reactors

    1. MacThule

      Universal Self-Contained Reactor Templates a1

      Did a platform with 'universal' (generic) self-contained reactors. USCR L1.a1 USCR L5.a1 USCR L10.a1 USCR L15.a Download, spawn in, copy them to template, and enjoy a little convenience in powering your non-combat ships and facilities, or lay one of these down as an emergency backup for...
    2. MacThule

      Make Chamber Size Reflect Its Capacity Draw

      So if a chamber uses 12.5% of its reactor's capacity it should probably only need to be half or maybe three-quarters the minimum number of blocks as a chamber which uses 25% of the same reactor. Something like that. [ 12.5% ] [chamber] [ 25% ] [ chamber ] [...
    3. B

      Spherical Reactor for Ships or for Stations Prototype

      So this is a template for a starting reactor. This mostly resembles a power reactor for the Venator Class Star destroyer from star wars because that is what it was inspired by. It has four power reactor chambers and a mobility chamber but since it can be used with stations just take out the...
    4. Kiithnaras

      Scale Reactor Chamber Capacity

      Rather than have a flat percentage for chamber effects, I'd like to propose a different mechanic than the percentages we have now. As it is now, large vessels or stations will require many, many reactors to perform their various requisite functions and active management of an...
    5. MacThule

      P2 fighter/bomber scale

      So Power 2.0 was billed as being scaled so that fighters and other small craft (EDIT: Names aside - doesn't matter if you're calling it a fighter, gunship, bomber, or banana boat - just refering to small combat craft) would not require stabilizers to effectively function. Based on...
    6. Exozen

      What makes a good mechanic?

      IT'S TIME TO STOP AND THINK I mean, really... really really reeeaaallllllyyy... just... STOP. Stop and think: What makes a good mechanic? This whole Systems 2.0 Update we can blame Schema for- but I honestly don't know who's really behind the wheel of these horrible ideas. Every devbuild one...
    7. MacThule

      Brainstorm This: Crew Chambers (no crew)

      (LEFT: a "Logistics Chamber" with interior space tacked on for looks but awkwardly divorced from function. CENTER: same chamber, gutted to a minimum for bounding a space equal to the original blocks. RIGHT: cutaway view of proposed new "chamber" format composed of defined interior space +...
    8. Jojomo

      Conduits between reactors and stabilisers

      The new power system requires conduits between reactors and chambers, but only a build link between reactors and stabilisers. Requiring conduits between reactors and stabilisers as well (or an equivalent type block if not the exact same conduits) would achieve three things: There would be no...
    9. FlyingDebris

      Literally just invert the stabilizer distances.

      Title says it all gentlemen, instead of having the "stabilizers" off on the other end of your ship, we can preserve continuity of the vessel and have the power make some sort of sense to players by having the things that are supposed to be stabilizing the reactor well, right up against the...
    10. Jojomo

      Using multiple reactors to achieve power redundancy

      Can anyone think of a good way (something practical, that will work/can be used in the middle of a battle) to have a "spare" reactor for a system? For example say my ship's shields, "S", need 1 million e/s, and my ship has two reactor entities available to power the shields: "A" and "B", each...