While I am not really a fan of of the basic reactor-stabilizer system, I agree that some re-presentation of the concept might help with psychology.
something like;
- individual-stabilizer efficiency can only ever 'try to approach 100%' in practical builds - optimal ship design
does not require that each stabilizer block is individually acting at 100% -100% individual-efficiency for all stabilizers in a stabilizer-group (for larger reactors) is a
theoretical limit that can hardly be achieved in a practical ship -
[doublepost=1510309739,1510309611][/doublepost](eg - in the real world, 0% energy loss through mechanical or electrical transitions, or friction, is a theoretical concept that can hardly be achieved ...)
[doublepost=1510313123][/doublepost]PS:
notes on refitting a ship in current Dev:
old ship was high efficiency XYZ reactor, just bellow bonus-cap, at 13k mass with its turrets, fairly lightly armored and shielded for its size class, but fast 1.7 thrust ratio > it had powerful turrets, and 2 high-power beam-beam-overdrive + multi-barrel cannon-beam-punch. It had a good amount of interior, and was in no way a brick.
I think the Devs are doing a fair job in matching old-new systems in terms of refitting (
although i don't really like base concept of stabilizers).
Here are some notes on the refit, where i simply strip out power and replace with new (2000 reactors - 5000+ stabilizers to get 100% output)
Power: - less reactor blocks, but stabilizers feel a bit spammy, especially as they don't even benefit from connections like capacitors. However similar effective power out is not too difficult to achieve it seems, eg in regards main weapons still firing and recharging fine.
If I add in several chambers, the whole system will take up noticeably more total blocks than the old system, for this ship, which was not using any passive defense systems (but of course gain chamber effects in 2.0)...
Thrust: WOW - this has changed a lot, and in this system for the better, as there is now much less thruster spam > 1.7 thrust went straight up to 2.5 in this system > removed maybe c.1/3 of the thrusters to bring down thrust to 1.7 again. This makes me happy. Power consumption is still an issue for heavy ship thrust, but now i don't need enormous blocks of thrusters. Yippee! - for this ship this makes potential for a lot of internal changes ....
Shields: I initially liked the new shields, but i am not so sure now. Firstly, conceptually, why would rechargers create bubble and capacitors not ? Secondly, the bubble gets big too quickly, pretty much making shields 'plonk-down-and-forget' again :/. Thirdly, on the the refit, first view of shields is an absolute nightmare, with hundreds of overlapping bubbles, virtually all of them deactivated >
1- this is painful to look at, and means at least significant shield refitting...
2-what is performance hit of all these shield bubbles?, if somebody does fight with a ship like that ? eg as some shield groups are destroyed/depleted, some are activated, missiles impact several at once ect ect. ??? + !
in current build capacity goes up from 700k to 3mill for same number of blocks > recharge goes down some (or does it ... i forget now :/)
Weapons: obviously still WIP, but currently cannon uses proportionately loads more power, while beams not only seem to bounce of shields, but seem to use proportionally much less power ...(ie previously the beams could nearly cause power outage at times, but the cannon could fire pretty much all the time - that is now reversed)
Hope that is useful info for anybody without chance to try something similar
PS - tip for refitting shields > chose effect NOT on on ship already > put down cpu > remove/replace shield block with new effect in bulk symmetry mode > now you can select the cpu to have all the linked blocks (eg buried in hard to find single block hull spaces :/) highlighted, without your eyes being burned out by the bubble graphics...