Pilot Archive

Thread: Tests: Reactor (and other) Overloads

Kitten_Starsider
Fri Apr 01, 2005 11:32 am
#1




Heya!


I thought I'd run some tests since many people noticed that the values for energy stated in the FAQ aren't entirely correct. After all it is possible to run EO4, CO4 and RO4 without too many difficulties and with the already evident energy bug in WO3 at even reduced cost.

Thus i rumbled through my storage and picked up some reactors and engines for testing purposes.






Test 1: Energy usage of Engine Overload 4


Droid Interface: -515.5

Engine: -1,514.5

Reactor: +15,497.1


Droid Programms running: EO4


Expected: The listed modifier in the FAQ is 10=1/0.1 which would result in a total energy usage of 15,660.5. The Droid Interface would therefore run at reduced efficiency but would remain running.


Result: Droid Interface lost efficiency but wasn't disabled => The 10x multiplier is likely correct






Test 2: Energy increase of Reactor Overload 4



Droid Interface: -515.5

Engine: -1,514.5

Reactor: +11,426.3


Droid Programms running: RO4, EO4


Expected: Assuming the modifier in the FAQ is correct everything should run at max efficiency.


Result: As expected => modifier equal or greater than 1.4






Test 3: Energy increase of Reactor Overload 4



Droid Interface: -515.5

Engine: -1,514.5

Reactor: +10,458.6


Expected: According to the FAQ the Droid Interface should be disabled and the overloaded engine should be at reduced efficiency


Result: Everything runs fine => modifier greater than 1.5






Test 4: Energy increase of Reactor Overload 4


Droid Interface: -515.5

Engine: -2095.7

Reactor: +10846.1


Expected: Nothing really... poking with a stick in shallow water


Result: Droid Interface shut down, Engine at 98% overloaded efficiency => modifier is around 1.9 !!!





Test 5: Energy increase of Reactor Overload 4

Droid Interface: -515.5
Engine: -2095.7
Reactor: +11426.3


Expected: Everything should have just enough energy to run perfectly (around 8 spare energy left) if the modifier is greater than 1.88


Result: Everything running => Energy increase is between 1.88 and 1.9







End Result: The multiplier for RO4 is most likely about 1.9 and not 1.4!


Conclusion: Additionally, with comparing these results to my a-wing its evident that CO4 does not have increased energy usage of the Capacitor. I am not sure if that is intended or not, as the description of CO doesn't mention it.


Further testing needs to show how the situation for level 3 programms are.


Kitten


EDIT: some calculating errors (sorry ) It appears that 1.9 is correct and not 1.88! I am sorry

Message Edited by Kitten_Starsider on 04-02-2005 02:53 PM



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Goraf
Fri Apr 01, 2005 11:43 am
#2

Awesome analysis, thanks for posting it!



Captain Alirc Ec-Ecit
Alliance Ace Pilot
XO 77th "Phoenix" Fighter/Bomber Wing
Valcyn

TomoRainer
Fri Apr 01, 2005 3:25 pm
#3

Awesome work, Kitten, this is gonna help tremendously. Might be able to upgrade to a level 7 gun if I can shave my reactor down far enough.







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


Kitten_Starsider
Sat Apr 02, 2005 7:33 am
#4

Updated and fixed a calculating error. I recalculated Test 4 with the value of 1.9 which proved that it would disable the DI entirely and run the engine at 98.33% speed. I accidentally used the non-overloaded energy requirements before.


Again i am sorry.


The modifier is exactly 1.9!


Thanks to Cory for pointing my calculating error out


Kitten



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Coreena
Sat Apr 02, 2005 9:38 am
#5

No problem Kitty

Anyway I ran some tests as well, and have to agree with Kitten. Reactor Overload 4 increases the output by a factor of 1.9, or +90%.

My tests also indicated that Reactor Overload 3 has a factor of 1.6

I did not test Reactor Overload 2 and 1 since I didn't have access to them, and noone really uses them anyway.

