I decided to put this on here because I noticed a number of people stating they aren't getting the efficiency out of them they should.
I'll describe the testing I did to ensure these values I started off with a beam of 1 and worked up each time figuring out what the minimal amount is to get the beam to fire its full burst.
A shield supply beam uses 1500 shields to produce 1200 shield transfer. That is 80% efficiency which was the goal. The fact is you won't get 80% efficiency however you will get better than standard recharge under combat. Lets face it it is under combat when shields count most. The recharge rate then is where it makes the difference. Honestly when not in combat shields don't do a lot.
A beam is 2 seconds long not 2.5 or 1.5.
I will explain the format of what I will post next with the first example:
2 bm = 274 chargers + 14 capacitors for a transfer rater of 2400 total or 1200 a second.
That means a beam of length 2 can transfer 2400 it however cost 1500 a second which is why you need 274 shield chargers to reach 1500 second. The 14 capacitors was derived at from testing to determine the minimal amount it took to get the full amount out beam transfer with the least amount of capacitance.
The least amount of capacitance is important in it determines how fast the system recharges and bounces back.
It is also important because this will be a docked module and as long as what it is docked to has greater than 50% of its shields it will end up drawing from what you are providing shields to. There is a bit of a parasitic effect between the host and docked module. The host helping provide shields reduces the down time from full shields thus increasing the efficiency of the docked module.
2 bm = 274 chargers + 14 capacitors for a recharge rate of 2400 per beam or 1200/sec
3 bm = 410 chargers + 30 capacitors for a recharge rate of 3600 per beam or 1800/sec
4 bm = 546 chargers + 38 capacitors for a recharge rate of 4800 per beam or 2400/sec
5 bm = 682 chargers + 51 capacitors for a recharge rate of 6000 per beam of 3000/sec
6 bm = 819 chargers + 63 capacitors for a recharge rate of 7200 per beam or 3600/sec
beams as mentioned above are 2 seconds in length
my timer setup
A = activator
T = timer
N = Nor
ATTTTN -> ATTTTN -> back to first A
Beams are triggered off of Activators
This doesn't include power requirements. If you don't provide enough power your modules will end up in a power outage mode.
The image below is where I tested identical systems other than where one is docked and one is connected directly. Just the bottom two images.
On that setup alone which isn't the most efficient I built. The directly powered shield system dropped to 65.1% of shields in 1 minute while under combat. The docked version of it only drops to 87.1% in a minute.
In short that means the docked system last 3 times longer. At least until the primary system drops below 50%. Then the parasitic effect drops off and shields are not fed back to the docked module.
What this means is the upper 50% of your shields can last a lot longer. How you balance that out with direct shielding and ion effect and so on is up to you. Small ships really won't be able to take a great deal of advantage of this. Even a 1 bm system is still going to have near 200 blocks
Any hope this helps some of you. This should at least get you started on what it takes to build them and give an example of what is needed.
I'll describe the testing I did to ensure these values I started off with a beam of 1 and worked up each time figuring out what the minimal amount is to get the beam to fire its full burst.
A shield supply beam uses 1500 shields to produce 1200 shield transfer. That is 80% efficiency which was the goal. The fact is you won't get 80% efficiency however you will get better than standard recharge under combat. Lets face it it is under combat when shields count most. The recharge rate then is where it makes the difference. Honestly when not in combat shields don't do a lot.
A beam is 2 seconds long not 2.5 or 1.5.
I will explain the format of what I will post next with the first example:
2 bm = 274 chargers + 14 capacitors for a transfer rater of 2400 total or 1200 a second.
That means a beam of length 2 can transfer 2400 it however cost 1500 a second which is why you need 274 shield chargers to reach 1500 second. The 14 capacitors was derived at from testing to determine the minimal amount it took to get the full amount out beam transfer with the least amount of capacitance.
The least amount of capacitance is important in it determines how fast the system recharges and bounces back.
It is also important because this will be a docked module and as long as what it is docked to has greater than 50% of its shields it will end up drawing from what you are providing shields to. There is a bit of a parasitic effect between the host and docked module. The host helping provide shields reduces the down time from full shields thus increasing the efficiency of the docked module.
2 bm = 274 chargers + 14 capacitors for a recharge rate of 2400 per beam or 1200/sec
3 bm = 410 chargers + 30 capacitors for a recharge rate of 3600 per beam or 1800/sec
4 bm = 546 chargers + 38 capacitors for a recharge rate of 4800 per beam or 2400/sec
5 bm = 682 chargers + 51 capacitors for a recharge rate of 6000 per beam of 3000/sec
6 bm = 819 chargers + 63 capacitors for a recharge rate of 7200 per beam or 3600/sec
beams as mentioned above are 2 seconds in length
my timer setup
A = activator
T = timer
N = Nor
ATTTTN -> ATTTTN -> back to first A
Beams are triggered off of Activators
This doesn't include power requirements. If you don't provide enough power your modules will end up in a power outage mode.
The image below is where I tested identical systems other than where one is docked and one is connected directly. Just the bottom two images.
On that setup alone which isn't the most efficient I built. The directly powered shield system dropped to 65.1% of shields in 1 minute while under combat. The docked version of it only drops to 87.1% in a minute.
In short that means the docked system last 3 times longer. At least until the primary system drops below 50%. Then the parasitic effect drops off and shields are not fed back to the docked module.
What this means is the upper 50% of your shields can last a lot longer. How you balance that out with direct shielding and ion effect and so on is up to you. Small ships really won't be able to take a great deal of advantage of this. Even a 1 bm system is still going to have near 200 blocks
Any hope this helps some of you. This should at least get you started on what it takes to build them and give an example of what is needed.