fighter reaming |
Been playing since demo came out, and i am still stuck even with retail version,
I have a carrier fleet, eg 1 or 2 destroyers, a carrier, and 3 or 4 frigates,
Now i know how to manualy resupply all of them , using transfer of cargo, but the question is how do i rearm my fighters, Have tried repair bays, but fighters get launched with no supplies after a few fights and they run .
bj

Fighters are thirsty...
Only Space Yards or Repair Bays fix units. I doubt that the solar collectors are providing enough supplies per turn to keep all those fighters stocked.
Although it's part of a larger problem where the supply and ordanance storage is not sufficient in stock really and that fighter bays carry too many fighters.
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Fighter bay requirement
And also because there is a required number of fighter bays.
If carriers were allowed to carry less fighters and more supplies, then it could work. This is most easily achieved by reducing the percentage hull requirement for fighter bays.
Mod fighter bays?
How about modding the fighter bays to reduce cargo capacity and add a TON of supply and ordinance storage? Would that take care of this problem? Can that be done?
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The goggles... they do nothing!

Sort of
The opinion that carriers should be 50% fighter bays is wrong.
I would rather have one fighter bay and one ordinace storage on my ship than two fighter bays that hold the same amount of fighters and ordinace.
You could make fighter bays
You could make fighter bays larger and like the previous reply make them carry supplies and ordinance.
That way you can still have 50% requirement, but less fighterbays.
Your lord and master (below Foamy) LordHavoc
Supply Ships
I just design a suply ship that has alot of ordanance, supply, and solar collectors.
Hopefully I'm right about this, but doesnt the fleet divy its resources every turn?

fighter counts
For all nine levels of fighter technology, here are the counts for number of fighters that can be put into a fighter bay:
reply to fighter counts
I usually use any remaining space for troops. That way I can use the fighters as troops as well. See that undefended moon over there? Betcha I can take it without firing a shot.
"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

Does that work for you?
Last time I invaded, none of the fighters in space joined the ground assault. Only the two fighters that were unlaunched and aboard my planetary assault marine lander joined in the ground combat.
Next time, I'm going to put an additional fighter in cargo of a non-planet lander (maybe one of my tankers) and see if all unlaunched fighters land.
Lots of Fighter Info
1. When a fighter is contructed, it has the max supplies per small engine regardless of the supply status of the planet.
2. When a fighter is loaded on to a carrier, these supplies are lost.
3. Wheh a fighter is launched from a carrier, it draws the maximum supplies its engines can hold from the carrier.
4. It is possible to manually transfer the supplies from the fighter to a planet or to the carrier (assuming it has space remaining)
With starting technologies, a carrier will have this many supplies with the components listed:
12 Ion Engine I x 650 supply each give 7,800 supply
46 Supply Storage 1 x 250 supply gives 11,500 supply
This yields a total of 19,300 supply
If you assume you want the carrier to do two attacks before running out of supplies, then you must design your fighters accordingly. 19,300 divided by 2 is 9650. So, you can design your fighters any way you want. You can either have:
1. If you want to put the max engines on each fighter, then you will need 18 x 50 = 900 supplies per fighter. Thus, you can only have 10 fighters.
2. If you want to max out the 15 fighter bays, then you will need 9650 / 15 = 643 per fighter. 643 / 50 = 12 engines per fighter.
I think the best way to solve the problem is to SIGNIFICANTLY reduce the supplies per Small Ion Engine. Right now, each one stores 50 supply. This is enough for the fighter to travel 50 "hexes" on the system map. If the Small Ion engine only stored half as many, that would allow for twice as many "sorties" before running out of supplies.
Hope this helps y'all. It was quite a shock when I launched my first attack with my carrier and found it completely out of supplies.
Oh, and I'm sure y'all have figure this out already: fighters DO require maintenance in Space Empires V.
Here is some other information I discovered that is just supplemental:
1. Fighters constructed on a planet with no supplies and then launched will have maximum supplies.
2. Fighters transferred from a carrier to a planet with no supplies and then launched will have ZERO supplies.
3. Fighters launched from a carrier outside combat will drain the fighter's maximum supplies from the carrier.
4. In the Light Carrier design above, I used the following components:
1 Bridge is 10 kt
2 Crew x 10 = 20 kt
1 Life Support is 10 kt
1 Sensor is 10 kt
15 Fighter Bay x 30 KT = 450 kt
12 Ion Engine I x 10 = 120 kt
46 Supply Storage I x 5 kt = 230 kt
Total is 850 kt
Again, the engines contribute 12 x 650 = 7800, and the supplies contribute 46 x 250 = 11,500. This adds up to 19,300
A fighter can have as many as 18 engines, and the Small Ion Engine I stores 50 supplies each.
Again, I hope this helps.




Need more supply/ordnance...
How much supply/ordnance do you have on your carrier?
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