Power System Ideas

    Lone_Puppy

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    Please forgive me if I'm repeating something somebody else has posted.
    I haven't read all of the other ideas and responses to the Power Overhaul, Power System Overhaul Proposal, so my appologies.

    For a while, I've suspended the logic around how the existing power magically supplies ships systems with power.

    Here are my thoughts on how I would like the power to work.
    • Power supply act and feel the same as what we use in the real world.
    • Physical connection based/dependant would be the most efficient.
    • Sure, wireless power is a thing, so why not. But make this less efficient, e.g. distance, obsticles, etc reduce the power supply efficiency.
    • All systems require a connection to function (physical/wireless)
    • power reactor, capacitor should be able to supply directly like a batter or generator.
    • A computer needs to exist for more advanced functions, like measured distribution, management and isolation.
    • remove the crazy pattern requirements for connected blocks so you can cluster and shape any way you want.

    If you treat power like electricity or even water for that matter, it's pretty simple. With

    electricity, Volts/Amps/Watts are all you have to work out. Naturally, nothing works unless it is connected to a power source, battery, generator, ZPM, ethereal magic, whatever.
    Systems would draw power in watts as they do in the real world. If we calculate the reactor block to be a consistent voltage, then we can treat the number of power reactor blocks clustered together as the Amps. The Watt or power output would naturally be the volt x amp calculation, that we can then use in our systems.

    The ships systems would have logically have their own internal safeguards as our real world appliances have, so you don't need to worry about the power output.

    These systems would have different watt ratings as with real world appliances. Thus only drawing a percentage of the total output.

    The different technologies naturally have vastly different power requirements, whether it be a light or a Cannon.

    I think thought needs to go into the logic around how these technologies use the power for the game to move forward.

    Seeking the advice from electrical engineering backgrounds and perhaps from physicists who deal in the realms of energy.

    For me, the following adjustments and changes would be nice.

    • Apply a power requirement akin to a Watt and resistence rating to everything. Including Hull/Armor.
    • Take away the crazy pattern configuration for power reactors to allow clustering in any shape.
    • Increase the output of the reactor/capacitor blocks
    • Move the power control functions in the auxhilliary power block to the reactor and capacitor.
    • Move the power auxilliary explosive instability also, but make the explosive effect occur at theend of the damage effect to the block. Instead of exploding on first hit like a warhead.
    • Introduce Piping/transfer capability
      • Either use logic or LOD pipes like existing pipes or conduits
      • Or perhaps, make the existing decorative pipe/conduit blocks an active component in ships systems
    • Have all systems require connection in order to function.
      • Will require logical building of your ships/stations/structures with allowance for piping
    • Introduce the Power Computer.
      • Make power work like rail speed controller.
        • The same way we connect Activation modules for the speed percentage control, would be reactors for the total power output.
        • The controlling of power delivery by way of a dynamic GUI similar to that used in BobbyAI with radio buttons instead of tick boxes to enable/disable outbound power feeds.
      • Display module connectivity to allow for preconfigured power allowances or preferences.
      • Pipe connectable using above suggested pipes/conduits/logic/whatever
      • Existing Reactors and Capacitors will be managed by this computer
      • Can be used to set min/max output
      • Prioritization of output to connected systems may be a
    • All Systems will need to be connected to this computer or power blocks for them to have power
      • Could be using existing connection methods as computer to modules, logic or new pipe method I suggested
      • Includes the engines/thrusters (which could have a similar approach if using fuel)
        • you could use a mythology around how thruster use a energy/matter conversion system for why it has a plume. Otherwise, the rocket style propulsion needs to be fuelled with something to explain it logically.
    I hope this all makes sense. Sorry for the odd repetition there.
    Kind of a brain dump for me while I'm sitting at my work PC.
     
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    very creative > but a bit too much i feel...like a lot a very good creative ideas in recent days, its not that they aren't good ideas for a Space Game, just maybe not this space game.
     

    NeonSturm

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    Lone_Puppy
    it would be nice to have a simulator for real physics, but:
    • For newbies, there should be an easy-mode option.

    I thought a bit about having kilograms, watts and joule*time also be more like Giga/Mega/Kilo
    Einstein said e=mc², thus we could turn 24kg to "6.2*10^x energy" or simply "6.2e#" (while a hotkey is pressed)

    Thus peoples could calculate POWER *efficiency% => THRUST *efficiency% => energy in mass*velocity.

    For example, accelerating from 0m/s to 100m/s increases the mass of objects closer to "StarMade's lightspeed" which is lower than in reality.
    If mass increases, energy has to increase according to Einstein's formula.
    The difference in energy is the difference in mass is the difference e / c² = m.​

    But what I don't fully understand (jet) is how with "e=mc² OR e/c²=m"
    • a linear scaled change in energy
    • divided through a constant
    • can change mass exponentially
    My only explanation is that c is changed (the constant is changed) because t changes (time dilation, objects moving faster experience less time.
    If you move at 99% of lightspeed and live 10% as fast,
    the observed Speed of Light is 1000% as fast to you compared to a not moving observer.
    While c is a constant, c subjectively changes for the already moving object because of time-dilation.
    The subjective formula is:
    e=m(c/t)(c/t); e=m(cv)(cv) if v is the inverse of t.
    e/c²=mv² when simplified​
    with v being your current speed and c being the speed of light.​
    As e/c² does essentially nothing but "converting as in: Gigajoule to Joule (simplified)".

    However, space has 3 dimensions and time has 1? If that is true, the formula might be affected …​
     
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    Lone_Puppy

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    very creative > but a bit too much i feel...like a lot a very good creative ideas in recent days, its not that they aren't good ideas for a Space Game, just maybe not this space game.
    I'd be fine with just removing the crazy configuration issue. Then you can cluster them like all the rest.
    All the other ideas I tossed in to add flavor to soup.

    For newbies, there should be an easy-mode option.
    I'm no electrical genious myself, but thought I'd make the reference and analogies.
    Personally I like the simplicity of just power and having a metric to limit everything by.

    One main thing I wish for is to have everything connected to and dependent on the power.
    That way, systems fail to operate at all without it. Even if it's using the ethereal magic it does now.