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Walt Uh. It still looks much worse than a regular nuke or two in Nord's video.

The ship in that video is getting hit with 16 nuke storages. Pretty sure 16 real nukes would do a lot more damage than that

Then again it is hard to fire 16 nukes at once - but still easy to deliver the storage bomb!
In the clip you see the ship igniting long before it gets to the target.
Nukes rly should explode in a short flash and not dragging for so long - not saying instant damage but very short.
(maybe making nuke anchoring obsolete ...)

Dalas120 Isn't that because many Dom ships are too small for engine rooms, or don't even bring reactors (which makes engine rooms bad)? Almost every medium-large ship I've seen has used engine rooms by all thrusters.

More that the majority of Dom combat is about trying to control the nodes; if your ship is insanely fast but regularly flies out of the node its usually a bad thing. Once the fleet sizes go up faster ships dedicated to hunting other ships can be useful, but zone control is the bread and butter of competitive domination.

And yeah, I play mostly 1.5m Elimination/Arena, where everything but turning thrusters (and usually those too) are always mounted on engine rooms. But the complaint about engine rooms being ubiquitous on 1.5m+ ships is like complaining shield generators are almost always featured under armor or weapons.

Dalas120 That's a good point. I'm not sure it's necessarily a bad thing though - it might force people to plan room for corridors and walkways around thrusters.

That would make thruster blocks further away from a reactor unworkable. Already even with storages touching the block , fed by double walkway can deplete on some of my centralized reactor designs.

    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.

    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.

      • Edited

      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.

      • Walt replied to this.

        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.

        Kroom Also there are cases where crew don't want to deliver power to the thrusters.

        Yeah, if a thruster is connected to an engine room, crew will never delivery power directly to the thruster.

          Walt If I understand you correctly, that's basically what PrioritizeLeastAmmo does.

          What i mean is that every time the combined storage receive or remove ammo the combined amount of ammo will be distributed evenly within all parts.

            Kroom I still don't understand. Can you give an example?

              Walt

              If you press 1 and fire it for a bit, you'll see that thrusters run out of power all the time while not utilizing the available crew, adding more crew obviously doesn't help.

              Nordwolf 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.

              Lafiel Yeah, that's exactly why I posted about it, crew doesn't realize the power consumption rate and undersupplues the ER. 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.

              • Walt replied to this.

                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.

                  Lafiel This feature is insane for large ships, currently supplementing the transfer of power with storages helps with uptime and doesn't take much more crew.

                  The issue lies with the crew that's not utilized earky enough even when more supply is needed.

                    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.
                      _
                      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.

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