Ah so that's why my new generators are only producing 25 e/t.In case you dont know there's also a soft cap on power regeneration at 1,000,000. It is possible to bypass the softcap with a turret/power drain beam setup.
Ah so that's why my new generators are only producing 25 e/t.In case you dont know there's also a soft cap on power regeneration at 1,000,000. It is possible to bypass the softcap with a turret/power drain beam setup.
Does this trick still work (for version 0.157)?In case you dont know there's also a soft cap on power regeneration at 1,000,000. It is possible to bypass the softcap with a turret/power drain beam setup.
Does this work:Does this trick still work (for version 0.157)?
I tested it recently, and couldn't get it to work - it was as if the power drain beam doesn't even fire (no visible beam, no power gained in mother-ship, no power lost in docked ship).
I had a power drain beam on my mother-ship pointing directly at the docked ship, where the power drain beam was fired manually (added to quick-bar). The docked ship was fully charged power tanks (I removed the power generators for testing). For the test itself I consumed most of the mother-ship's power, then fired the power drain for a while, and switched to the docked ship to see if it lost any of its stored power.Does this work:
create the docked power generator, and on the powersupplycomputer create a logic clock connected to it, have it aimed straight at a block of mothership power modules, and turn the clock on.
Or is that what u did?
Yes, I set the "current output block".did u set the fire point manually?
I think you're right. I've just tried a plain power drain beam (without a docked ship in front of it) and that seems to work fine.Just checked it out. I think it's an issue with ships not being to shoot their own turrets.
Yes, I set the "current output block".
I think you're right. I've just tried a plain power drain beam (without a docked ship in front of it) and that seems to work fine.
What I'm thinking is that this specific exploit (e.g. getting around the power regen soft cap with docked generator ships shot by power drain beams) may have been intentionally fixed.
If that's the case; I'll need to figure out how to use logic gates, etc and try the next exploit (e.g. getting around the power regen soft cap with docked generator ships that shoot power supply beams).
Logic pauses when the sector is unloaded, and does not restart when loaded until it receives a logic updateDoes everything have to be reactivated when the sector the ship's in is unloaded? That could prove to be pretty painful.
When i read all this answers I cannot believe this is a forum of a space game. When you build a ship what is the first thing you must do?
-Power generator: wrong
-Shields: wrong
-Structure: wrong
-Interior: wrong
Every well constructor of ships know that the most important part of a ship is the autodestruction system. How do you think a ship can fly whitout one of that?