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    1. Snowtiger256

      New Power DEV Thread

      Then how do you suppose we do refits, because the numbers aren't comparable anyway? Why do we even bother comparing the numbers if there is nothing to be compared? I don't enjoy spawning two ships and basically gutting one of them, just to get a reference point on what I need to do, because the...
    2. Snowtiger256

      New Power DEV Thread

      What reduced power requirements? Salvager power requirements were actually way LOWER in the old system (because power consumption for salvagers wasn't implemented properly) and they fixed that while adjusting them for the new system. In this particular case I ended up with an array that has 150k...
    3. Snowtiger256

      New Power DEV Thread

      It's even worse for people wanting to make compact ships, I had to scrap my main salvager refits completely, because running a suitable reactor for powering all the stuff would have required at least a 2mill e/s reactor (counting not only the salvage array, but missiles and cannons as well), and...
    4. Snowtiger256

      New Power DEV Thread

      1mill e/s, not blocks
    5. Snowtiger256

      New Power DEV Thread

      Last time I tried a 1mill reactor in the dev build the "required stable distance" (as in 100% stabilization, with all stabilizers at 100%) was about 420m in all. Though you can put stabilizers far closer than that, they just won't be as effective, and you need a lot more of them for 100%...
    6. Snowtiger256

      New Power DEV Thread

      Yea, since the new system uses Reactor HP, and not systems HP like the old one did, oddities like this are bound to happen. In this case, the game probably thinks that the Isanth has a new reactor setup with a HP of 0 so any damage to the ship kicks the core into overheat. It used to be the...
    7. Snowtiger256

      Devblog 2017 - 10 - 13

      Dev builds don't have offocial changelogs outside Schine's internal documentation(which are not publicly available), due to them being incomplete builds for testing, twealing and debugging. You'll just have to try and spot differences while tinkering with the dev builds...
    8. Snowtiger256

      Dev-Thread: New Shielding System in devlopment

      Power has a power indicator in Flight Mode, showing both power stability and power consumption in real-time. Unfortunately this only applies for ships in flight mode. It would be nice to have both of these indiactors in build mode also, for any powered entity. The new build mode info tab stack...
    9. Snowtiger256

      New Power DEV Thread

      Shields are getting power and recharging as they before did. It's just that the UI isn't delivering the real-time data to you, due to the changes in the shield mechanics (possibly because shields are now handled diffferently and there is no full coverage shielding anymore). I had to test this by...
    10. Snowtiger256

      New Power DEV Thread

      Changelog: StarMade DEV build 0.200.137 - Factory Systems have been adjusted for New Power. Cap Refinery now pulls 40 power, while other factories pull 80 power. Also did successful small scale testing with Factory enhancers.
    11. Snowtiger256

      Dev-Thread: New Shielding System in devlopment

      The shields are charged just like old shields are, it's just that there is no real-time data being passed to the UI about it (meaning that it either shows zero or an arbitrary number, where it's supposed to tell the current state of the shields). If you can see the shield bubble, it should be...
    12. Snowtiger256

      New Power DEV Thread

      I have a station with way more New Power reactors (approximately 3k reactor blocks and an equivalent amount of stabilizers, meaning I have about 300k regen on that station alone), and using any factories is still slow as molasses. The factories enter a waiting pattern until power peaks up to...
    13. Snowtiger256

      New Power DEV Thread

      Well, It's probably a placheholder chamber right now. As far as I know, factories don't seem to be working right even on stations, when using new power.
    14. Snowtiger256

      New Power DEV Thread

      With nothing new (aside from bugfixing) happening in the dev builds right now, I wonder if they're actually working on the system internally now. Did they get enough feedback on the system and pulled out to really fix the system and make it better? I could understand them backing out of the...
    15. Snowtiger256

      Power system adjustments.

      Yes, I almost always used tailored power systems that were as efficient as I could make them in the old system too. I fail to see why that would have to change when a new system is introduced. The only thing that changes is that I cannot rely on having power storage anymore, since the new system...
    16. Snowtiger256

      Power system adjustments.

      It is with 100% perfect efficiency. The reactor only has like 20% excess power, when it comes to running the array (array itself needs about 800k power to run). I don't really want to go much lower than that, just to have a bit of overhead to run other systems.
    17. Snowtiger256

      Power system adjustments.

      I concur, that salvager in it's original old power configuration was about 150m long with all the bells and whistles included. Practically built the ship using the array as a base for it to make it as compact as it could be. I did pare down the reactor to about 1mill power (new power), but it's...
    18. Snowtiger256

      Power system adjustments.

      I tried that too, doesn't work that well with dimensions, but it still functions just fine. I had a large 100m long salvage array powered with the new power system, at around 2mill recharge, the overall dimensions of the test rig were 400-600m long (placing stabilizers at the aft end and...
    19. Snowtiger256

      Power system adjustments.

      I see one flaw in your thinking so far, you seem to be insisting that reactors and stabilizers have to be in big groups at the extreme opposite ends of the ship, when this is not the case. The system doesn't enforce this kind of thinking at all. If people want front-firing weapons, they will put...
    20. Snowtiger256

      Power 2.0: Factories charge progress indicator, and self-powering

      I don't think that was the case in my test build. I built my factories on a station, powered by the new reactor setup. Even with 42k regen worth of reactors I could only get the factory to run on a trickle charge, and taking a lot of time to produce blocks. In the old system a regen of 42k...