AndyP
Customer Experience Manager
Correct,Wait a minute, so you're telling me that dockable reactor batteries are intended as a feature and not a bug? If so, may I just say, that's awesome! I was afraid it was a bug dealing with beams being interactive between the mothership and its docked entities, and that the feature would be removed.
Thanks for clearing that up Andy. I feel better about the long line system now.
support type weapons, should always work.
Even in direct docking situations.
This is not correct.Power beams have only 50% efficiency in the default setup.
You use 10 power to get 20 in your mother-ship.
(Edit: Overlapped with correction, but leaving the quote here to let the rest make sense ^^)
Code:
<PowerSupply>
<BasicValues>
<SupplyPerHit>40</SupplyPerHit>
<PowerConsumption>60</PowerConsumption>
<Distance>200</Distance> <!-- timeBetweenHits = 1 / (unitSize^pow)*mult -->
<SpeedPowPerUnit>1</SpeedPowPerUnit> <!-- this non linear scaling up of beam ROF the larger an array is will impact balance in a nasty way, can we make it a set value -->
<SpeedMultPerUnit>7</SpeedMultPerUnit>
<CoolDown>1</CoolDown> <!-- Time it takes to fire beam again from the start-time it first activated -->
<BurstTime>1</BurstTime> <!-- Time the beam will fire -->
<InitialTicks>0</InitialTicks> <!-- Ticks to do at the initial contact of beam with a block -->
</BasicValues>
This is a 66% efficiency.
Reads like loosing 33%, but in fact,
going half way to the softcap 'costs' you about 60-70% of the power per block efficiency.
So with small reactors you have general WAY higher per block energy output.
Didn't calculate the 'sweet spot' for this,
but somewhere around 250.000e/reactor should work out best.
It is.Planr
I don't think that's really a 100% confirmation that docked reactors are going to remain usable. Would be nice to know for sure, though.
Modular reactors are the current state of planned key features in power generation.
- Andy
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