Sjaak
Some of my crews got stuck with the ores-details... and I tend to be lazy... So I was a bit happy when GP's would not load those items who can't fit into the cargo space of the GP.

>TU 66: Pickup Item Type {xxxx} {49} {10000} {} {Install - No}
Warning - Insufficient ore space, quantity reduced to 2400.
You picked up 2400 Metals (1) from FCN WE DON"T CARE (xxxxx).
Picked up 2400 mus of Ore items.
Total TU cost for this action is 7

>TU 59: Move to Starbase {xxxxx} {Dock - No}
Ground Party is incapable of taking off.

My GP now conist of some crews to man the shuttles and 80 shuttles.
80 * 30 =2400 but ofcourse my crews are sitting in the shuttles too.... so that might be the bug...

Movement Type Speed Cargo Fighters Ore Life Ammo |
Ground: 100 TUs 2400 0 0 0 0 |
Air: None 2400 0 0 0 0 |
Shuttle: None 2400 0 0 0 0 |

Would it be possible to correct this little issue?? I think the software should check only if the items itself can't move independently. So moving an bunch of new tanks (which have their own propulsion) wouldn't call the checking-routine but adding inert items like ores etc should...
Mica Goldstone
The crew could walk so I suppose they did not count as cargo for anything but shuttle movement.

I think that the bug is that the GP did not try to move by ground as the shuttle option was not possible.

As for Shuttle Capability and transactions:
I can think of two solutions, the first is be more careful while the second would be an option to set GP's to 'remain shuttle capable', thereby reducing transactions to masses that can still be shuttled.
Winters
On a related note, ran into this today:

I'd embarked two GPs into a courier, each GP had an embarking size of 137 MUs.

The courier embarking them already had 100 MUs of cargo aboard, leaving 300 MUs spare.

When I checked the turn for the courier today the GPs had been embarked but were being reported as 190 MUs each, with the turn reporting "Cargo: 480/400"
Lord Scrimm
On a related note - I tried to embark a ship today with a 194 MU embarking size into a cargo ship with 740 Cargo available. As there were only 4 lifeforms abord the ship to be embarked and 15 Life capacity left available aboard the transport ship, this should not have been a problem either. I got the following result back:

Error - Insufficient cargo space to embark position
Total TU cost for this action is 10

This transport has successfully embarked/transported multiple small ships previous to the changes, so I think this may be the culprit.

Cheers,

Rich Fanning
aka ph34r.gif
Lord Lawrence Scrimm
CIA Intelligence Director
Mica Goldstone
Yeah, we have found the bug - the greater than sign was the wrong way round for cargo space. While fixed, the new update will not be in place till Tuesday 27th at the earliest. Apologies for the chaos.
David Bethel
QUOTE
Would it be possible to correct this little issue?? I think the software should check only if the items itself can't move independently. So moving an bunch of new tanks (which have their own propulsion) wouldn't call the checking-routine but adding inert items like ores etc should...


I think this is working correctly - it only took on cargo to its maximum (ie the troops were told to walk). Its equally bad not to take on the cargo....
HPSimms
This one was in orbit and tried to load too many modules. Number reduced but not enough.

GP48385
>TU 275: Pickup {nnnn} {415} {20} {} {Install - No}
Warning - Insufficient space, quantity reduced to 11.
You picked up 11 Transport Modules (415) from IMP Censored
Total TU cost for this action is 10

>TU 265: Land at XY {16} {15}
Ground Party is incapable of landing.


Geoff
ptb
The problem with reducing the number collected is that you have potentially four different limits, one is total cargo space, the other three are space that still allows each mode of transport (ground/air/shuttle).

Possibly total cargo space and ground movement are the same value, but i know the other two can be different.

As David already pointed out, coding for any particular limit is going to cause problems.

Possibly the pickup order for ground parties needs a "must have shuttle movement" or "must have air movement" tick box? Or maybe you should be able to specific, via another other, how you would normally move this ground party and so the correct limit can be used for transactions.

Sjaak
QUOTE (ptb @ Sep 27 2005, 07:33 AM)
The problem with reducing the number collected is that you have potentially four different limits, one is total cargo space, the other three are space that still allows each mode of transport (ground/air/shuttle)

thats why I suggested in checking the type of items first.

If you want to load Tanks in an GP you can assume the GP is going to be land based... because tanks got their own propulsion... if you add ores you need to have free cargo space.

