More Reactor Functionality

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    It's nice that you can have multiple Reactors for different Chamber setups on a ship to switch between.

    but not everyone wants to place multiple Reactors in a ship for the sole purpose of having the ability to switch from say a combat to a travel reactor.

    my suggestion is:
    add the option to have multiple chamber setups on a single reactor to switch between.

    this can work with the same restrictions the reactor switch already has and will open up new possibilities for single reactor ships.
    multi reactor ships will still have the benefit of the backup RHP.
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    edit:
    the Different chamber trees could be configured in the reactor screen as it now, it just needs a profile dropdown where the trees can be switched.
    also hotbar buttons for the used profiles and if present multiple reactors to make a switch easy.
     
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    Valiant70

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    It's nice that you can have multiple Reactors for different Chamber setups on a ship to switch between.

    but not everyone wants to place multiple Reactors in a ship for the sole purpose of having the ability to switch from say a combat to a travel reactor.

    my suggestion is:
    add the option to have multiple chamber setups on a single reactor to switch between.

    this can work with the same restrictions the reactor switch already has and will open up new possibilities for single reactor ships.
    multi reactor ships will still have the benefit of the backup RHP.
    I like this idea, but how would you suggest configuring the switch? Also, what about really small reactors that don't have that kind of space for adding more conduits? Although not huge, this does give a disadvantage to smaller ships that can't afford the space of extra conduits running through them. And as for the switch itself, how would you recommend designating the difference between primary and secondary chambers? How would you activate it? It must be some method that would be more advantageous than the already-existing possibility of manually reconfiguring chambers, as otherwise it will be fairly useless.
     
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    I like this idea, but how would you suggest configuring the switch? Also, what about really small reactors that don't have that kind of space for adding more conduits? Although not huge, this does give a disadvantage to smaller ships that can't afford the space of extra conduits running through them. And as for the switch itself, how would you recommend designating the difference between primary and secondary chambers? How would you activate it? It must be some method that would be more advantageous than the already-existing possibility of manually reconfiguring chambers, as otherwise it will be fairly useless.
    different chamber tree profiles which could be switched in the reactor screen and they could also get a hotbar button per used profile.

    if the ship is too smaal to fit something like that it sure as hell would not be able to fit in a secondary reactor with an alternating chamber config.
    so nothing changes there...
     

    Skwidz

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    I like logic. Maybe hook up a group of "travel mode chambers" to an activation module which is connected to a NOT gate and the "combat chambers" are connected to just an activation module. Then both activation modules would be linked to an inner ship remote labeled "Mode switch" or whatever. This way chambers can be swapped at the flip of a switch.
     
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    I like logic. Maybe hook up a group of "travel mode chambers" to an activation module which is connected to a NOT gate and the "combat chambers" are connected to just an activation module. Then both activation modules would be linked to an inner ship remote labeled "Mode switch" or whatever. This way chambers can be swapped at the flip of a switch.
    thats something completly different.
    and there would be no way to check for the cooldown between switches if done that way.
     

    Skwidz

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    thats something completly different.
    and there would be no way to check for the cooldown between switches if done that way.
    Right, that. That could be solved with display modules and advanced logic but would be best used for bigger ships which have that luxury and for complex chamber setups. A possible fix for the issue is a game message (ship reboots display one) so smaller ships could also use logic. I'd probably use a hotbar full of chamber items anyways.