Power generation: Difference between revisions
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'''[[Power]] generation''' is vital to a healthy ship as most equipment in the game requires power to operate. The [[Getting_Started#Power|most basic power system]] consists only of a [[reactor]] and a [[loader]], with a steady supply of [[fuel]] | '''[[Power]] generation''' is vital to a healthy ship as most equipment in the game requires power to operate. The [[Getting_Started#Power|most basic power system]] consists only of a [[reactor]] and a [[loader]], with a steady supply of [[fuel]] [[container]]s. However, this system's shortcomings become apparent as a ship's power requirements grow, and keeping a constant flow of power becomes more important. | ||
== Emergency backup == | == Emergency backup == | ||
If a ship with a reactor-based power system runs out of fuel, the ship is effectively dead in space, unable to produce power to run the [[FTL Drive|FTL drive]]. To allow for fuel rationing in case of emergencies, players can purchase a [[generator]] and [[Energy Cell|energy cells]] to inject power into a system without the need for fuel. Reactors can be temporarily disconnected from fuel pipes during this time. | If a ship with a reactor-based power system runs out of fuel, the ship is effectively dead in space, unable to produce power to run the [[FTL Drive|FTL drive]]. To allow for fuel rationing in case of emergencies, players can purchase a [[generator]] and [[Energy Cell|energy cells]] to inject power into a system without the need for fuel. Reactors can be temporarily disconnected from fuel pipes during this time. | ||
== Constant power flow == | == Constant power flow == | ||
One of the first shortcomings players are likely to notice is a loss of power when a fuel | One of the first shortcomings players are likely to notice is a loss of power when a fuel container runs dry, and it takes time for a crew member to retrieve a new tank. This delay will depend on the availability of crew members to retrieve a new tank and the distance between the fuel storage and the loader. This kind of delay can cause significant problems during a time-sensitive mission. | ||
The issue can be solved by introducing a [[tank]] and a [[battery]] into the system. The tank can store more fuel, and crew members will continue to replace fuel container until the tank is full. This means that fuel will be available even as a container is replaced. It takes some time for a battery to fill and distribute power, but once it has started, it will provide a constant power flow to the equipment until it drains completely. The battery will constantly refill from available power sources. As reactors take time to increase or decrease power production, batteries help to keep sudden increases in power demand from overwhelming them. | |||
== Power efficiency == | == Power efficiency == | ||
The more equipment is installed on a ship, the faster power drains from batteries and reactors. Eventually, the power demand will be higher than a reactor or battery can contain, and the player will need to add additional units to supply enough power. This will require faster fuel usage and more space used by generators. A [[Fusion Reactor|fusion reactor]] can provide the same output as several reactors while using much less space. Fusion reactors use deuterium instead of fuel, ensuring fuel can be saved for engines. | The more equipment is installed on a ship, the faster power drains from batteries and reactors. Eventually, the power demand will be higher than a reactor or battery can contain, and the player will need to add additional units to supply enough power. This will require faster fuel usage and more space used by generators. A [[Fusion Reactor|fusion reactor]] can provide the same output as several reactors while using much less space. Fusion reactors use deuterium instead of fuel, ensuring fuel can be saved for engines. | ||
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Fusion reactors need a small starting charge to spin up. This charge can be provided either by a reactor connected to fuel, a generator and power cell, or a battery with sufficient capacity. | Fusion reactors need a small starting charge to spin up. This charge can be provided either by a reactor connected to fuel, a generator and power cell, or a battery with sufficient capacity. | ||
== Sources == | |||
There are a few sources of energy available with varying size-efficiency, fuel-cost efficiency and reliability. | |||
{| class="wikitable" | |||
|+ | |||
!Name | |||
!Output | |||
!Fuel | |||
!Notes | |||
!Size | |||
|- | |||
|[[File:Reactor.png|alt=Reactor|thumb|128x128px|[[Reactor]]]] | |||
|100MW | |||
|[[Fuel]] | |||
| | |||
|3x3 | |||
|- | |||
|[[Fusion Reactor]] | |||
|500MW | |||
|[[Deuterium]] | |||
|Has a spin-up time | |||
|5x5 | |||
|- | |||
|Solar Panel | |||
|10MW | |||
|/ | |||
|50% power in [[Metreon Gas]] clouds. | |||
0% power during [[Hyperspace]] jump. | |||
|4x8 | |||
|- | |||
|Generator | |||
|? | |||
|[[Energy Cell]] | |||
| | |||
|? | |||
|} | |||
[[Category:Getting started]] | [[Category:Getting started]] | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Latest revision as of 15:58, 29 March 2024
Power generation is vital to a healthy ship as most equipment in the game requires power to operate. The most basic power system consists only of a reactor and a loader, with a steady supply of fuel containers. However, this system's shortcomings become apparent as a ship's power requirements grow, and keeping a constant flow of power becomes more important.
Emergency backup[edit | edit source]
If a ship with a reactor-based power system runs out of fuel, the ship is effectively dead in space, unable to produce power to run the FTL drive. To allow for fuel rationing in case of emergencies, players can purchase a generator and energy cells to inject power into a system without the need for fuel. Reactors can be temporarily disconnected from fuel pipes during this time.
Constant power flow[edit | edit source]
One of the first shortcomings players are likely to notice is a loss of power when a fuel container runs dry, and it takes time for a crew member to retrieve a new tank. This delay will depend on the availability of crew members to retrieve a new tank and the distance between the fuel storage and the loader. This kind of delay can cause significant problems during a time-sensitive mission.
The issue can be solved by introducing a tank and a battery into the system. The tank can store more fuel, and crew members will continue to replace fuel container until the tank is full. This means that fuel will be available even as a container is replaced. It takes some time for a battery to fill and distribute power, but once it has started, it will provide a constant power flow to the equipment until it drains completely. The battery will constantly refill from available power sources. As reactors take time to increase or decrease power production, batteries help to keep sudden increases in power demand from overwhelming them.
Power efficiency[edit | edit source]
The more equipment is installed on a ship, the faster power drains from batteries and reactors. Eventually, the power demand will be higher than a reactor or battery can contain, and the player will need to add additional units to supply enough power. This will require faster fuel usage and more space used by generators. A fusion reactor can provide the same output as several reactors while using much less space. Fusion reactors use deuterium instead of fuel, ensuring fuel can be saved for engines.
Fusion reactors need a small starting charge to spin up. This charge can be provided either by a reactor connected to fuel, a generator and power cell, or a battery with sufficient capacity.
Sources[edit | edit source]
There are a few sources of energy available with varying size-efficiency, fuel-cost efficiency and reliability.
Name | Output | Fuel | Notes | Size |
---|---|---|---|---|
100MW | Fuel | 3x3 | ||
Fusion Reactor | 500MW | Deuterium | Has a spin-up time | 5x5 |
Solar Panel | 10MW | / | 50% power in Metreon Gas clouds.
0% power during Hyperspace jump. |
4x8 |
Generator | ? | Energy Cell | ? |