What would be handy is to have an estimate on how many free cargo space is available. Just like with ships.
ptb
QUOTE (Sjaak @ Sep 27 2005, 10:12 AM)
if you add ores you need to have free cargo space.

But in a ground party with shuttles you can ship more ore by ground (the ore in the shuttle the crews walk) than by shuttle, so the point is which limit do you stop at? The one that would let the crews take the shuttles or the one that gives you maxmuim carry capacity?
Sjaak
QUOTE (ptb @ Sep 27 2005, 09:26 AM)
QUOTE (Sjaak @ Sep 27 2005, 10:12 AM)
if you add ores you need to have free cargo space.

But in a ground party with shuttles you can ship more ore by ground (the ore in the shuttle the crews walk) than by shuttle, so the point is which limit do you stop at? The one that would let the crews take the shuttles or the one that gives you maxmuim carry capacity?

Because moving by ground is less efficient then by air??

An take off and dock will take less time then moving accross an couple of sectors
ptb
So what if you can only take 10mus by shuttle but have enough space to take 10 000 000mus by ground, i reckon shuttle would be a lot less effiecent there wink.gif

Okay so it's an exagerated example, the point is that unless you can specifiy how you want them to move there is no real way the David-Mica collective can know how much space to use.

Currently the system allows you to load as much as you like, if you automatically limited to shuttle space (including carrying any crews) then it would be impossible to pickup more if you wanted to.
Archangel
QUOTE (Mica Goldstone @ Sep 26 2005, 10:10 AM)
Yeah, we have found the bug - the greater than sign was the wrong way round for cargo space. While fixed, the new update will not be in place till Tuesday 27th at the earliest. Apologies for the chaos.

More likely an erroneous half left shift... otherwise it would be a less than sign.... biggrin.gif
David Bethel
QUOTE
So what if you can only take 10mus by shuttle but have enough space to take 10 000 000mus by ground, i reckon shuttle would be a lot less effiecent there


yup thats the issue - geoff has a point. In orbit you should not shift to ground movement...but on the ground how do i know what you want. Maybe a setting on GPs to have several options.
ptb
QUOTE (David Bethel @ Sep 27 2005, 06:43 PM)
yup thats the issue - geoff has a point. In orbit you should not shift to ground movement...but on the ground how do i know what you want. Maybe a setting on GPs to have several options.

It wouldn't have to be much, just an order saying to set the default movement to either ground, air or shuttle, defaulting it to shuttle. Then falling back to air then ground depending on whats avalible smile.gif
HPSimms
QUOTE=
If you want to load Tanks in an GP you can assume the GP is going to be land based... because tanks got their own propulsion... if you add ores you need to have free cargo space.
[/QUOTE]
A fairly dangerous assumption, a GP doing a shuttle delivered assault on a starbase would be more effective with tanks as well but would need to be shuttle capable to get there.

Geoff
Sjaak
[QUOTE=HPSimms,Sep 28 2005, 02:35 PM]QUOTE=
If you want to load Tanks in an GP you can assume the GP is going to be land based... because tanks got their own propulsion... if you add ores you need to have free cargo space.
[/QUOTE]
A fairly dangerous assumption, a GP doing a shuttle delivered assault on a starbase would be more effective with tanks as well but would need to be shuttle capable to get there.

Geoff[/QUOTE]
It boils down to knowing what kind of GP we got.. An shuttle capable one (with seats for our crewmembers) or an landbases one (our poor crews and soldiers can walk).
Lord Scrimm
I'd be happy if the Cargo amouts would just work properly sad.gif

Sent in a sequenced turn for a GP: GP picks up kit (and makes sure that it's within the cargo limits of the ship embarking it) then the Transport embarks the position and moves. That's how it was SUPPPOSED to go down. Instead, the GP picks up the kit and is within the embarking limits of the Transport, the Transport says there is not enough cargo to embark the GP (only True if run out of sequence, which it wasn't) then flys off without the GP. Now I need to spend another week getting this GP where I want it. mad.gif

If you want to look at the run, it was with positions 9386 and 1781 today (39.3)

GP (9386) Size:
| |
| Embarking Size: 900 mus Required Life Support: 0 mus |
| |

Transport (1781) Capacity:
|-Cargo Report-----------------------------------------------------------------|
| |
| Cargo: 0/900 Life Support: 56/75 |

Error:
> TU 274: Embark Position {9386} {}
Error - Insufficient cargo space to embark position
Total TU cost for this action is 10

Cheers,

Rich Fanning
aka ph34r.gif
Lord Lawrence Scrimm
CIA Intelligence Director