Talk:Repairs

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Revision as of 23:28, 29 October 2007 by Arrow Quivershaft (talk | contribs) (Reply to Zombie)
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If I'm understanding the findings correctly:

At 1% per hour, does this mean that the hired ships are in fact the fastest ships to recover at a potential ~24% a day? Granted that's assuming they start reparing at 00:00..., but having continuous repairs hourly seems more efficient than having repairs once per day.

This might explain why I don't mind letting my interceptors get up close and take minor damage in the early months against Large Scouts. The can take a few hits and will be back up on their feet well in time for the next UFO sighting. Not having much hull points means they won't have as much damage to repair either...

Oh well, quiet informative nonetheless.

-NKF 21:29, 28 October 2007 (PDT)

Yes and No. The hired ships don't repair any faster than the manufactured ones:
Skyranger = 1%/hour = 1 damage point/hour INT(150*0.01) = 24 damage points/day
Avenger = 2%/day = 24 damage points per day (1200*0.02)
So it's the same rate. It's just that the hired craft do the check every hour, while the manufactured ones are every day. But because the repairs for the conventionally fueled craft update more often, they will usually finish this process quicker. --Zombie 22:35, 28 October 2007 (PDT)
Actually, I have reason to suspect Avengers update twice a day, because I've seen them come back with, say, 23% damage, and I'll check on them a while later and they'll have 16% damage, which is impossible if it's being decremented once a day by 2%. I'll check it out later after I get back from school. Arrow Quivershaft 06:01, 29 October 2007 (PDT)
Well, I did some more thorough testing on this. I used hatfarm's editor to hack my 3 normal craft to a Skyranger, Firestorm and an Avenger and gave them all 1000 damage capacity. All the craft repaired on the hour (not the first hour it encountered - after the first full hour was up). Because I'm a little wary of hatfarms editor for testing (it was programmed before much of craft.dat was decoded), I decided to do another test au naturel. After selling the second Interceptor and building 2 extra hangars, I had my engineers manufacture one of each of the other craft. Then I manually edited CRAFT.DAT so damage was 1000 and dumped them all in repairs. At least when I did this at 20:58, nothing happened until 22:00, and then only 1 point of damage was repaired. Subsequent hours always had a repair rate of 1 point as well (checked out to 5 hours). Haven't tried to put the craft in repairs after the hour, but I think they should all follow the same idea. Arrow, feel free to double-check this. I'd like an independent confirmation. --Zombie 15:19, 29 October 2007 (PDT)
I'm actually very poor at editing, but I can give it a shot...may need some guidance, though; I'll email if that's needed. Coincidentally, it appears that for all craft except the Firestorm, based on repair percentages, that damage to craft is decremented once per hour, on the hour. And the Firestorm's listed 5% is so close to 24 that it may well be rounding error.
Trying to get into the heads of the programmers, it makes more sense to have a set repair rate of one "Hull Point" per hour; definitely much easier to program than having different craft repair on the hour and on the day, and setting in repair rates. Rather, they set it to calculate the damage % on lookup, compared to the maximum "Hull Points." So when you go into the craft screen, it takes the damage points divided by maximum and gives you the percentage.
A theoretical way to test this would be to take a damaged craft and then edit the durability of the craft, recording percent damage before and after editing. Say, edit an Interceptor to 25 damage(25%) and then change durability to 500. If they calculate it on demand like this, damage % report should change to 5% with no other editing required. That's my thoughts, I'll see if I can work the tests in sometime in the next week. Arrow Quivershaft 16:28, 29 October 2007 (PDT)