Combat state timer is 60 seconds. 10 seconds is the Outage timer.If combat state of shield regen disappears after 10 seconds
i just find it annoying, i dont usually put turrets because they just take extra time and resources to replace, with smaller benefits. if im in a sluggish ship and fighters were to attack me i just use a swarmer or shift-zoom outnonononononono NO!
please not shared turret shield, i know people want it so bad but PLEASE if you know someone has an indestructable shield, you can atleast destroy his turrets! i only mean the rails for turrets will dock on turret rails or something (i guess). i only wanted to know if my moving parts wont be my weak parts.
why i dont want shared shields for turrets?
well although i know turrets are kinda weak now, then they would be way to op.
maybe if they come up with a compromise, some formula.
idk ship shield divided by 4 is equal to turret shield.
that would be a nice compromise, if not divided by 2 is also better.
or a formula that has something to do with turret mass, the more turret mass the more shield is shared.
like the idea? i thought of it while typing this
can you explain what combat timer and outage timer mean and do?Combat state timer is 60 seconds. 10 seconds is the Outage timer.
<ShieldRecoveryTimeAfterOutage>10</ShieldRecoveryTimeAfterOutage> <!-- time, the shield will not recharge after reaching 0 -->
<ShieldDirectRecoveryTime>60</ShieldDirectRecoveryTime> <!-- this time is set to the value gives after each hit sustained. In direct recovery, <ShieldRecoveryMultPerPercent> is applied. Otherwise it's running on full recharge -->
Outage Timer = time until your shield starts recharging again after having been completly depleted.can you explain what combat timer and outage timer mean and do?
That would be a nice addition, if done correctly.I would like to see things docked via rails be treated as part of the main object. It would be awesome to be able to build more modular ships where I can dock different power systems or weapon systems to my ship.
could you say in rough numbers how much difference there would be?There is a soft cap for Power Generation, after 1.000.000 power per second, every additional Power Reactor Module just ads 25 per second more. Docket Power Generators are an entity themselfs, so they can in turn again reach that 1 million softcap and transfer the energy with power supply beams to the mother ship. Way more space efficient than just spamming your ship full of Power Reactor Modules.
You would need to add another 40.000 power reactor blocks to raise a 1.000.000 power/s ship to 2.000.000 power/s.how many more blocks would i need for 2.000.000 power/s on main ship?
It's wip so controlls might change during development. There are only scattered tutorials made by players.It can even be 5..6k AFAIR.
But then you
- have to dock a 127m long power-stick which can be pretty annoying
- lose a half block hangar space at all sides of it
- get lag if you dare to undock this unholy thing
Is there a good manual page (or forum OP) explaining all rail stuff?
I played a bit with it and haven't got it to work in the first few minutes.
They can be pretty much any size, but its more efficient to use a few big ones instead of many small ones due to the surrounding free space each docked entity needs.It can even be 5..6k AFAIR.
But then you
- have to dock a 127m long power-stick which can be pretty annoying
- lose a half block hangar space at all sides of it
- get lag if you dare to undock this unholy thing
Would they be viable on smaller ships?They can be pretty much any size, but its more efficient to use a few big ones instead of many small ones due to the surrounding free space each docked entity needs.
Those pretty much arent issues as long as you build smart.
1: Include them into your shipdesign from the beginning, then such long internal reactors arent more annoying that regular power lines.
2: Even with the additional 0,5/1 block space surrounding them its still more efficient than spamming reactor modules with only 25 p/s each.
3: Dont undock them if your moving, and make emergency systems to counter undocking forced by damage or lag. Logic controlled Pushbeams+Blast Doors to eject them would be one way, or like i do, a self destruction that triggers as soon as a docker power reactor undocks due to damage or lag.
If you need a good deal more than 1 million p/s, yes.Would they be viable on smaller ships?
If a ship had power issues, no matter what the size, would it be a good idea to slap some on to offset the energy usage?If you need a good deal more than 1 million p/s, yes.
Smallest ship i used them on is a 14k cruiser with a 500k p/s docked reactor inside.
Only if the ship already has a 1.000.000 power per second regeneration, if not, its more efficient to add more power reactor modules to the ship itself.If a ship had power issues, no matter what the size, would it be a good idea to slap some on to offset the energy usage?
Alrighty. I was hoping to design some ships that would have engine room like structures in them, so that is why I was asking.Only if the ship already has a 1.000.000 power per second regeneration, if not, its more efficient to add more power reactor modules to the ship itself.
25e * reactorsI'm also interested in the math behind the power reactor modules;