Architect Archive

Thread: New bug, or just me?

TomoRainer
Thu Mar 10, 2005 3:29 am
#1

Most droid commands increase your power usage, so if you've already got your ship's power into the red, it'll start disabling components as you activate those reactor-draining droid commands. Countermeasures and missile launchers are some of the first things to go. When you repair, your droid commands are turned off, decreasing the total energy drain and freeing up enough for your missile launcher to start working again.

From a quick read of the situation, it looks like you're simply using too much power, and should try upping the level of your Reactor Overload or that of the reactor itself and see if that fixes your problem, because from the sound of it, the system is working as designed.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


psikobunny
Thu Mar 10, 2005 10:26 am
#2






TomoRainer wrote:
because from the sound of it, the system is working as designed.



QFE. Systems without sufficient power are disabled "bottom up" and the OP described a perfect example. Adding the 2k+ for an overloaded turret gun pushes his reactor drain over the level of his reactor+overload. Cut and dried




Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



DarthKaelan
Thu Mar 10, 2005 10:31 am
#3

The overdrain on the reactor is before the overload is turned on. Everything else functions at full capacity and my weapons stay charged at all times. Guessing the system just can't differentiate once the ship launches, and disables the launcher first, but doesn't re-enable it once the overdrive is turned on.


Oh well. Thanks for the info!



-----------------

Krassk

Pre CU Master Bounty Hunter and Master Privateer Pilot

Vigo of the Eclipse Consortium

Tergill, Naboo
Cerius101
Thu Mar 10, 2005 10:36 am
#4

QFE

Quote for emphasis

I'm not aware of any other reason to quote



SuperFurry Animal
SheenaBrelya
Thu Mar 10, 2005 10:44 am
#5


The overdrain on the reactor is before the overload is turned on. Everything else functions at full capacity and my weapons stay charged at all times. Guessing the system just can't differentiate once the ship launches, and disables the launcher first, but doesn't re-enable it once the overdrive is turned on.
Oh well. Thanks for the info!




Your reactor should be able to handle a small 'red-line' use... you should be able to go over the 'max' by a little bit with no negative consequences. Go too far over, though, and components will start to fail as the reactor can not feed them all. When you get into space, everything is fine despite a small over-usage on the reactor, which sounds normal.

Run an overload, though, and suddenly the overloaded system requires a good bit more power from a reactor that has no power to spare.... and something fails. Systems fail, as mentioned, from the 'bottum up' as listed on your 'ship at a glance' window. This sheet matches the 'Manage' screen and Ordnance slots are down at the bottom, so they are the first to fail.

Getting a repair at a Station resets all your droid programs (or is supposed to, at least) which means it kicks your power levels back to those of when you first launched... a small over-usage, but not enough to affect anything, and everything works again.

Shona

Message Edited by SheenaBrelya on 03-10-2005 12:46 PM

DarthKaelan
Thu Mar 10, 2005 1:17 pm
#6

Up until I mastered the privateer tree, I hadn't ever stacked one of my ships to the point where the reactor was running in the red, even though I had reactor overload commands available. On my Krayt, if I equip a turret with my current reactor it goes into the read by about 2k.


No issue in terms of power, even using other droid overload commands as long as I have reactor overload going. However, while my guns all work, my proton launcher tells me that it's been disabled. It stays this way until I hit a space station to repair it, which also turns off all my droid commands. If I start them back up, the launcher is disabled again.


I've repeated this issue in my reb pilot alt's X-Wing, but before I got a ticket going I wanted to see if anyone else had run into this before.



-----------------

Krassk

Pre CU Master Bounty Hunter and Master Privateer Pilot

Vigo of the Eclipse Consortium

Tergill, Naboo
DarthKaelan
Thu Mar 10, 2005 5:25 pm
#7






SheenaBrelya wrote:




The overdrain on the reactor is before the overload is turned on. Everything else functions at full capacity and my weapons stay charged at all times. Guessing the system just can't differentiate once the ship launches, and disables the launcher first, but doesn't re-enable it once the overdrive is turned on.

Oh well. Thanks for the info!






Your reactor should be able to handle a small 'red-line' use... you should be able to go over the 'max' by a little bit with no negative consequences. Go too far over, though, and components will start to fail as the reactor can not feed them all. When you get into space, everything is fine despite a small over-usage on the reactor, which sounds normal.

Run an overload, though, and suddenly the overloaded system requires a good bit more power from a reactor that has no power to spare.... and something fails. Systems fail, as mentioned, from the 'bottum up' as listed on your 'ship at a glance' window. This sheet matches the 'Manage' screen and Ordnance slots are down at the bottom, so they are the first to fail.

Getting a repair at a Station resets all your droid programs (or is supposed to, at least) which means it kicks your power levels back to those of when you first launched... a small over-usage, but not enough to affect anything, and everything works again.

Shona

Message Edited by SheenaBrelya on 03-10-2005 12:46 PM






Yeah that's probably what's happening.


I just think it's funny that it's causing a larger reactor drain on the reactor when I'm boosting the reactor output.




-----------------

Krassk

Pre CU Master Bounty Hunter and Master Privateer Pilot

Vigo of the Eclipse Consortium

Tergill, Naboo
Smart_Darwin
Wed Mar 30, 2005 11:34 pm
#8

Hey all! I just checked the output hopper on one of my factories and I found that the Ore mining units I made were not crated. The schematic for Heavy harvs indicate these must be crated... has this happened to anyone else, or did I do something wrong? I have sucesfully completed many factiry runs and did not think I had to do anything special for output to come out in crates.



Success is not sufficient; others must fail.
Bandola
Wed Mar 30, 2005 11:44 pm
#9

It is just you.

This has been a major pain in the a$$ for architects since time began. OMUs do NOT crate, but don't worry, they do not need to, even though it says certain components must be crated this is not true, they can go into the factory singly. This applies to ALL components that supposedly must be crated.




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Elyssa
Thu Mar 31, 2005 12:13 am
#10

OMU's use a special hi-tech transparent polymer crate. These crates hold 1 OMU.

All OMU's created with the same schematic have identical serial numbers and can be used when something calls for "identical" items.



------
Elyssa Alexander (Elder Merchant Correspondent)
12pt. Master Structures Trader / Elder Jedi / Mayor, City of Metropolis
Shop Crazy Durni, Inc., now open in Metropolis, Corellia (885 -6605 Gorath)

"Why the big secret? People are smart, they can handle it."
"A person is smart. People are dumb, panicky, dangerous animals and you know it."

Elyssa was 1000% correct
-Pawlin

Smart_Darwin
Thu Mar 31, 2005 12:47 am
#11

Ah! so that's what OMU means! /smackself


Thanks folks!


I guess I should close the CS ticket.



Success is not sufficient; others must fail.
bluejanus
Thu Mar 31, 2005 3:26 am
#12



Elyssa wrote:
OMU's use a special hi-tech transparent polymer crate. These crates hold 1 OMU.
All OMU's created with the same schematic have identical serial numbers and can be used when something calls for "identical" items.





*smacks Elyssa with his correspondent discipline tool* Hush!





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
bluejanus
Thu Mar 31, 2005 3:27 am
#13



Smart_Darwin wrote:
Ah! so that's what OMU means! /smackself
Thanks folks!
I guess I should close the CS ticket.





I find that kind of humorous that you opened a CSR ticket.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
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