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Please elaborate on "reactors (...) can be iffy" and your setup, maybe I will be able to improve something.
It would really help if you could describe a bit more: which parts exactly (by name) and how did you connect them. Otherwise it is a bit of guesswork for me.
I have reactor, corridor so crew can carry batteries, omnistation, two grids of empty space, connector, large shield.
All works just fine, there is one crew member carrying batteries with no special haste and dozens of crew members are idling.
In other words, I cannot reproduce your scenario.
which may seem weird, with this mod, but it actually does have better throughput sometimes. And more importantly, better ergonomics
No cable between power source (reactor) and omni station, just crew carrying batteries?
Could you please provide your blackhole setup please?
That causes it to not have "power_storage" TypeCategory and not interacting with cables.
Best would be to write a commend under ETTM mod with this and ask if SirCampalot (ETTM author) would be willing to fix it on his side.
Otherwise you can alter mod files but that would be lost on update, so...
It seems that GA author by design forbade inheriting base part buffs (ReceivableBuffs) so only manual delivery works.
It is something that can be fixed on GA side easily (just change `ReceivableBuffs = [RailgunReverseOperation, ParticleCannonNeedsPower]` to `ReceivableBuffs = ^/0/ReceivableBuffs [RailgunReverseOperation, ParticleCannonNeedsPower]`), that could be fixed in MMCT:R as well, but I am not sure if I should. I will think about that, but if you do not want to change enything put a capacitor next to barrel so crew has shortest route and use external barrel, it is powered from loader.
Might be that cannon/railgun uses battery storage with different name thus not receiving power.
Substations loop in on image that says "inefficient designs", but +1 for figuring that out anyway.
Those loops give me bad dreams sometimes as I struggle to code it differently to get rid of loops and still have proper transfer rates.
I am not giving up though.
Without a ship I really have no idea :|
The SW:ACD developer (SkipperWraith) told me that he is doing some tweaks to shielding system (no ETA for that though), I also created a bug report for this in Cosmoteer as it should work just fine out of the box!
Maybe try to turn off the substation that is charging the shield just before you initiate FTL jump... that should work as well as a workaround (terrible one, I know).
Thanks for the rewards!
It seems that substation is charging shield too fast and during FTL jump it crosses 50% threshold but does not activate after jump despite being fully charged.
The only way for shield to reactivate is to discharge it below 50% and charge again.
I wrote to SW:ACD mod author, maybe we will think of something as a workaround.
Small and medium shields are unaffected by this issue due to being coded differently.
@superpewpew: I will install SW mod and test this.
that is the ship and the yellow circle is around an 8x8 size weapon to give the scale of the ship. The scary thing is that is NOT the largest ship in the mod. Just the largest I can use and not crash my computer or take 3 hours for a fight vs a ship of similar size. As is that is a 30 min plus fight vs itself...
Can you provide a screenshot of your power grid?
Make sure that there are no bad patterns (see fourth image) and you have enough power. Also make sure that total power draw from single line does not exceed 15 batteries/second as that is max that cables and substations can transfer.