Ok as I was discussing with another individual. The docked reactors provide me 6 times the power in the same space. As you can see I actually built it and verified it.Especially since you don't have to use docked reactors any more.
The docked reactor provides 30+ times the normal power systems.
The chained docked reactor provides more power than the beam systems also because it doesn't have all those extra blocks or loss of beam transfer efficiency.
Coupled with the layered shield system it provides almost enough shield regen to block the same size ship using the aux system weapon damage.
If you want the most efficient aux system as someone pointed out about 7200 blocks is the area.
However, if you do that well you have an issue. You want to make them as close to cubes in shape as possible that would be 20x20x20.
The reason for that is the size of the group determines the size of explosions. You can shoot a single block out of a 7200 group and end up with 1666 more or less of that group. Those explosions can reach out past the surface as much as 5 space or more. So you want a 5 buffer around them. It will blow through hull with a group that size. You could use armor but then you have the added weight. If you make a long narrow system you will have a lot more surface area. Cubes have the least amount of surface area thus meaning less buffer room need from surrounding structure. It also allows for more explosions to occur internal to the group and not on the surface.
Because it now takes because these systems are less efficient that means more of the ship is now needed to provide power. That means any shot coming into the ship has a higher chance of hitting such a structure. Consider what the effect of strafing a ship with a beam or cannon that has an effect like punch through could do. It could effectively set off the structures through out a ship like the 4th of July.
The good part about this now you will be able to have those epic battles where a fighter gets lucky shot off and destroys the capital ship.
128 x 4 sets of docked systems each block is 128 long chain of them.TL: DR;
Heys has docked a good 450+ entities together.
Each entity consisting of minimum 4 chunks.
At some point in time hes had either a flush or loading issue or crash (probably during a save funny enough), which has resulted in multiple chunks not being saved.
When large amounts of entities are involved chunk initialization can also become a issue, but really at that point you are trying to break the game.
Downside of working with ballstarded amount of docked entities (or entities in general).
In truth I was trying to make a larger version of a smaller model I tested.
Consider the fact that the docked system uses 1/3 the space and blocks that the aux system that is visible does which is also at the max performance as well. The docked system for that 1/3 space produces more than 2 times the power. That is a 6 times block increase required to produce that power. How much faster would it kill the game or system if I was trying to build the ship using the volatile Aux system.
Also chunk issue abound without it being a large amount of entities. create a missile system with 76000 blocks. if you chain the number of chunks you can view you will get more or less issues. But even with it entirely visible in the chunk system you will find issues like they will ungroup from the missile computer. Simply moving around changing your view position will cause it. I tried making the groups various shapes and it still happened.
It has more to do with the fact they run checks all the time on the chunks and groups created and are continually rebuilding them rather than just rebuilding them when a change is made. You can watch that nice purple highlight for each box change and see them come ungrouped and regroup others. Looks like it almost belongs in a 70s Music video. You can also watch it under the ships systems box.
These images are just one observation of it.
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Best explanation yet.It's Schema telling you to stop making your expoitmobile.
Is it an exploit though to make use of intended game mechanics?
While you might be joking another individual wasn't about it being an exploit.
Guess having a brain and using it is also an exploit.
I always thought sand boxes where about people using what they are given and being creative.
O well guess that is why I spend 1% of the time I used to playing.