Industry Guide: Ship Repair and Maintenance

Started by Obsydian, December 09, 2015, 01:35:51 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Obsydian

Industry Guide: Ship Repair and Maintenance

External Resources
CIG Design Document: https://robertsspaceindustries.com/comm-link/engineering/15062-Ship-Repair-And-Maintenance
Wiki page:

Applicable Ships
Crucible

Mining Roles
Repair Task Manager
Repair Arm Operator


Repair Specialists
Space is a hostile place and even the  most skilled pilots will need to have their craft patched up from time  to time. Fortunately, there are a number of options available to  Citizens to get themselves back up and running.
  Star Citizen’s repair system works in conjunction with the engine’s  detailed damage model to create intuitive and engaging gameplay for  players wishing to pursue a career in ship repair or for pilots to  execute quick field repairs.
  The basis for repair technology in Star Citizen are tools equipped  with multipurpose lasers that can trim away damaged material or sinter  construction material injected onto a component’s frame, rebuilding its  structure

  Repair Roles

   
Any ship with repair capabilities has two roles that must be filled to ensure a successful repair job: the Repair Arm Operator and the Repair Task Manager.
  The Repair Arm Operator is responsible for the  control of the robotic repair arm. Mounted with a multi-purpose laser  and material injector system, the repair arm is capable of carrying out  all manner of repair tasks. The repair arm is the only player controlled  method of fully restoring a ship to 100% health but requires skill,  knowledge and coordination with the Repair Task Manager to do so effectively.
     
The Repair Task Manager relays detailed damage  information to the Repair Arm Operator, designates repair tasks to be  undertaken and is responsible for the allocation of materials to satisfy  part reconstruction requirements.

    Repair Task Manager

 
  To initiate workshop repairs, the Repair Task Manager must first use  their damage assessment interface to gather damage information and  prepare for the repair tasks required.

  Damage Assessment
Whilst using their terminal, the Repair Task Manager can access the  target ship’s damage diagnostics. This displays the status of ship  parts, the hull, systems, weapons and their various connections. The  player can toggle and filter between various layers, isolating and  displaying their respective elements.

     
Damage that has been dealt to a ship’s hull is represented on an AR  overlay as a heatmap: no damage displays as green, full damage and holes  as red, and partial damage on a gradient in-between. The edges of hull  breaches are also highlighted for clarity.
  Highlighting the various parts will display its current health as  well as the materials required to repair it. When ready to start a  repair job, the Repair Task Manager selects the desired part, opening  the Material Panel.

    Material Panel
 Repairs taking place in a workshop require the consumption of the raw  construction materials gathered through Mining, Scavenging and Trade.  The Repair Task Manager can assign different materials according to the  repair task at hand via their console’s Material Panel.
  Depending on the repair job, certain types and quantities of material  are required. When a component is selected, these requirements are  displayed in the Repair Compound section of the Material Panel as slots  that need to be filled from the repair ship’s Material Stock.
  Each material is graded to reflect how effective it is when assigned  to a slot and how it will affect the repair procedure (discussed later  in the Repair Arm Operator’s section). To get optimum results the Task  Manager must balance the Arm Operators requirements, versus the value of  the materials used.
  Once all materials have been assigned, the Repair Arm Operator can then initiate the reconstruction process.
     
   
     
   

     

    Reconstruction

Damage AR Overlay highlighting debris in need of stripping  In the event that a ship part or component has been entirely detached  or destroyed, it must be reconstructed. To do this the Task Manager  selects the missing part from their Damage Assessment panel and assigns  the materials as normal.
  Once the composition is confirmed, the missing part’s frame is  automatically constructed by the Repair Arm; the process is entirely  automatic, using patterns from the repair terminal’s database for  reconstruction. After the framework has been constructed, the player can  then use patching to build the surface up as normal.
  Before a reconstruction can be started, the attachment point must be  cleared of any obstructing debris by the Repair Arm Operator. Whilst an  obstruction is present, the part appears as a red hologram on the damage  assessment screen with the extraneous material highlighted for removal.
     
Clean part attachment point
 
Frame reconstruction  

    Repair Arm Operator
Once the Repair Task Manager has chosen the part and repair material  composition, the Repair Arm Operator starts the reconstruction and  repair process. By using their terminal, the operator controls the arm’s  position and aim remotely via a mounted camera. To avoid  overcomplicating controls, the head is translated and aimed directly  with an IK solution orientating the rest of the arm to follow.
  The Repair Arm’s laser can be switched between two modes to carry out the various necessary repair stages: Stripping and Patching.

  Stripping
Hull stripping is vital for improving the integrity of a ship’s hull  that has only sustained light damage, as only missing segments can be  patched.
  In stripping mode, the repair arm’s high powered laser is used to  cleanly remove parts of a component’s surface without causing structural  damage to the surrounding area. Stripped surfaces are converted and  collected as a percentage of its raw materials.
  Stripping is also necessary when a component or part has been  completely detached. Full component reconstruction requires a clean  attachment point requiring the operator to cut away any debris that  compromises the area.
     
