Pilot Archive

Thread: Reactor Overload usefulness?

rexan
Thu Dec 16, 2004 12:37 pm
#1


I'vestarting to build a new ship and am finally trying out the reactor overload programs. My problem is that my starship components are using 14500 power, wereas my reactor can only produce 14200. No problem I think, I'll just launch and stoke up the reactor a bit with a little RO1 or RO2, and that should fix things.


Problem is that as I launch, the droid interface is the lowest priority component, and is the first component disabled. It seems that reactor overload has very limited uses in this situation.


Question, is there any way to manually disable another system, lets say the second blaster, to allow the droid interface enough power so I can fire up a reactor overload program?


If not, this droid program only seems useful to allow you to run other droid programs, and not much else. Which is still good as the droid programs are very useful. I was justhoping I could use thisprogram to save on some reactor mass on my new ship loadout.

Message Edited by rexan on 12-16-2004 11:38 AM



Rexan Ryu
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Unmei_Sokudo
Thu Dec 16, 2004 12:43 pm
#2

Hmm odd. Usually when I launch one of my weapons would be lowest priority either the 3rd cannon or the missle launcher. Able to fire up RO just fine.

Did you put the droid interface in last?




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rexan
Thu Dec 16, 2004 3:10 pm
#3

since this is a new ship build, I havn't added a missle launcher or a counter measures yet. Just the Reactor, 3 guns,shield, booster, capicator, Droid Interfaceand engine.I can happly fire all 3 blasters, but the droid interface seems to be disabled as I cannot access any droid programs in this configuration. If I pull one of the cannons out before I launch I can access it.


I'm wondering if I can manually shutdown the weapons (kinda like with an /ethrust command) to power up the droid interface and then hit the RO and bring everything back online.




Rexan Ryu
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Rogue1970
Fri Dec 17, 2004 1:10 am
#4

Yes, very odd - it always seems to shut my countermeasure down.


I'd /bug that, the Droid Interface should be the last item to shut down in my opinion - it uses the least energy.



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Datink_Nieleft
Fri Dec 17, 2004 1:55 am
#5






rexan wrote:


I'vestarting to build a new ship and am finally trying out the reactor overload programs. My problem is that my starship components are using 14500 power, wereas my reactor can only produce 14200. No problem I think, I'll just launch and stoke up the reactor a bit with a little RO1 or RO2, and that should fix things.


Problem is that as I launch, the droid interface is the lowest priority component, and is the first component disabled. It seems that reactor overload has very limited uses in this situation.


Question, is there any way to manually disable another system, lets say the second blaster, to allow the droid interface enough power so I can fire up a reactor overload program?


If not, this droid program only seems useful to allow you to run other droid programs, and not much else. Which is still good as the droid programs are very useful. I was justhoping I could use thisprogram to save on some reactor mass on my new ship loadout.

Message Edited by rexan on 12-16-2004 11:38 AM






First,..I suggest running RO3 if you have it. Second.....if your droid interface is first to go...how are you even running a droid program in the first place?


My set up is to use a reactor 1k lower than what I am currently powered at,..i.e. 14k power on a 13k reactor. I launch into space...hit R03..and all my systems that were off line come on line (normally counter measures).


I have noticed people have problems with all programs save lvl 3. It could be that lvl 3 is the most "balanced" of the overload tiers and therefore the more stable choice. I have played around with RO4 and never had a problem either. If you are running RO2 and say WO3..then you may not be generating enough juice.


My rule of thumb: 3 across the board,...RO first.




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