To me it seems like crew doesn't have a good idea of the ER power consumption, they seem to wildly underestimate the amount of crew needed to deliver the power, like half the crew stays in their bunks/quarters most of the time when ER is slowly running out of power. This is very noticeable on medium distances from a large reactor.
Cosmoteer Release Candidate 0.15.7 RC1
Nordwolf I found a bug where crew don't consider thrusters to be connected to an engine room until it's operational. Could this be related?
CaptainRedstone I don't think it is, it's mostly related to the fact that crew doesn't consider pickup delay on larger reactors. It's every noticeable in ERs because of the huge needs in electricity there and low supply on each thruster individually.
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Walt Its possible to add an option to the MultiAmmoStorage similar to DistributeEvenly but for all the combined amount? so when adding ammo or removing ammo all storages will have the same amount or the same percent amount.
Also there are cases where crew don't want to deliver power to the thrusters.
Nordwolf To me it seems like crew doesn't have a good idea of the ER power consumption, they seem to wildly underestimate the amount of crew needed to deliver the power, like half the crew stays in their bunks/quarters most of the time when ER is slowly running out of power. This is very noticeable on medium distances from a large reactor.
Can you please send me a saved game?
CaptainRedstone I found a bug where crew don't consider thrusters to be connected to an engine room until it's operational. Could this be related?
This is intentional.
Kroom Its possible to add an option to the MultiAmmoStorage similar to DistributeEvenly but for all the combined amount? so when adding ammo or removing ammo all storages will have the same amount.
If I understand you correctly, that's basically what PrioritizeLeastAmmo does.
Not really necessarily different. The basic problems remain the same: 1. number of crew that can supply a part is limited 2. limited surface->limited door access->congestion
Similarly, it's why larger reactors or higher production isn't necessarily an advantage...
So this feature is great for small to medium ships but large ships will suffer.
Nordwolf I tested that ship, and it doesn't seem to be having any major problems to me. Occasionally the thruster pods will blink off, but usually very briefly. I then tested that same ship (with some modifications to add doors, undo crew assignments, and add more crew) without the "deliver power to engine room" feature, and the thrusters are out-of-power off a significantly higher percentage of the time. So the feature seems like an overall improvement compared to delivering directly to thrusters, even if there are still some issues with it.
Something I'm thinking about doing, not to thrusters specifically, but to everything, is increasing power (and maybe ammo) capacity across the board, to allow for longer distances between reactors and power-consumers. (Though to a certain extent, power storages are supposed to compensate for that.)
Lafiel That's not a bug or the game's fault. It's a weakness of this system because instead of each thruster requesting to be supplied it all is funneled through the ER. Hence, ER surges are harder to cope with for the few crew that can supply it.
This explanation doesn't really make sense to me. The total power demand is the same, and the ER will actually demand power sooner than individual thrusters will, because all the empty capacity gets pooled together when compared to the ResupplyThreshold.
Nordwolf crew doesn't realize the power consumption rate
FWIW, power consumption rate is not a factor in the crew A.I. at all, for anything in the game.
Nordwolf We had a similar problem back in the day when TBs were not being able to be supplied by no matter how much crew, but I believe the causes were different back then.
IIRC, that was an issue with the crew always taking power from a single small reactor, and a single small reactor can't keep up with the demands of a tractor beam.
Walt is increasing power (and maybe ammo) capacity across the board
YES
This would be a MAJOR buff to longer distance transport, as some things just run out of power too quickly and you basically have to put a power source near them or a storage - but storage means you also need quite a bit more crew for the storage-to-facility transfer.
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About the power, I must have been mistaken though as I thought I've seen it being mentioned a few times that power consumption rate is a factor, that's why I assumed it was a bug in that system.
About my issue - I just thought that the crew should take into account the projected consumption and use more crew to compensate, but since consumption rate was never actually a factor I'd retract my statement in favor of higher capacities.