Heat energy, solar-power, balance, feature

    NeonSturm

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    Heat-Level : of your ship

    increases with
    1. sun level
    2. using energy (especially weapons and thrusters)
    3. entering an atmosphere
    4. using some type of power generation may cause heat
    decreases with
    1. Naturally over surface area.
    2. With blocks that regenerate energy out of heat (StarMade isn't the 20..21th century!)

    Heat-energy : is not utterly evil in the future!

    You can use that heat to re-generate energy!
    • Heat generators are very cheap (1/4 to 1/8 the cost of a reactor) but not that efficient (1/2 to 1/3 production)

    They will however never be redundant with our current reactor!

    Disadvantages (over reactors)
    1. will take more space for equal power (re)generation [ . . . . . ]
    2. require heat to work (more efficient the hotter your ship) ( :mad: what the hell!)
    Advantages (over reactors)
    1. Very cheap (good for early crafting too) [ $$$ €€€ £££ ]
    2. They can keep your ship cooled ( :cool: cool!)
    3. Good for Role-play
    4. To buff your power-storage (stop heat energy from leaving your ship).
    5. To power solar-stations
    I hope there will be a 50% : 50% distribution of resources into production of reactors and heat-regenerators.​


    Dissipation : Cubes have a high mass in a small area, and exactly that now penalizes filled cubes!

    scale * 2 = area * 4 = volume * 8
    4/8 = 1/2 natural heat dissipation over hull area.

    We don't even have to introduce artificial limits! :)


    100*100*100 = 1'000'000
    > 100*100*6 = 60''000 surface
    > 100/6 blocks surface per volume block (if it is has no empty space).

    1'000''000 volume == 500*50*40
    > 500*50*2 + 500*40*2 + 50*40*2

    > 94'000 blocks surface == 157% of a cube

    Don't want that? just put ^(3/2) to heat dissipation :cool:


    Inertia : is a different story

    I previously suggested to make
    1. the total turn rate based on mass
    2. use dimensions ratios to decide how to split "total turn rate" ==> turn+roll+pitch ratios
    Would be artificial, but we also have a lack of a centre of mass.
    And it would really help!


    If you like it, keep it bumped!
     
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    With blocks that regenerate energy out of heat (StarMade isn't the 20..21th century!)
    AFAIK one can generate energy from a difference in heat.
    The steam-engine does the trick. Same goes for the sterlin-engine.
     

    NeonSturm

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    Last edited:

    jayman38

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    And if you have enough heat generators and your internal temperature is under control, maybe there is a % chance per second that any heat-seekers launched at you might turn into a dumb-fire missile, simulating a thermal-lock failure.
     
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    True, just remember that generating energy from heat differences is not the same as generating it from heat directly.
    When the internals of your ship are warmer than the hull(a.k.a. it is/was radiating heat off), you have your heat-difference.
     

    NeonSturm

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    When the internals of your ship are warmer than the hull(a.k.a. it is/was radiating heat off), you have your heat-difference.
    If you fire your thrusters in pulses, you may even get a usable speed difference between parts of your ship.


    Would also be fun to have 3/5 thrusters to 1 power-regenerator = ~17% ~10% regain.
    With an efficiency of 45% regain with 1 thruster, 5 power-regenerators and diminishing returns.

    I really like an on/off-able inverse overcharge (=undercharge) mechanism for more power:eek:utput efficiency on the most used system too.