Unstripped surface
 
Stripped surface  

     Patching
 
Patching is the act of rebuilding a ship or component’s surface and  restoring its integrity. When in patching mode, the Repair Arm’s laser  is repurposed to directly ‘print’ material onto a ship or component’s  frame. As the Repair Arm is aimed, a wireframe hologram is projected  showing the edge of the damaged area that can be printed onto. This grid  is a high resolution tractor mesh that matches the undamaged surface,  supporting the material printed onto the ship.
  The Repair Arm sprays a powdered compound whilst simultaneously  firing a laser to heat and bind the compound, creating the new surface.  As the repair surface is built up, the mesh gradually contracts to form a  new working edge until the area is completely restored.
The strength of the new surface is dependent on the amount of exposure  it is subjected to from the laser. As a surface is being built, it  gradually increases in strength until it reaches 100%. If the laser  remains focused on that area for much longer however, the integrity  decreases as the surface overheats. This creates a sweet spot that the  operator must reach before moving on to achieve optimum integrity.

     
The player can choose to toggle the AR damage heatmap overlay on and  off whilst patching to receive real time feedback as they approach this  threshold: the surface turning green as it nears 100% and transitioning  back into the red as the surface is overexposed. If a surface becomes  overexposed, the Arm Operator will have to restrip that section of the  surface before reattempting to patch it.
  The composition of the repair material, as defined by the Repair Task  Manager, determines the behaviour of the patch surface as it is being  printed: the max integrity level, the size of the peak integrity sweet  spot and the rate at which the exposure affects integrity. This presents  a player-defined risk-reward loop where the use of cheap materials can  achieve the same results as expensive ones, but requires far more skill  to accomplish with the crew of the repair ship needing to take their  operators abilities into consideration when pricing jobs and assigning  materials.

    Field Repairs

  Personal Multitool

Personal Multitool  The Multitool is a personal item that is equipped with the  capabilities of a small-scale version of a workshop’s Repair Arm. It is  capable of stripping and patching, allowing it to achieve a wide variety  of ship repairs short of full part reconstruction.
  Although the Multitool’s repair abilities are the same as that of the  Repair Arm, the size of the laser and low quantity of repair material  it can store means that it is only suitable for quick fixes and patch  jobs to get a ship back to a proper repair facility.

    Component Damage
When your ship takes damage, some of that damage will be transferred  from the point of impact on the hull to the nearest system and weapon  components. Those components then distribute that damage between itself  and whatever Subcomponents are attached inside.
Subcomponents are the various consumables that are used to run or improve a component or system’s behaviour.
  In general, component field repairs consist of turning off whichever  component is having problems, replacing the broken subcomponents, and  turning the component back on. In very large components, like those  found on capital ships, there may be multiple actions involved in  turning a component on or off, including rerouting power or coolant to  other parts of the ship. These actions may also involve the use of  on-board ship computers.

  Subcomponents
Subcomponents provide additional benefits to the component they are  attached to, allowing for further customization of a player’s ship.   They are divided into three categories, each providing specific areas of  improvement.

     

    Module Racks

 Module Racks are panels that house the various components used to  keep their associative subcomponents running. These can be found on the  hull under maintenance hatches in closed-cockpit ships, or internally in  the engineering section of larger multi-crew ships.
  Depending on the component installed, different types and numbers of  subcomponents are required. Each subcomponent is built for quick removal  and replacement allowing for field repairs to be carried out as quickly  as possible. If a player attempts to remove a subcomponent from a  powered component they risk being electrocuted and receiving damage.

     
Replacing a damaged subcomponent is a simple case of interacting with  the item in question. The player will then remove it, freeing up the  slot. If the player has a replacement in their possession, they can then  interact with the empty slot to place it.
  Subcomponent types are universal across ships and components of the  same size class, a coolant rod from a Gladius’ laser cannon can replace a  Hornet’s coolant rod housed in the shield generator. This provides a  great deal of flexibility, allowing players to juggle elements between  various systems as needed, as well as opening up opportunities to patch  their ship using scavenged parts.

   
 Components on larger ships, such as the Idris or Retaliator can  require a large number of subcomponents to function and/or larger sizes  of subcomponents. When damaged, these more complicated systems can take  significantly longer to diagnose and physically swap out any compromised  subcomponents. To maintain full operation, these ships can contain  alternative backup systems. In the case of an emergency, engineers can  use their ship terminal to redirect power to the backup, allowing for  full ship functionality whilst the engineer repairs the primary system.  This can also be achieved manually, should an engineering terminal  become inoperable, by physically swapping the whole module rack out,  placing the backup system in the primary’s slot.