Power Plant (Subsystem): Difference between revisions
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A power plant is required for all [[spacecraft]]. The power plant on a spacecraft consumes [[hydrogen]] to keep the spacecraft's electric [[capacitor]]s charged. A basic spacecraft, one with only a [[Helm Station|helm station]], [[Fuel_Cell|fuel cell]], [[Life_Support|life support]], and [[Gravity_Drive|gravity drive]] can run off only one power plant even if the spacecraft has over 200 [[Gravity_Drive|gravity drive]] modules at full throttle. More than one power plant are required if you want to use [[FTL_Drive|FTL drive]]s, [[sensor]]s, [[shield]]s, [[Energy_Weapon_Turret|energy weapon turret]]s, and [[Energy_Weapon_Bay|energy weapon bay]]s. The number of power plants determine how many times a spacecraft turret or weapon bay can fire repeatedly before the capacitors need to recharge. Capacitors recharge constantly even if they are being used, so the number of consecutive shots in the ship specifications may actually be higher in practice. | A power plant is required for all [[spacecraft]]. The power plant on a spacecraft consumes [[hydrogen]] to keep the spacecraft's electric [[capacitor]]s charged. A basic spacecraft, one with only a [[Helm Station|helm station]], [[Fuel_Cell|fuel cell]], [[Life_Support|life support]], and [[Gravity_Drive|gravity drive]] can run off only one power plant even if the spacecraft has over 200 [[Gravity_Drive|gravity drive]] modules at full throttle. More than one power plant are required if you want to use [[FTL_Drive|FTL drive]]s, [[sensor]]s, [[shield]]s, [[Energy_Weapon_Turret|energy weapon turret]]s, and [[Energy_Weapon_Bay|energy weapon bay]]s. The number of power plants determine how many times a spacecraft turret or weapon bay can fire repeatedly before the capacitors need to recharge. Capacitors recharge constantly even if they are being used, so the number of consecutive shots in the ship specifications may actually be higher in practice. | ||
Allocating enough capacitor mass for 6 consecutive shots at full power should allow for "rapid fire" weapon bays. Such bays should be able to fire consecutively can without completely draining the capacitor. | |||
*(Note: recharge rate may be TL dependent) | *(Note: recharge rate may be TL dependent) | ||
*(Note: if you are running 2 or more bays at the same time, they will drain the capacitor) | *(Note: if you are running 2 or more bays at the same time, they will drain the capacitor) |
Revision as of 19:17, 14 February 2017
Power Plant |
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A power plant is required for all spacecraft. The power plant on a spacecraft consumes hydrogen to keep the spacecraft's electric capacitors charged. A basic spacecraft, one with only a helm station, fuel cell, life support, and gravity drive can run off only one power plant even if the spacecraft has over 200 gravity drive modules at full throttle. More than one power plant are required if you want to use FTL drives, sensors, shields, energy weapon turrets, and energy weapon bays. The number of power plants determine how many times a spacecraft turret or weapon bay can fire repeatedly before the capacitors need to recharge. Capacitors recharge constantly even if they are being used, so the number of consecutive shots in the ship specifications may actually be higher in practice.
Allocating enough capacitor mass for 6 consecutive shots at full power should allow for "rapid fire" weapon bays. Such bays should be able to fire consecutively can without completely draining the capacitor.
- (Note: recharge rate may be TL dependent)
- (Note: if you are running 2 or more bays at the same time, they will drain the capacitor)
Capacitor gain:
1 + 0.05 * (TL - 1)
Note: In the Spacecraft Update, capacitors and power plant systems are separated. The capacitor stores electricity while the power plant produces it.
Quotes from patch notes
Related patch notes |
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Update 2017-01-17: Design Analysis
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