Ok, here the tests. (careful, some maths involved, don't say I didn't warn you )

First my Ship:
TIE Interceptor with the following equipment (only how much energy they use/Produce):
Reactor: +10891.9
Engine: -1818.1
Shield: -3619.2
Capacitor: -1015.0
Booster: -565.8
Droid Int: -476.1
Weapon: -2024.5
Ordnance: -1128.2
CounterM.: -994.7

Total Energy usage: 11641.6

Good, so much to what I used to test.
I also assumed that the factor of 0.1 or 10x for EO4 is accurate, there is no indication that this is bugged.

Test for Reactor Overload 3:
- Launched, CM was running on low efficiency (was to be expected).
- Reactor Overload 3 was started. Everything worked.
- Engine Overload 4 was started. All Components with the exception of Reactor and Engine got instantly disabled. The engine was running on 95.82% efficiency (871 topspeed instead of 909 - ist a 65.0 engine)

I knew the engine needs 18181 units of Energy (10 times the named value). It was running at 95.82%. The correlation between available energy and running efficiency is 1:1, so that means that only 95.82% of the required energy was available.

18181 * 0.9582 = 17421

This is the energy the reactor produces. Now to find the factor for RO3:

17421 / 10891.9 = 1.5994 which is almost 1.6

I assume that this slight error comes from the fact that you can only see whole numbers for speed and the 95.82% is not totally accurate (but very close)

So the factor for Reactor Overload 3 is 1.6!


Test for Reactor Overload 4:
- Launched, same as above.
- Reactor Overload 4 was started. Of course everything worked.
- Engine Overload 4 was started: Engine was running perfectly. Shield was on reduced efficiency (it said "General Efficiency: 0.7" but that again is only a rounded value), and all other components where offline.

I waited till the shield stopped loosing energy.
It stopped at 1236.5 of 1780.4.

Now lets figure out the exact efficiency value:
1236.5/1780.4 = 0.6945 (so actually the 0.7 was not that bad)

Knowing of the 1:1 relation between efficiency and available energy, I calculated how much energy was actually available to the shield:

3619.2 * 0.6945 = 2513.5

The engine uses its full 18181 units and all other components were disabled.

18181 + 2513.5 = 20694.5

Again, now lets figure out the factor:

20694.5 / 10891.9 = 18999899 which is even closer to 1.9

The factor for Reactor Overload 4 is 1.9!


Hope those tests help others figure out what reactor and what overload they actually need.
Please remeber that Reactor Overload 4 causes 30 points of damage to your reactor which will cause decay if you repair them!





Coreena Telios
Master Dancer
Starsider Galaxy
Kitten_Starsider
Sat Apr 02, 2005 12:52 pm
#6

Thanks for posting this, cory


I really wonder why this thread doesn't have more posters though... i mean reactor overloads are some of the most used programms out there.



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Coreena
Sun Apr 03, 2005 1:12 am
#7

Think its too much math for most.

Put stuff in, run programs, see if it is enough, if yes fine, if not get a bigger reactor or switch parts





Coreena Telios
Master Dancer
Starsider Galaxy
Kitten_Starsider
Sun Apr 03, 2005 2:34 pm
#8

*secretely hoped to get a sticky* *pouts*



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Iketeerloo
Fri Apr 08, 2005 1:44 pm
#9

Just plain great post thanks =P



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Loki_Ashaman
Fri Apr 08, 2005 7:51 pm
#10






Kitten_Starsider wrote:

*secretely hoped to get a sticky* *pouts*






You should message droid327 to have him update the Droid Routine Breakdown within the Pilot's FAQ sticky, hopefully he'll link back to your testing too.




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Kitten_Starsider
Sat Apr 09, 2005 3:00 am
#11

Thanks, I did that



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TomoRainer
Sat Apr 09, 2005 3:10 am
#12

Also you should paste a link in the FAQ/Cool Threads thread. It'd be nice to have it handy there and maybe we can get it linked in the first few posts.







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


Kitten_Starsider
Sat Apr 09, 2005 4:50 am
#13

The result is there now with the droid routine breakdown FAQ



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