Equalizer The following seems to have the HE factory frequently run out of power when the launchers are on auto fire despite direct power.
I know that setting a high resupply threshold will prevent this so it seems to be an issue with the crew priorities.
It's weird that crew prefer to resupply launchers even when the factory runs out of power. Instead they should focus on keeping the factory on, even when launchers are completely empty. This ship can be fixed by just adding more crew (maxing out the launcher crew demanded and freeing up crew to supply power), but that's strange, unintuitive, and makes HE missiles much more expensive than they should be.
In addition to the priorities that Equalizer/Redstone talked about, part of the problem might be that launchers are demanding more crew than they actually need. I think this is caused by 2 reasons:
First, crew really like picking up missile parts from 1 side of the HE factory, then walking to the missile launcher on the other side to deliver it. This means that crew often ends up walking 3 times as far as they need to.
Another problem is that HE production exactly matches fire rate, which means that if the launchers empty out before crew can start emptying the factory, the launchers will stay empty forever and continually demand max 12 crew. I think it would help with this to increase HE factory production from 4/sec to ~4.5/sec. This way, if a HE factory is supplying 2 launchers there would be enough production to keep both launchers full all of the time, reducing crew demanded.