Distant Worlds II Event Fleet Mechanics

The simpler solution is to have them land on a planet with the necessary elements (if they have a SRV, which they *should* have). The SRV's life support is separate from that of the ship and will enable the commander to prospect for the necessary elements with or without aid from other commanders. Eventually the commander should have enough to make it to safety.

It is impossible to go into your SRV when you canopy is blown.
 
The simpler solution is to have them land on a planet with the necessary elements (if they have a SRV, which they *should* have). The SRV's life support is separate from that of the ship and will enable the commander to prospect for the necessary elements with or without aid from other commanders. Eventually the commander should have enough to make it to safety.
Nope. You can't deploy your SRV when you are on emergency O2. So better stay topped off on Iron and Nickel.

300/300 Iron and Nickel is 150 refills. With a typical D rated life support, that 18.75 hours of O2 but it's actually a lot less than that.
You won't get the full time out of it since refill synthesis takes about 30 seconds to complete, so you have to start it 30 seconds before you run out and you won't time it perfectly since you don't want to cut it too close.
30 seconds, 150 times is about 75 minutes. So figure ~17 hours Best Case. If you don't stop to scan things, that should be plenty of time to make it to to a station from anywhere.

If you didn't have enough mats, The only thing you could do in theory, which has been done before, is have someone else in an SRV shoot rocks for you. You can follow them around close to the ground and scoop up mats with your cargo scoop.
I'd think you could get more Iron and Nickel faster on a planet surface than from asteroids in a ring system but maybe not if you have multiple commanders with mining lasers.
 
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I'm confused by this "Client receives material from mining division"

How does that work? We can't transfer mats.
 
I'll be reporting on Discord, my Clipper is ready. Do we have an in-game squadron too, that would help immensely for VR players such as me (I can only hear Discord notifications... and if i pay attention).
 
Is there any advantage to flying a decon limpet controller rather than a repair one? I'm told they both repair, and the decon controllers are 60% less mass than an "A" repair controller of the same size (well...at least the 3 is). But they repair a whole lot less too. I was thinking if FD throws unscheduled alien trouble our way...
 
Hi all! Finally signed up for the DW2 expedition with my DBX configured for fleet repair functions. I'll be bringing a 3A repair limpet controller (2 active limpets concurrent) & 16 tons cargo capacity plus an SRV. Current jump capability is 38.24ly but i hope to bring it to 40+ by the time DW2 launches.

Happy to be part of this crew, if we do happen to end up having a squadron dedicated to fleet mechanics will join up asap.
 
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Is there any advantage to flying a decon limpet controller rather than a repair one? I'm told they both repair, and the decon controllers are 60% less mass than an "A" repair controller of the same size (well...at least the 3 is). But they repair a whole lot less too. I was thinking if FD throws unscheduled alien trouble our way...

Had the same quandary myself. Went for the repair on the grounds that you can burn off corrosive damage with silent running or an untargeted Thermal Vent Beam so as to benefit from the extra repair rating.

The Beam, along with the experimental technology exchange delivery system [Guardian Shard Cannon] and E-module weight reduction prototype [Rail Guns] I carry, serve the secondary purpose of providing a diplomatic edge in cases of negotiation if the safeties are irresponsibly circumvented.

Also carrying Meta Alloy to distract hostiles like the brave GNOSIS commanders who saved a greater loss of paper builds by distracting the hostiles.
 
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Miners release mats with their mining lasers. "Client" manually scoops them up with cargo scoop.

Major Klutz is correct on both counts, its not possible to launch SRV with a broken canopy so if there is a broken canopy there are 2 options:

1) We launch our SRVs and the client scoops in their ship:
5MeFpdS.png

2) We mine asteroids and the client scoops in their ship or with collector limpets using the ignore function.


Our preference is always going to be #2 as it's quicker and easier to drop in on a wing beacon on an asteroid ring than to land on a planet. Try landing without a hud, even as a pilot with over 3000 hours I still messed up my orbital cruise by coming in too steep without knowing.
The other thing is we can have maybe up to 9 or 10 miners in a small area getting iron/nickel spawns whilst the client simply flies between them harvesting materials.

Worked example:
We are hoping this never occurs but lets say I loose canopy at Beagle Point, ~30,000ly from Colonia.
-First step is I log off call the mechanics with my location and status. I have 2 oxygen synthesis remaining.
-The mechanics scramble and get people to search the local area for the materials. Once found they prepare and get a few of the required materials to spawn.
-I log in, join the mechanic wing and arrive at their beacon and grab the already spawned materials.
-We keep mining/harvesting and I keep synthesising oxygen until I'm full on materials which is enough for 150 refills.
-At 150 refills this means if I'm packing D grade life support I have 18.75hrs flight time before I die (assuming perfect synthesis), probably closer to 17.5hrs. If A grade then it's 62.5 hours, probably closer to 61.5hrs.
-I have 60ly range so the distance to a station is ~500 jumps. At 1 jump per minute thats 8 hours of flight time and in theory I make it home safe and sound. The mechanics will however send an escort team of between 1 and 3 to ensure this happens as we can always top the client up on oxygen synthesis materials halfway along the route home if needed.
-I then repair canopy and we fly back to re-join the fleet

Because this type for rescue will require leaving the fleet to escort the client back to a station this will be optional (as with all mechanic operations) and done on a volunteer basis. If the client is in say an 65ly ship with A grade life support they may wish to say that they are ok to fly home without the escort but that will be at the clients choice.


