Pilot Archive

Thread: This concerns engine overload 4

Ducimus
Fri Apr 08, 2005 11:46 am
#14



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



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Kassuff
Fri Apr 08, 2005 1:23 pm
#15

Try loading RO4, WO3 and EO4 in that order. If you still have energy problems, you need to rethink your loadout.


Kitten_Starsider
Sat Apr 09, 2005 12:15 am
#16

it may not be the most polite way tofight but it happens... whether intentionally or not


Cant help being prepared.


Kitten



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Kitten_Starsider
Sat Apr 09, 2005 3:03 am
#17






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




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Halyn
Sat Apr 09, 2005 8:51 am
#18

Actually, if you're going to make a hyperspace jump to a different sector, I'd recommend a different order. Hit RO, hit CO, begin your hyperspace calculations, hit WO right before you jump, and hit EO as soon as you enter your target area. Your countdown seems to be reset if you change systems.




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Kitten_Starsider
Sat Apr 09, 2005 10:08 am
#19

will try that out


Kitten



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MasterSad
Wed Aug 10, 2005 5:27 am
#20



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?



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Goraf
Wed Aug 10, 2005 5:32 am
#21

Because WO3 is bugged and reduces the reactor energy drain of weapons. It is supposed to increase it.



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Valcyn

S-1-l2-H-C
Wed Aug 10, 2005 5:57 am
#22

holy thread resurection!


its a good read though.



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Kryxal
Wed Aug 10, 2005 7:41 am
#23

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.



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Dragon942
Wed Aug 10, 2005 7:54 am
#24







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).


And if you are running EO3, you should really be switching to EO4. For a supposed only 10%, it makes a huge difference.



Starscreamer Sapphire
Starsider
S-1-l2-H-C
Wed Aug 10, 2005 8:03 am
#25






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.


if i am overt and running overloads (like after leaving deep space to hunt somewhere else) i prefer to get eo4 up before wo3, since without engine overload you are extremely vulnerable.



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Starsider:
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Katorah, Corsec Security forces, Captian of "The Unrelenting
Harotak', Rebel Terrorist
Portabelle
Wed Aug 10, 2005 9:32 am
#26




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.



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.

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 )





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