What I could really use is a prediction if my current build generates enough power if certain or all systems are running.
This means it can:
* calculate the power production with current power-blocks
* calculate the amount of power stored with current power blocks and power storage blocks
* calculate the power consumed by the cloaker for the number of blocks in the ship
* calculate the power consumed by the jammer for the number of blocks in the ship
* calculate the power consumed by the shields (additionally indicates the variable power consumption when it starts to recharge)
* etc, etc.
All these different aspects can be added or removed from the end-result prediction with a simple toggle.
If this info is added in build-mode I could make changes on-the-fly to make sure my ship is able to keep running (long enough).
The end calculation would show (for currently toggled elements):
* Power-level change over time: -100e/s means it drains, 100e/s means it will charge, 0e/s means it's stable
- * next to the power-level change an identical indicator is shown in braces: (-50e/s) which shows you the collected optional changes that can happen due to conditions applied to the optional elements. Like shields recharging, or during active firing, or power storage filling up. You can of-course disable certain elements from the calculation to pinpoint the source of some of the optional power drain.
* A time estimate howlong time it takes before max power storage has been reach starting from zero charge (with enabled elements), again an optional time in () to calculate optional powerdrains by chield recharging, etc.
An infinite indicator means power will never reach full charge under current conditions.
So, that's the idea for a mod, actually more of a plugin.
This means it can:
* calculate the power production with current power-blocks
* calculate the amount of power stored with current power blocks and power storage blocks
* calculate the power consumed by the cloaker for the number of blocks in the ship
* calculate the power consumed by the jammer for the number of blocks in the ship
* calculate the power consumed by the shields (additionally indicates the variable power consumption when it starts to recharge)
* etc, etc.
All these different aspects can be added or removed from the end-result prediction with a simple toggle.
If this info is added in build-mode I could make changes on-the-fly to make sure my ship is able to keep running (long enough).
The end calculation would show (for currently toggled elements):
* Power-level change over time: -100e/s means it drains, 100e/s means it will charge, 0e/s means it's stable
- * next to the power-level change an identical indicator is shown in braces: (-50e/s) which shows you the collected optional changes that can happen due to conditions applied to the optional elements. Like shields recharging, or during active firing, or power storage filling up. You can of-course disable certain elements from the calculation to pinpoint the source of some of the optional power drain.
* A time estimate howlong time it takes before max power storage has been reach starting from zero charge (with enabled elements), again an optional time in () to calculate optional powerdrains by chield recharging, etc.
An infinite indicator means power will never reach full charge under current conditions.
So, that's the idea for a mod, actually more of a plugin.