Power Plant (Subsystem): Difference between revisions

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m (Minor fix.)
 
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{{NewVersion
{{DISPLAYTITLE:Power Plant ''(Subsystem)''}}{{Spacecraft_Module
| Update = [[Spacecraft Update]]
}}
 
{{Spacecraft_Module
| Name = Power Plant
| Name = Power Plant
| Picture = Dp_PowerPlant.png
| Picture = Dp_PowerPlant.png
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* ?
* ?
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A '''power plant''' is required for all [[spacecraft]]. The power plant on a spacecraft consumes [[hydrogen]] to keep the spacecraft's electric [[capacitor]]s charged. The amount of power plant volume determines how quickly the capacitors recharge.


A power plant is required for all [[spacecraft]]. The power plant on a spacecraft consumes [[hydrogen]] to keep the spacecraft's electric [[capacitor]]s charged. A basic spacecraft, one with only a [[Helm Station|helm station]], [[Fuel_Cell|fuel cell]], [[Life_Support|life support]], and [[Gravity_Drive|gravity drive]] can run off only one power plant even if the spacecraft has over 200 [[Gravity_Drive|gravity drive]] modules at full throttle. More than one power plant are required if you want to use [[FTL_Drive|FTL drive]]s, [[sensor]]s, [[shield]]s, [[Energy_Weapon_Turret|energy weapon turret]]s, and [[Energy_Weapon_Bay|energy weapon bay]]s. The number of power plants determine how many times a spacecraft turret or weapon bay can fire repeatedly before the capacitors need to recharge. Capacitors recharge constantly even if they are being used, so the number of consecutive shots in the ship specifications may actually be higher in practice.
A basic spacecraft, one with only a [[Helm Station|helm station]], [[Fuel_Cell|fuel cell]], [[Life_Support|life support]], and [[Gravity_Drive|gravity drives]] can run off a tiny power plant, even if the spacecraft has over 200m³ [[Gravity_Drive|gravity drive]] volume at full throttle. A larger power plant is required if the spacecraft needs to operate power-intensive systems such as [[FTL_Drive|FTL drive]]s, [[sensor]]s, [[shield]]s, [[Energy_Weapon_Turret|energy weapon turret]]s, or [[Weapon_Bay|weapon bay]]s.
 
Allocating enough capacitor mass for 6 consecutive shots at full power should allow for "rapid fire" weapon bays. Such bays should be able to fire consecutively can without completely draining the capacitor.
*(Note: recharge rate may be TL dependent)
*(Note: if you are running 2 or more bays at the same time, they will drain the capacitor)
 
Capacitor gain:
<code>1 + 0.05 * (TL - 1)</code>
 
'''Note:''' In the [[Spacecraft Update]], capacitors and power plant systems are separated. The [[capacitor]] stores electricity while the power plant produces it.  


==Quotes from patch notes==
==Quotes from patch notes==
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[[Category:Spacecraft_Systems]]
[[Category:Spacecraft_Subsystems]]
[[Category:Spacecraft_Modules]]

Latest revision as of 09:33, 6 March 2024

Module
Power Plant
Dp_PowerPlant.png

A power plant is required for all spacecraft. The power plant on a spacecraft consumes hydrogen to keep the spacecraft's electric capacitors charged. The amount of power plant volume determines how quickly the capacitors recharge.

A basic spacecraft, one with only a helm station, fuel cell, life support, and gravity drives can run off a tiny power plant, even if the spacecraft has over 200m³ gravity drive volume at full throttle. A larger power plant is required if the spacecraft needs to operate power-intensive systems such as FTL drives, sensors, shields, energy weapon turrets, or weapon bays.

Quotes from patch notes

Related patch notes
Update 2017-01-17: Design Analysis
Capacitor Module
New ship designs now have a capacitor module that is separate from the power plant module. The space for these is allocated separately. Capacitor size determines how much power the capacitor can hold. Power plant size determines the rate at which it can convert fuel to power. This change was also suggested by a player. This change does not affect old-style ship designs.
Hydrogen Power Plant Module
The current power plant module got a slight name change. It is now a Hydrogen Power Plant Module. This is in preparation for other kinds of power plant modules, as suggested by a player.