Aetherwhisp Power Management #2080
Replies: 5 comments 5 replies
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since the wisp needs 15MW + 3MW + whatever else for guns + ~1MW to power the ship, it generally requires 2, or 3 engines to run at the same time, with how the engines are coded, and how the whisp is mapped, the ACGNR needs to be run at a lower rate, and the SD at a higher amount, to prevent running out of gas (as no gas miners). Since the SD is a higher rate this almost invariably means that the lights on the whisp burn out |
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Going to repost since this is still useful feedback
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Consider the number of tiles need to be run to actually get to your main power sucking devices from the main reactor control room. Edit: This is assuming standard "solo" play aka not using comms to coordinate |
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Having the three power grids seperated seems dumb, If for example the RMBK blows up, Suddenly all the SMES connected to the green power grid dont charge. Most engineers i know just hotwire it roundstart, So having that mapped in seems good. |
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I'm planning to add doors after the beebase is in. Should I also modify the fuel mix tanks to have a vent pump instead of an injector? It'll make the monitoring console useless for input control, but allow you to control the tank pressure so that it's easier to modify the mix |
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This is a thread for discussion about issues with managing power and engine effects specific to the Aetherwhisp, which is the only map that consistently requires over 4 MW.
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