SumOfDimensions, of course, is not dependent on aspect ratio: a 3x3x3, 1x1x7, and 2x2x5 bounding box all have a SumOfDimensions of 9. SizePower is an extra power value dependent on SumOfDimensions: the sum of dimensions of the minimum bounding box for a given reactor group. GroupPower is the sum of the following values.īlockPower is the base power per second per block of Power Reactors: 25e/sec/block. The formula for an entity with exactly one Power Reactor group is as follows: Two separate formulas are used: one which deals with the output of a single group of reactors (which is only used when the ship has exactly one reactor group), and one which is used to calculate the total output of multiple separate groups on a ship. Power Reactors have some relatively complex rules governing their power output, especially if one is concerned about efficiency (either in terms of power per block, or power per volume). Because of this, they serve as a useful, if risky, way for large ships to further increase power generation. Starmade power update series#However, when a block in a given group of them is destroyed, that group will be affected by a series of explosions, proportional to the size of the affected group. They have a similar "soft-cap", but this is per physically separate group, rather than a cap placed on a ship as a whole. After this point, the output of Power Reactor Modules peters out, making way for Power Auxiliaries. These blocks are not more useful than Power Reactor Modules until the latter has reached its peak efficiency (as detailed below, this is approximately 2,000,000 e/sec). For example, although very few large ships have regen equal to the power demand of charging a large Jump Drive, their capacity is usually greater than the cost to charge the drive.Ī further consideration for larger ships is the use of Power Auxiliaries. Power generation will ideally be greater than the maximum expected rate of power usage: failing this, there should be a great enough combination of capacity and regen that the ship will not rapidly drain its capacity if power drain exceeds normal levels. Power capacity should usually also include leeway for power spikes caused by shield regeneration costs, thruster activation, and potentially even enemy EMP attacks (which can cause significant power drain if the attacking ship is focussed on such weaponry). In most situations, a ship should at least have sufficient capacity to fire one salvo of its alpha (high damage, long cooldown) weapons. firing a large missile) is greater than the power capacity of the ship, the action will not occur, a "Power Failure" warning will appear below the targeting reticle (as well as a red "E" in a triangle, at the top of the screen), and no power will be drained for that action. If the instantaneous power cost of an action (eg. All three types of power blocks are more efficient (in terms of power per second per block, or e/sec/block) when placed in particular configurations, as detailed in their sections below.Īn important consideration is that all systems drain some amount of power from the ship's capacity, either at a constant rate for a period of time (passive effects, scanner and jump drive charging, or cloaking and jamming), or in instantaneous bursts of varying frequency (most weapons). Power capacity can be increased using Power Capacitors. Ships also have a base power capacity of 50,000 energy (as with regeneration, planets and stations have no innate power capacity). Planets and Space Stations do not have this innate power generation. Entities built from a Ship Core have an innate power regen rate of 1 power per second (commonly abbreviated as "e/sec"). Power is generated using either Power Reactor Modules or Power Auxiliaries, although the latter is greatly preferable as a supplement to the former (when they have reached or surpassed their peak efficiency), not a replacement.
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