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EDIT: Okay, I had a look at your workshop sub and found the problem. You are running the engine directly through a relay with a max power of 1000, engine power consumption is 5000.
It is HIGHLY advisable to run the engine through a junction box, possibly of it's own, and also run the weapons from a separate junction box too (I advise to only connect two supercapacitors to one junction box). You *could* increase the max power of the relay / junction boxes but I think you probably want to check the vanilla subs for their engine power consumption and thrust values, and change yours appropriately. Be fair, don't just make it low power and stupid high thrust, use some proportionality (so - high thrust would require high power consumption, use Humpback as an example to work from, it uses the same big single engine).
I only use relays for less important things such as lights, signals, or if I want to be able to cut power to suit lockers or fabricator etc (which do draw a small amount of power even when not in use). The only time I have high power going through a relay is from the docking hatch to my sub's power grid, for charging the batteries from a station (because a relay is one-way, I don't want my sub to power the station!)
Oh and please put some spawn points and lights in your sub! It's a pain trying to find the engine room in the dark.
spawnpoints come later
im also not entirely satisfied with the look of it
but the ♥♥♥♥ hull parts dont fit with each other(some dont even have the same size ffs)
and 5000 for the engine is fair(i thought to raise it to 6000 or 7000 too)
usualy its 2000 or less
thats what the 2 reactors are for in the first place
this ship should be oversized in everything
big cargo
big engine
and some big but crappy guns that u have to reload after each shot(te 2 main ones at least)
the only non-standard parts are the engine(fast and energie hungry) and the batteries(with 2 times in all stats so that i can run the sub on batteries) so far
Instead of the relay, I would suggest trying feeding the engine through five junction boxes connected to it in parallel - you want oversized, then make it big! Make the players manage five junction boxes instead of one for that massive engine! In theory it should draw 1000 from each junction box, assuming you don't want to just make one BIG junction box that can handle 5000 power (increase the scale of the junction box sprite), but I think five would be more fun and more in line with your oversized theme. You could maybe scale them down to make them fit more easily, they'd only have one output each anyway so you could say they are special junction boxes.
and thanks
and the junction box dont have a 1000 number that i can raise
i give up
hulls gaps and electric stuff just didnt work out for me
Also, you cant allow a battery to charge itself. So if you run it into a junction and then back to itself to charge from the junction without a relay breaker then you get junction box destruction.
If you are at wits end on your own design just copy someone elses. I learned so much downloading and looking at how other people do things. Personally my power grid is flawless. You are welcome to copy it if you like. Can even link as many reactors as you like into it as it has proper power control. Just pool sources into the main source junction box and it will be flow controlled from there.
Using relay rails off of junction boxes also allows you to regulate power down those rails. So the entire line literally isnt able to draw more than it needs. I usually dont bother doing that though, as if the system is flow controlled with relays/battery smoothing there is no over/under voltage.
https://mega.nz/file/o3t3yYLK#IDic6GK1qigE7G4RF5EQF-5E9pDrZ4pWwWu4wB6Q-pY
There is also a functional auto mode reactor controller on those subs, and auto charge regex on Cyber Monke that will charge to 100 and then go back to 0 for all batteries and super caps.
Load up Cyber Monke as it is newest and take it for a spin, the power grid is a beast. No values were changed either. All vanilla, cept the batteries, which are vanilla damage values, but boosted capacity to save space.
Power grids are probably the most diff thing to get right in sub creation. And you have to decide if you want to use the over voltage power up function and such. As you can see, I just have a power grid plan I use on all my subs. It works, its tough, its modular and adaptable and it works on vanilla values.
Cyber Monke the only normal(ish) sub btw. The others were just to buy to kill the end boss in diff ways for fun and test diff systems in the end biome. Monke only one that is not OP af.
Haha, well that's the real trick isn't it - making something that isn't OP. A flawless power grid does kind of go against the spirit of the game, even though it's technically possible is it really fun? I copied my power grid concepts from the vanilla subs (mainly Humpback), with a few very minor tweaks of my own, as it's easy to understand and fault-find, improve upon mid-campaign, and gives good feedback when power draw is too great. I leave any sort of reactor controller circuits for in-campaign addition (yes, my earlier subs had them built-in, but those were my learning subs).
Smoothing out the gremlins from the power grid should be part of the campaign experience, then you can concentrate on other upgrades (both bought and custom) to meet other increasing challenges. If a sub works perfectly from the get-go, it can be fun to marvel at your creation for a while but then it gets a bit boring IMO, there's less of a sense of achievement at the end of the game if you're never really in any danger of complete failure.