Pilot Archive

Thread: Reactor Question THANKS !

Kiall
Wed Dec 29, 2004 8:10 pm
#1


How much can you overload your reactor before you see problems?

What problems will you see if you do?


I have a little less then 2k overload right now, however in space it says my chaff launcher is disabled... am i overloaded too much?


thanks for any help.

Message Edited by Kiall on 12-31-2004 04:54 PM




Kiall Vorash TRACKSTAR / MUPPET
Suffer from SUOIRES ELOHSSA illness
KV Unlimited Mineral Resource Harvesting and Manufacturing
Vendors located 1028 -3639 Cnet


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Kiall
Thu Dec 30, 2004 12:26 am
#2

bump




Kiall Vorash TRACKSTAR / MUPPET
Suffer from SUOIRES ELOHSSA illness
KV Unlimited Mineral Resource Harvesting and Manufacturing
Vendors located 1028 -3639 Cnet


[|____/___|___|_=[]:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
psikobunny
Thu Dec 30, 2004 12:39 am
#3

When your reactor is overloaded, things wont work. the disabling begins at the bottom of the list, and works its way up. Use a reactor overload program each time you launch, and it should be more than enough to compensate



Gilack Mehoipou [Bloodfin]


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


Made it before all hell broke loose.



sciguyCO
Thu Dec 30, 2004 2:33 am
#4






Kiall wrote:

am i overloaded too much?




Depends on if you want to use your chaff launcher.


Every component except armor and the reactor itself requires power, and the "priority" of the components is based on the order they're shown in your component view when in space. If you've loaded, say 17k worth of drain with a 15k reactor, your ship starts disabling from the bottom of the list until you have sufficient power. First your countermeasure gets disabled, then missle launcher, then 2nd weapon, then 1st weapon, etc.


So lets say you had a load-out like this (this is roughly what's in my Ixyian):


Engine:2000 energy drain

Shield: 3500 energy drain

Capacitor: 1000 energy drain

Booster: 500 energy drain

Droid Interface: 500 energy drain

Weapon1: 3000 energy drain

Weapon2: 2500 energy drain

Countermeasures: 1000 energy drain


Total energy usage is 14k. If you had a 13k reactor, you'd be 1000 short, so the countermeasures would be completely disabled, since there's no power available for it.


If you had a 12k reactor, you'd be2000 short. Your countermeasures would again be completely disabled, but you'd also not have quite enough to fully power Weapon2. You'd still be able to shoot your second weapon, but it would be at reduced capability. My guess is that since it'd be at 1500/2500 power, damage would be reduced to 60%, and possibly capacitor usage would increase and firing rate slow down.


Unless you've got a reactor overload program (which boosts reactor output) or a weapon/engine tuning program (which reduces engine/weapon power usage, along with speed/damage), it's not really worth it to launch with disabled components. You'd be better off unloading the component and using the mass for a bigger weapon or shields (provided that doesn't overload the reactor again) or more armor (which doesn't need power).


Overload programs are definitely handy, you might try contacting a privateer for a level 2 or 3. Each level of reactor overload boosts reactor output by 10% per level.So with Overload3 you could power 14k worth of components with a 10.8k reactor (10.8 * 1.3 = 14.04 final output). Overload4 might be overkill, plus it does enough damage by itself to cause decay on the reactor.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Kiall
Fri Dec 31, 2004 2:55 pm
#5

I wanted to thank you for your help guys. its good to be back in the game. happy new years.




Kiall Vorash TRACKSTAR / MUPPET
Suffer from SUOIRES ELOHSSA illness
KV Unlimited Mineral Resource Harvesting and Manufacturing
Vendors located 1028 -3639 Cnet


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