Pilot Archive
Thread: This concerns engine overload 4
Kitten_Starsider wrote:Don't forget that you can fly to DS for repairs and can do that any time as a rebel by using /vrepair to repair a potentially disabled engine or reactor to get there.Also if you repair 25%, 25%, 50% and finally 100% you won't have decay of overloads either.Kitten
Disableing rebels.. fun.. but tactically unsound
Try loading RO4, WO3 and EO4 in that order. If you still have energy problems, you need to rethink your loadout.
Kassuff wrote:
Try loading RO4, WO3 and EO4 in that order. If you still have energy problems, you need to rethink your loadout.
Yea this efficiently reduces the energy usage of your guns, missile and CM launchers. Also CO does not use any extra energy so its worth using it as well.
On my curent A-Wing setup i can run RO4, EO4, CO4 and WO3 in that order... without WO3 my CM launcher runs at reduced efficiency though.
Kitten
Kassuff wrote:Try loading RO4, WO3 and EO4 in that order. If you still have energy problems, you need to rethink your loadout.
What's up with the order?
Kryxal wrote:
I never much cared about the order I ran programs, though I could see the point in running RO before EO4. If my reactor doesn't put out the energy for up to the DI after EO3 even without RO or WO3, I'm not likely to have the energy to run weapons anyway. Weapons com last in the list when calling on energy anyway, it doesn't matter if they're powered until you're in a fight.
But WO3 is bugged and uses less energy. So on a tighly energy managed ship, if you don't run RO4 and WO3 before EO4, you can disable critical systems (like the DI).
Dragon942 wrote:
But WO3 is bugged and uses less energy. So on a tighly energy managed ship, if you don't run RO4 and WO3 before EO4, you can disable critical systems (like the DI).
but wo3 only reduces the energy drain on your weapons, so if with wo3 you ship is barely at full power, then without it at worst you are looking at your guns being at 1/3 power. it will never get all the way to disabling you ship.
Ok I want to be sure I understand this since so far I have never used RO4 or EO4. My current Krayt loadout with all 4 weapon slots equipped is running about 14.5k energy on a 15.7k energy reactor. If I load my new RE'd level 8 engine seen in the clicky which has a drain of 1386, then by using the 90% increase for EO4 that should bring my ENGINE requirement up to approx 2633.5 from the 1386 right? Then using RO4 my reactor energy should be increased to 29830 using the same 90% increase provided by the overload?I guess I'm confused by the references to EO4 requiring 10x the drain. If that is the case my 1386 enginedrain would be increased to 13,860?? Sorry math is not my strong suit lol but I understand the 90% or 1.9x factor in calculating drainrequirements but the 10x doesn't make sense to me.
TomoRainer wrote:
EO4 can be way hard to get up and running, though you will notice a big difference in handling. I'm just flying an Interceptor and with an engine with 1550 energy drain or so I need a reactor with over 13700 energy to meet its needs. (Incidentally, this is when I learned EO4 took about 10x as much energy while RO4 provides about 10x as much--and Kitten's work on nailing down that RO4 number is invaluable, it's going to eliminate a ton of guess-and-check work.) Good luck with the X-Wing--and if you happen to be using a level 6 engine, I've seen a couple with energy drains below 1300, which would make getting EO4 to work with one a whole lot easier, I'd imagine.
I am definitely going to test it out in space so I know I can get an answer there but Im still not sure I understand the full interplay of RO4 and EO4 on the energy requirements. If Im correctly interpreting previous posts I can expect that EO4 will cause a 90% increase in energy drain on the engine and RO4 will provide an additional 90% energy from the reactor. Im not sure how much RO3 will increase my energy provided however and if that would be enough to cover the additional 1200 pts of Engine drain with EO4.
Also with the increase in PYR using EO4 will that push my current Pitch and Roll into a 1.4 on the ship stats? Currently my Yaw is 1.4 but the Pitch and Roll is 1.3. (got tired of waiting for better PYR stats and had a weak RE moment )