
Infinite Destruction
Caldari Provisions Caldari State
29
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Posted - 2016.04.03 12:57:28 -
[3] - Quote
OK, launched and anchored a large (Fortizar) in hisec. Takes 24 hours to anchor.
Note: Added "Citadels" (and the individual sizes) to my overview - BM'd the location of the structure - can't warp to it while it's anchoring (have to fast-boat it to where it is anchoring and then set a BM). Can warp to it normally after it has anchored.
Can't add the "Standup Reprocessing Facility I" Service Module. It lets me add the Cloning and Market modules though, then tells me the "Standup Reprocessing Facility I can not be fitted onto a ship. Only hardware modules can be fitted"
Was able to fit and load the ASML launchers (but not online them) but could only fit the Standup AXL Missile Launcher I. (Once I **** around and use some skill injectors or the mirror clone catches up with my Tranquility skills that should be fine. - Edit - worked normally after gaining the skill. Odd that I could fit and load one type of launcher without having the skill, but only fit the other kind.)
Undocked from the structure, gazed at it's magnificence momentarily, warped to station, returned in a different ship and the structure is now "transparent", more so than when it was first anchoring (and when I undocked from it again it is still "transparent"). Left the system, came back and now it is back to normal.
It appears you can fit multiple Cloning Centers and Market Hub modules though it doesn't say if there is any benefit to doing so.
I had equal quantities of each type of fuel blocks in the bay then added the clone and market modules. The first time it started using up the Oxygen blocks, then the Nitrogen, then the Hydrogen and finally the Helium (instead of, for example, only using one type period or using an equal amount of each type). The second time I did the same but had a much larger quantity of Nitrogen blocks. This time it started by depleting the Hyrdogen blocks first then going after the Nitrogen. There is no description that I can see stating what kind of blocks are needed or if just any will do.
Obviously - missing various Rigs on the SiSi market (like the Ice Rigs). A lot of missing information on the attributes of various rigs/modules as well as you are no doubt aware, like the Standup L-Set Ore Grading Processor I and Standup L-Set Ore Grading Processor II rigs where under attributes the T1 version has a blank line and the number "55" while the T2 also has a blank line and the number "56". Sure hoping that doesn't mean the difference between a T1 rig and a much more expensive T2 will only be 1% !
The Citadel shows up on my Asset List, but I can't select it as a destination or waypoint (and no "warp to" or "dock" option in the right-click menu when in system).
It appears that perhaps the CPU/PG numbers may need tweeking. I've run out of CPU before even getting the highs and mids filled on a large citadel.
Each type of rig notes that only 1 of the same type (including tech variations) can be fitted at a time however it seems there's no problem fitting 3 of the same (providing you don't go over the calibration limit).
I don't see a restriction of the use of certain rigs in hisec (i.e. the Standup L-Set Bomb Aimer I ) which would be pretty useless in hisec but perhaps that is just a "buyer beware" matter. Speaking of bombs ! 4 MILLION structure HPs ?!??! A bomb that is harder to kill than a dread ?!?!??! Seriously ? Not to mention that the Structure missiles (cap and sub-cap) also have 4 MILLION structure HPs as well (compared to "XL Missiles or Torpedoes - formerly known as a Citadel Cruise Missiles or Torpedoes - which have a whopping 1,920 structure HPs !) While on missiles - the 3 ASML variants (HD - long range, MD - medium range and LD - short range) need some tweeking as well, especially as the "long range" HD version goes to 690 km while the "short range" LD version goes to 712.5 km and the grand total between the 2 is a mere 22.5 kms. It would appear that, based on the explosion velocities and radii that the HD are meant to be Heavy damage (vs BS/BCs) while the MD are probably Medium damage (cruisers ?) and the LDs are Light Damage (for frigates and destroyers). (Note the descriptions for each describe them as being designed for use against small, medium and large hull sizes such as frigates, cruisers or battleships.
Don't see any rigs that add: CPU, PG, increase Armour/Shield/Hull resists/capacity/etc.
Off to try and do some "corp related" matters though I think that will be a short lived exercise as I don't see a lot of options there (yet).
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