- Joined
- Feb 4, 2015
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..... so there I was, sullenly tinkering with a group of squares and rectangles that will eventually become a large rectangle that we'll call a mining.....ummm......ship?
..... and I noticed something odd! My salvagers appeared to be using an obscene amount of power, much different than what was being reported in game.
I use a simple logic setup that many of you likely use when mining with salvagers and no cannon slave. Two separate salvage computers, each connected to their own sets of salvage module stacks. A slow clock output alternates between the two computers allowing a near continuous stream of beams at the expense of lost mouse control of the beams. One group fires. Then the other group fies. Rinse and repeat.
Now here is where it get interesting......
As only one group of salvagers fires at a time, you would assume that your power usage would be exactly what that group was using. If there are two groups, and each group is exactly the same, using 10k e/s, and they fire independently, your power usage should never exceed 10k e/s. *you would, of course, pay the ridiculous "resting charge" of both groups though when not in use.
That is not how it works within the new framework we've been blessed with. Now, one array of salvagers begins charging WHILE it is firing , and remains charging throughout a significant portion of the time that the other array is firing. But remember....that other array also begins charging the moment it fires. This results in your twin arrays using DOUBLE the advertised amount for a significant portion of the time that you have it active.
Logic mining ships? Sure! But only if they've a reactor double the size forcing you to extend the "ship" to 300 meters long to allow for the dingleberry of stabilizers sitting in the next sector!
..... and I noticed something odd! My salvagers appeared to be using an obscene amount of power, much different than what was being reported in game.
I use a simple logic setup that many of you likely use when mining with salvagers and no cannon slave. Two separate salvage computers, each connected to their own sets of salvage module stacks. A slow clock output alternates between the two computers allowing a near continuous stream of beams at the expense of lost mouse control of the beams. One group fires. Then the other group fies. Rinse and repeat.
Now here is where it get interesting......
As only one group of salvagers fires at a time, you would assume that your power usage would be exactly what that group was using. If there are two groups, and each group is exactly the same, using 10k e/s, and they fire independently, your power usage should never exceed 10k e/s. *you would, of course, pay the ridiculous "resting charge" of both groups though when not in use.
That is not how it works within the new framework we've been blessed with. Now, one array of salvagers begins charging WHILE it is firing , and remains charging throughout a significant portion of the time that the other array is firing. But remember....that other array also begins charging the moment it fires. This results in your twin arrays using DOUBLE the advertised amount for a significant portion of the time that you have it active.
Logic mining ships? Sure! But only if they've a reactor double the size forcing you to extend the "ship" to 300 meters long to allow for the dingleberry of stabilizers sitting in the next sector!