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Ship Cheats for engineering.

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Author Topic: Ship Cheats for engineering.  (Read 377 times)
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« on: February 13, 2009, 03:52:02 pm »

Not exactly a cheat but having one set up, especially if you are working on different ships, is nice. It works as a learning tool for new engineers as well.

Just to give a little help to the engineers out there, here is a copy of my cheat sheet for the +mrep plus the sysperc react= for the different ships.

MERCURY
spow react=210 for basic systems

Electronic--------------------1372 max
Electric-----------------------914 max
Engine------------------------914 max

These are the max parts on our ships. To find the numbers for a different ship, take the total parts capacity and divide by the number of systems, (usually 7). Multiply by the number of systems using that type of part....Electronic parts are usually used by 3 systems...this gives you the max parts of that type you need.

For restocking, subtract the number of parts on hand in each category from the max needed. this is the number of parts you will need to order.

+mrestock <storage>=<amount>
This command allows you to restock a supply of needed storage parts, up to a specific amount specified.
If you bought too many then use the same syntax with a - (minus sign) in front of the number of parts.

+moverhaul <number> Twice missing percentage of the lowest system.…95% = 10
+moverhaul is the simplest maintenence command to use. It does all the systems at once. However you have to have all your basic systems below 99 percent. This means power up the comm system even if you aren't going to use it or the engineer may hit you with a wrench.

For those pain in the neck times you have to do it system by system, use +mwork <system>=<minutes>

Got a damage control system on your ship?
To use the damage control systems, you need to...
1. Power on the computer systems.
2. Power on the Damage Control System.
3. Power on the manned console via 'cpower on' (even if it is an engineering console)

Now you can use the following commands to use the systems...
crewrep                    - Displays the status screen of the damage repair crews.
assign # to <SystemName>   - Assigns crew # to <SystemName> (thrusters are maneu...,
                             and so on as is represented in the display of 'sysrep') or Idle for none.




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