Space Engineers

Space Engineers

Energy Weapons (stable/dev)
gungrifin 4 Nov, 2016 @ 11:46pm
The Great Initial Power Draw Bug.(Tm)
Moved this to a discussion so i dont Wall-of-Text the comments section.

I have found a power draw bug that involves placing laser turrets on a grid that does not have power.

I first experienced this bug while starting up a new survival game and attempting to construct my first platform on the ground.

This is in the Stable branch (Build: 01_153_011)

It seems like when you first put down the laser turret it is drawing max power untill the grids power output can handle the turret at max power draw, then it drops down to 100w idle. However it seems to only do the drop once the entire grid comes out of the red on power draw. I messed around building barebones station grids and i have the steps to recreate what all i did.

Note: Everything after this was done after switching the game to creative.
1.) nothing on grid, add laser turret and flight seat (-8Mw draw in the defense catagory sitting in the flight seat), add battery (+12Mw supply, grid supply is positive), turning battery off shows the 100w draw for the turret in the flight seat.

2.) nothing on grid, add 5 laser turrets and flight seat (-40Mw draw), add battery (+12Mw supply, this does not satisfy any of the turrets and the net draw drops to -28Mw, not able to do anything as net is still in the red), add a 2nd battery (another +12Mw supply, net draw drops to -16Mw, still not able to do anything), add a 3rd battery (net draw drops to -4Mw), add a 4th battery (all the laser turrets are satisfied and they all drop in power draw to 100w each), turning off batteries shows -500w in the defense catagory.

And about 15 other mock stations i made to make sure conformation bias wasnt in play.

The workaround seems to be to have excess power on the grid before placing the turrets but it still leaves the initial power bug lingering in the background.