Author Topic: Power Systems  (Read 2740 times)

Offline DKealt

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Power Systems
« on: February 01, 2009, 10:17:13 PM »
Very stupid question, but i still have to ask...

How do you calculate power systems on a ship, theres obviously different values etc.

But no matter what I do they practically all come up weird in game

ie. the bar trails off the screen etc.

Short of labourous trial and error can anyone tell me how to work em out!!!

Offline Rob Archer

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Re: Power Systems
« Reply #1 on: February 02, 2009, 03:46:58 AM »
There is a formula that i use for New Frontier's Autoloader and Refit System it works quite well

Power Output = Power Output
Main Battery Limit = PowerOutput*100
Backup Battery Limit = PowerOutput*300
Main Conduit Capacity = PowerOutput*1.3
Backup Conduit Capacity = PowerOutput*0.3

Offline USS Frontier

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Re: Power Systems
« Reply #2 on: February 04, 2009, 01:18:21 AM »
Rob, I think he also wants some help on how to properly balance the power consuption of the powered systems of the ship...

For that matter, this is what I did when I scripted the HP of my ship. Just got a piece of paper, a pencil, wrote down some values like i'm about to tell you, scripted them in the HP, tested the ship out and it was perfect.

First, make a list of all the powered systems of your ship (that is, all systems that consume power). Cloak and tractors get in as well, just remember they only drain power when activated, and they drain directly from the batteries.

Second, start writing besides the name of each system how much energy it should use per second. Use any method you want to give the values, but obviously with some logic like "this system should drain more power than that one", etc etc. And for the weapon systems, don't remember if you set the power consumption of only the weapons or of the weapon system as well, or both; anyway list them all, weapons and their weapon system. Give the weapons the power comsuption value you want, and for the weapon system that controls those weapons, the sum of the power comsumption of the weapons it controls.

Third, time to set the power attributes of the power generator. You can use Rob's formula if you want, his formulas always help out. The only time I remember seeing Rob making a error in a formula he quickly pointed the "why" to me and fixed it lol
But for the PowerOutput attribute, do this: think how you want your ship:  at 100% energy to all systems (that is, ship normally just went to red alert), do you want it:
-to LOSE battery: set the power output to something LESS than the sum of the power consumption values of all powered systems(*).
-consume EXACTLY what power it generates: set the power output EXACTLY the same number of the sum of the power consumption values of all powered systems(*).
-to GAIN battery: set the power output to something HIGHER than the sum of the power consumption values of all powered systems(*).

(*): don't remember if you include the cloak and tractor power consumption values here... I think not but... well... Just try lol

Like I said, with a paper and a pencil, that's a really easy and fast way to balance the power values of your ship(s). I did that with my ship and literally took me 5 mins to do it, 5 more to put the values in MPE.

Now if in the 'Step 3' you want to take in consideration putting some systems at different values than 100% of energy in-game, just bear in mind:  the attribute "power consumption" of all the powered systems, and the power output, main conduit and backup conduit capacity attributes are all 'measured' in energy units (EU for now ok) per second.
The "weapons" power bar means the power percentage given to all the weapons, just like the shields bar for all shield generators, the sensor bar for all sensor arrays, and the engines bar to all impulse and warp engines. Example: if a weapon uses 10 EU/s normally, at 125% it'll drain 12.5 EU/s.

I don't remember exactly why that "bars goes off the window" problem happens, but I think it had something to do with exageratedly high values and/or very poor balance of the energy consumption/generation/conduit/batteries values.


Sorry if this became too big, but I hope it helps your (or other peoples) problems regarding setting up a ship's power grid.
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Offline NeoKaede

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Re: Power Systems
« Reply #3 on: February 04, 2009, 06:21:10 AM »
Funny, yesterday I managed to decypher the power system by myself :lol:

(*): don't remember if you include the cloak and tractor power consumption values here... I think not but... well... Just try lol

Cloak and tractors drain only from the backup battery. When the battery is emptied, those systems deactivate.

I don't remember exactly why that "bars goes off the window" problem happens, but I think it had something to do with exageratedly high values and/or very poor balance of the energy consumption/generation/conduit/batteries values.

The cause is that the power grid is a mess :P The blue bar (main power output) and the yellow bar (main CONDUIT, not battery) start at the left side of the window, and the orange bar (backup CONDUIT) at the right side. The first two bars are superimposed, so if you give the backup conduit a value smaller than the one for the warp core, the blue bar covers completely the yellow part.

So, the solution is: if you want your core to produce, let's say, 500 energy units, and your main conduit to drain 200 units from the main battery, the hp should be something like:

Warp Core = 500
Main conduit capacity = 700 (500 + 200)

The end result is that the blue bar will stop at 500 units, then the yellow bar will start at 500 and stop at 700. The grid will show a very small yellow bar to the right of the blue one, and the systems will start draining the battery when they reach the yellow part.