These cases should be extremely rare to the point where I do not expect more than 3 across the whole expedition. As such they will be personalised to the needs of the client.

I'll be reporting on Discord, my Clipper is ready. Do we have an in-game squadron too, that would help immensely for VR players such as me (I can only hear Discord notifications... and if i pay attention).

I believe an in game "Hull Seals" squadron has been created, however the following applies.
The DW2 organisational team does not endorse this and highly recommends we join one of the existing official DW2 squadrons and do not make our own to try and keep the fleet as cohesive as possible. If all wings of the DW2 fleet formed their own squadrons, discords etc then it'd turn into many small expeditions rather than one big one.

Specific to squadrons: There will be a lot of other stuff going on in the official squadrons that may not make it across with things like discoveries, mini-events and all sorts of goings on. It's not necessary to be in the official ones but it's highly recommended to join if possible.

Is there any advantage to flying a decon limpet controller rather than a repair one? I'm told they both repair, and the decon controllers are 60% less mass than an "A" repair controller of the same size (well...at least the 3 is). But they repair a whole lot less too. I was thinking if FD throws unscheduled alien trouble our way...

We are not expecting any alien trouble on our expedition, however, nobody ever expects it :p

Don't think decon limpet is needed but I also know there are pilots fitting AX weapons and stuff just in case so it's totally your call if you want to pack Decons and have that option should we all get surprised!

Edit:
I've been informed that some galactic phenomena etc can cause caustic damage. Therefore any mechanics that do want to fit a decontamination limpet instead of or alongside a repair limpet controller feel free. It's probably not going to be common but having a handful of ships with the capability will be useful.
 
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Our preference is always going to be #2 as it's quicker and easier to drop in on a wing beacon on an asteroid ring than to land on a planet. Try landing without a hud, even as a pilot with over 3000 hours I still messed up my orbital cruise by coming in too steep without knowing.
The other thing is we can have maybe up to 9 or 10 miners in a small area getting iron/nickel spawns whilst the client simply flies between them harvesting materials.

Alex, I'm considering dropping the SRV and just equipping a 2D mining laser because of what you said above. That way I could even join the mining CG. Maybe dedicating my DBX as a pure space support mechanic instead of trying to cover too many bases would be the wiser choice
 
Alex, I'm considering dropping the SRV and just equipping a 2D mining laser because of what you said above. That way I could even join the mining CG. Maybe dedicating my DBX as a pure space support mechanic instead of trying to cover too many bases would be the wiser choice

From conversations elsewhere it appears that one or both the mining CGs will have outfitting nearby. It's definite that there will be somewhere to drop off mining gear after the 2nd CG if that affects your choices.

Yeah, my personal plan is to get a mining dedicated ship to Waypoint 2 for the first CG then swap to a mixed exploration/mining/mechanic fitted ship for the run to waypoint 7. After CG 2 I'll drop all mining gear except a laser or two for the remainder of the expedition making myself a pure exploration/mechanic ship.
Not that I like convoluted plans or anything :D
 
Reminder:

There will be a Mechanic meet-up today Saturday 05/01/19 at 7pm in game time - 3 hours from this posts creation.
Meet-up will be in the Lembava System at Goldstein Port on PC in the Fleetcomm private group, send a friend invite and message to Cmdr Repair Rat for an invite to the instance.

This meet-up is primarily to test builds and give people a chance to use repair limpets if they have never had the chance to before so expect to see me flying into a station wall without shields on! Everyone is welcome, however, if things are busy you may be asked to leave to give others a chance to test things out.

If anyone wishes to volunteer times/places to run a similar meet for PS4/XB1 or at a different time feel free to get in touch or announce it yourself!
 
Squadrons are "Distant Worlds" and "Fleetcomm"

Dr. Kai opened up applications to Fleetcomm but hasn't accepted any applications yet.
The Distant Worlds squadron is up to 400 members.
 
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Maybe it won't be an issue of squadron sizes then on this journey. If it had been, one way would've been to divvy up DW-Mech, DW-Mining, DW-... and such. That' way the fuel/repair could've been done through it's own channel. Just a thought.
 
Maybe it won't be an issue of squadron sizes then on this journey. If it had been, one way would've been to divvy up DW-Mech, DW-Mining, DW-... and such. That' way the fuel/repair could've been done through it's own channel. Just a thought.

Depends on how many people are not willing to join the squadrons, some have existing ones they don't wish to leave, others own squadrons so don't want to disband them. Others may just not fancy it.


For this reason the plans for Squadrons as I understand it are going to be for small events/meet-ups/announcements rather than major things. There will be a lot of "Cmdr X found a cool stellar phenomena in the Squadron Bookmarked system here" and "The Miners found 5 fissure asteroids within 1km and are going to blow them all up in a joint mini-event at 6pm" or "found a 12G planet, anyone want to take the risk of landing?".

It'll be good to be involved in those things especially these example as chances are someone will get caustic damage, be too close to an explosion or mess up a landing. So we may want to have a few Mechanics in the local area along as a backup :)
 
It'll be good to be involved in those things especially these example as chances are someone will get caustic damage, be too close to an explosion or mess up a landing. So we may want to have a few Mechanics in the local area along as a backup :)
So there are other things that Thargies that can give caustic damage?
 
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