right at the bottom of the list of options named "No Overhauls Needed". For information about emergency battle repairs, see [[Damage Control]]. ==Maintenance Failure== Military ships require a lot of regular maintenance to stay ready for action. The more complex your ship, the more chance it will suffer from maintenance failures. When a ship suffers a maintenance failure, it will use up maintenance supplies (MSP) equal to the cost of the affected [[component|system]] in order to prevent the failure. If insufficient MSP are available the affected system will be destroyed and cease operation. If this is something vital such as a jump engine, the ship could be stuck a long way from home. Once destroyed, a system can be fixed by [[Damage Control|damage control]] but the cost in MSP is doubled. Damaged systems can also be repaired by a [[shipyard]]. Accounting for maintenance failures is important part of ship design, especially for ships intended for extremely long operations in space. A [[Class Design]] includes a line like: Maint Life 3.62 Years MSP 637 AFR 108% IFR 1.5% 1YR 75 5YR 1128 Max Repair 120 MSP Maint Life is an estimate of how long the ship's stock of maintenance supplies is likely to last. You can extend that by adding [[Engineering Sections]] to the ship class during ship design to reduce malfunctions, and/or [[Maintenance Storage Bay]] to carry more supplies. You'll see drop in the Annual Failure Rate (AFR) which is the annual chance of a system failure, and the Incremental Failure Rate (IFR), which is the chance of a system failure in any given [[5-day increment]] (which is when maintenance checks take place). These values shown on a class summary assume a ship has one year on its maintenance clock. On individual Ship Summaries ({{key|F4}} in [[CSharp|C#]], {{key|F6}} in [[VB6]]), the Annual Failure Rate and IFR will be based on the ship's actual maintenance clock. If you want to know exactly how it's calculated, see [[Ship Maintenance Details]]. ==Maintenance Supplies, aka spare parts== Maintenance Supplies("MSP") are produced by [[Maintenance Facility|maintenance facilities]]. They are used up to fix maintenance failures and combat damage. Ships in orbit of colony with sufficient [[Maintenance Facility|maintenance facilities]] or undergoing overhauls will consume maintenance supply points from the colony and suffer no maintenance failures. The rate of consumption of maintenance supply points (MSP) for a ship in orbit is equal to 1/4 of its total Build Points (BP). If a colony has maintenance facilities but no maintenance supplies, ships in orbit will draw maintenance supplies from any designated supply ship in the same location. Supply ships can be flagged using the existing 'Supply Ship' flag in the Class window. If no supply ships are available, ships will draw on their own maintenance supplies. :''Example: A planet has 25 Maintenance Facilities, giving it 5,000 tons of capacity. In C# the planet can support a combined tonnage of up to 5,000 tons of ships (e.g. 2 ships of 2,500 tons or less or any other combination). In VB6 this capacity can handle all maintenance for an unlimited number of ships up to 5,000 tons in size. They would not do any work on a ship of 5,100 tons, however.'' Maintenance Facilities keep your ships in shape while they are at their base. In C#, this uses maintenance supplies, while in VB6 it uses minerals directly. ==If you are confused== * Maintenance Storage Bays carry significant amounts of Maintenance Supplies (i.e., spare parts). Those supplies are used up to automatically repair malfunctions while the ship is in space. * Engineering Sections carry a small amount of Maintenance Supplies, and they also reduce the breakdown rate of your ship. * Maintenance Facilities are installations that maintain ships on a planet (i.e., workshops). They produce Maintenance Supplies from minerals. A fleet base should therefore generally have: * sufficient Maintenance Facilities to maintain the ships you want to base there, * enough Maintenance Supplies, [[fuel]], and [[missiles]] stored to resupply ships for their next mission, * access to minerals for MSP production and (VB6 only) ship maintenance, * and a population of over 1,000,000 (to reset the deployment clock, for [[crew]] morale reasons). ==Maintenance Clock and Overhaul== Each ship has a maintenance clock, which counts the time since the ship has left port (its last time in a dockyard with sufficient [[Maintenance Facility|maintenance facilities]]). As the ship's deployment clock increases, the probability of a breakdown increases, and it starts costing more MSP to maintain. In other words, if you keep a ship that wasn't intended for extremely long operations in space, it will literally fall apart. Ships in orbit of a colony with sufficient maintenance facilities do not run their clocks. Thus, keeping your ships at a fleet base is a good way to keep them well-maintained. :TIP:If your clock is going up while at colony, it means your maintenance facilities are not large enough to accommodate that ship. Expand your maintenance facilities and it'll stop going up. If a ship is on a long deployment and runs up its maintenance clock, you can put it into overhaul on a base with maintenance facilities (dockyard) large enough for the ship's tonnage. Overhauls unwind this clock. One month in overhaul reverses three months of age. Overhauling requires MSP(C#)/minerals(VB6) based on the ship size, components, and the maintenance clock. Note there's a time penalty if you want to abort the overhaul early. The maintenance clock is also reduced when ships are repaired, based on the percentage of their build cost that is involved in new components provided by the repair. Once your deployment is brought back to 0 and you're able to get going again as if new. In lore, these are maintenance things that couldn't be done on-ship, such as scrubbing out the engine manifolds, re calibrating the sensors, replacing the worn hinges on bulkheads, replacing the floor panels as feet have scuffed them up, and whatever else wouldn't be normal maintenance. ==Notes== * Hangars - A ship (or [[FAC]] or [[fighter]]) in a [[Hangar deck|hangar]] does not roll for malfunction, need Maintenance Facilities or use supplies. For purposes of maintenance, it is effectively "mothballed". In C#, note that this does not apply to the commercial hangar deck. In VB6, to save minerals, you might consider building [[PDC]]s with large hangar spaces, and store your unused ships there. [[category:content]]
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