The orange bar is easier. The start point is at the right of the window, and the length of the bar is exactly the value given in the "Backup conduit capacity".

Offline USS Frontier

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Re: Power Systems
« Reply #4 on: February 04, 2009, 10:01:34 AM »
Cloak and tractors drain only from the backup battery. When the battery is emptied, those systems deactivate.
Yeah but if you add the sum of that power comsumption of the cloak, for example, in that "Step 3" I mentioned earlier, your ship will be able to be at 100% all systems, with cloak engaged, and lose, mantain or gain battery depending of your choice like I mentioned in the step.  :)
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Offline NeoKaede

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Re: Power Systems
« Reply #5 on: February 04, 2009, 10:10:27 AM »
Sorry, I thought you didn't remember those systems drain only the backup battery. Yeah, if the total power consumption is smaller than the value produced by the warp core, the unused energy keeps the batteries filled.

Of course, another way to limit cloaking time is to force the cloak to drain so many power that the battery empties faster than the core can refill it. After disengaging the cloak, the battery should be at 100% in a short time. Hmm, that could be interesting for TOS romulans...

Offline tiqhud

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Re: Power Systems
« Reply #6 on: February 04, 2009, 02:25:43 PM »
Don't forget the drain Abalitive Amour adds.
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Offline USS Frontier

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Re: Power Systems
« Reply #7 on: February 04, 2009, 02:56:16 PM »
There's 2 main "real" ablative armor techs around, that coincidentally are the most recently made as well: one comes with FTech (the "Ablative Armour" tech), the other is a "plates" variation of it that Defiant made for KM1 (the "Fed Ablative Armor" tech), and also is FTech based.

Both of them don't drain power.

ATP, which is really old and was pratically replaced by FTech, had a Ablative Armor tech as well, but the normal version of it in FTech is the same thing. But I don't remember if the old ATP version of it drained power...

Now literally those 3 techs I mentioned are the only ones I know that are called "Ablative Armor". If I remember correctly Tiq, that armor that drains power you mentioned is another tech, from another mod, which i'm pretty sure isn't called ablative armour =P
But anyway I recommend using one of those 2 FTech ablative armor versions if you want to put a armor in your ship.
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Re: Power Systems
« Reply #8 on: February 04, 2009, 04:48:12 PM »
This may be a little off topic.  I have been looking for a mod that makes the power more realistic.  With the current setting you could run weapons and shields all the time, and it doesn't affect the power.   I'm was looking for something that adds more micromanagement to where you put your power and have it drain it slowly over time so that it is more realistic.  On some ships I can put all power to max and it will never drain.

Offline Rob Archer

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Re: Power Systems
« Reply #9 on: February 04, 2009, 10:02:51 PM »
This may be a little off topic.  I have been looking for a mod that makes the power more realistic.  With the current setting you could run weapons and shields all the time, and it doesn't affect the power.   I'm was looking for something that adds more micromanagement to where you put your power and have it drain it slowly over time so that it is more realistic.  On some ships I can put all power to max and it will never drain.

That's a problem with the Ship itself there isn't a mod that defaults the power system.. well not yet anyway

Offline NeoKaede

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Re: Power Systems
« Reply #10 on: February 05, 2009, 06:07:25 PM »
That's a problem with the Ship itself there isn't a mod that defaults the power system.. well not yet anyway

Not exactly the same, but I think Defiant made a power management script years ago. I only remember it was buggy, and the power bars flickered :P

Offline JimmyB76

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Re: Power Systems
« Reply #11 on: February 05, 2009, 06:13:54 PM »
I think Defiant made a power management script years ago. I only remember it was buggy, and the power bars flickered :P
http://bridgecommander.filefront.com/file/PowerCurrent;32724
thats the older version...
the one that comes with KM1 is more updated...

Offline NeoKaede

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Re: Power Systems
« Reply #12 on: February 05, 2009, 07:02:49 PM »
That's the one.  Thanks Jimmy :)

Offline Rob Archer

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Re: Power Systems
« Reply #13 on: February 05, 2009, 08:08:49 PM »
I think Defiant made a power management script years ago. I only remember it was buggy, and the power bars flickered :P
http://bridgecommander.filefront.com/file/PowerCurrent;32724
thats the older version...
the one that comes with KM1 is more updated...

Yeah i remember that, i retired it early last year on my personal Install, maybe i should consider remaking defiant s version...

Offline Kirk

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Re: Power Systems
« Reply #14 on: February 06, 2009, 07:16:05 AM »
Isn't that what New Frontier is?