MrFURB
Madman of the Girders
- Joined
- Jan 31, 2013
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For those of you who aren't a part of the discussions on the topic of emergent tech that take place here I will describe what a 'chain drive' is and what all the hubbub is about.
A chain drive utilizes the (around) 23 second maximum charge time of a jump drive computer by having a large number of computers with one module each and using an automatic logic clock to charge and activate them in sequence. After an initial spool-up time the chain drive will be charged and each jump drive computer will activate one after another.
Due to 'who knows' one jump drive computer won't attempt to jump while another is jumping, instead waiting for the first logic signal after the jump is complete before performing another jump, however non-charged jump drive computers will continue to charge while in jump. This allows large enough chain drives to continuously jump with no wait time in between.
You can see why it is this way when you look in the blockBehaviorConfig.xml within StarMade's data/config folder:
'Charge' Needed For Jump:
230000 + (1200 per jump drive module until 5% 'module to ship block' ratio) + (1 per jump drive module past 5% 'module to ship block' ratio)
'Charge' Provided Per Second:
10000 + (50 per jump drive module)
You can see from the above that until you reach the point of 5% of your vessel being jump drive modules connected to one computer, your charge time is nearly unchanged. Only after that point does the charge time begin diminishing.
On a front line warship with over 500,000 blocks, that is a huge investment in both resources and space; over 25,000 expensive jump drive modules need to be placed before the charge time begins to diminish, and at that point you need over 30,000,000 'charge' to jump, with each additional jump drive module placed giving 50 'charge' a second.
To help illustrate the difference in size and power cost, here is a quick 3 minute chain drive I put together a minute ago and a galaxy away:
(dun yell at me Jaas plz, only meant to show how the parts are set up)
That is why chain drives have proliferated through faction technology to the point they have.
Not to say that they are perfect, though. Since each jump drive computer charges at or slower than manually charging them they are susceptible to even tiny jump inhibitors that drain all of them at the same time.
My own opinion on this matter is that they are a player-made bandage for the problem of poor and expensive jump drive scaling. If the needed charge per jump drive module was lower people could see an improvement in their jump times without needing to hit that 5% ratio of jump drive modules to total ship blocks.
A chain drive utilizes the (around) 23 second maximum charge time of a jump drive computer by having a large number of computers with one module each and using an automatic logic clock to charge and activate them in sequence. After an initial spool-up time the chain drive will be charged and each jump drive computer will activate one after another.
Due to 'who knows' one jump drive computer won't attempt to jump while another is jumping, instead waiting for the first logic signal after the jump is complete before performing another jump, however non-charged jump drive computers will continue to charge while in jump. This allows large enough chain drives to continuously jump with no wait time in between.
You can see why it is this way when you look in the blockBehaviorConfig.xml within StarMade's data/config folder:
'Charge' Needed For Jump:
230000 + (1200 per jump drive module until 5% 'module to ship block' ratio) + (1 per jump drive module past 5% 'module to ship block' ratio)
'Charge' Provided Per Second:
10000 + (50 per jump drive module)
You can see from the above that until you reach the point of 5% of your vessel being jump drive modules connected to one computer, your charge time is nearly unchanged. Only after that point does the charge time begin diminishing.
On a front line warship with over 500,000 blocks, that is a huge investment in both resources and space; over 25,000 expensive jump drive modules need to be placed before the charge time begins to diminish, and at that point you need over 30,000,000 'charge' to jump, with each additional jump drive module placed giving 50 'charge' a second.
To help illustrate the difference in size and power cost, here is a quick 3 minute chain drive I put together a minute ago and a galaxy away:
(dun yell at me Jaas plz, only meant to show how the parts are set up)
That is why chain drives have proliferated through faction technology to the point they have.
Not to say that they are perfect, though. Since each jump drive computer charges at or slower than manually charging them they are susceptible to even tiny jump inhibitors that drain all of them at the same time.
My own opinion on this matter is that they are a player-made bandage for the problem of poor and expensive jump drive scaling. If the needed charge per jump drive module was lower people could see an improvement in their jump times without needing to hit that 5% ratio of jump drive modules to total ship blocks.