Shipwright Archive

Thread: Need to know what I'm doing wrong

Feklar
Tue Jul 05, 2005 11:04 pm
#1

Being that there are so many shipwrights on this forum, I am hoping that someone can help explain how to correct a little problem i am having.


- I have my heavy X-wing loaded up with equipment all under the Mass and Energy caps.

- I have 3 big guns mounted on it.

-Once in space, I use the following droid commands in order: Reactor Overload, Engine Overload, Weap Cap Overload, & then Weapon Overload.

- When I start firing, one of my weapons is immediately disabled.



There is probably a simple explanation and solution for this. Can someone help me with some information? Thanks in advance.




idolatry
Tue Jul 05, 2005 11:50 pm
#2

After you run all your commands, hit the V key and check to see what is disabled or low-power (padlock or pyramid icons).


Just because you've run Reactor Overload doesn't necessarily mean you're now putting out enough juice to keep everything going. Those three guns add up to a lot of extra power when overloaded.





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negilum
Wed Jul 06, 2005 2:15 am
#3

you need more energy.

post what level overloads you are using as well as the used/max energy.
most likely it's your engine that's disabling the weapons.
if you're using EO4 you'll need a lot of free energy.
note the differences between my x-wing and a-wing

in my heavy x i run RO4, EO4, WO3, and CO4, my energy is 15542/16780 and it's barely enough to power everything.

in my a-wing i run RO3, WO3, CO3, and EO4 , my energy is 10242/15619.

if you don't that much of a difference you'll either need to upgrade to a higher level RO or reload your ship with lower energy gear.

also i always run the engine overload last.
Tangle
Thu Jul 07, 2005 12:21 am
#4

Yea there'sa simple problem. 3 Weapons overloaded? Either drop the level of the weapons overload pop in a capacitor to pump out more juice. Calculate how much juice you're cranking out with your reactor overload then start doing the math on the other components. It can be tricky but that's how it has to be done. I highly recommend using a calculator and doing the math the first time before even going up in space though. Make sure when you go up there and take the time to load all those darn programs that you're ready to rock and roll when it's all done.



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Portabelle
Thu Jul 07, 2005 12:40 am
#5






Feklar wrote:

Being that there are so many shipwrights on this forum, I am hoping that someone can help explain how to correct a little problem i am having.


- I have my heavy X-wing loaded up with equipment all under the Mass and Energy caps.

- I have 3 big guns mounted on it.

-Once in space, I use the following droid commands in order: Reactor Overload, Engine Overload, Weap Cap Overload, & then Weapon Overload.

- When I start firing, one of my weapons is immediately disabled.



There is probably a simple explanation and solution for this. Can someone help me with some information? Thanks in advance.





If your not using RE'd components you could also save on the drain used by getting your stuff RE'd. I run a fully loaded Krayt with 3 level 8s and 1 level 6 gun plus ordinances and barely use over 14k energy on a 16k reactor. I don't even run Reactor Overload but use CO3, WO3 and EO3 without any problems. WO4 and EO4 will definitely make a difference in the energy demands though. Might have to crank up my RO command in that case.




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Doofius
Thu Jul 07, 2005 4:03 am
#6

I've noticed at times when i was just barely making the limits of my reactor that if i ran weapon-overload three as the first program i wouldn't have problems. But,if i started with engine overload then the others, i would run out of energy for my missiles/countermeasures. You might wanna see if this works for you. If it doesn't, then remember, i drink a lot when i play so shut up!
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