Reactor: Difference between revisions
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| grid_size = 3 x 3 | | grid_size = 3 x 3 | ||
| base_cost = 100 | | base_cost = 100 | ||
| fuel_consumption = | | fuel_consumption = 0.01 per MW output | ||
| inputs = Fuel | | inputs = [[Fuel]] | ||
| outputs = 100 MW of Power | | outputs = 2 to 100 MW of [[Power]] | ||
| start_up_cost = 10 Fuel | | start_up_cost = 10 Fuel | ||
}} | |||
'''Reactors''' are the most common form of [[power]] generation on [[ship]]s. Reactors require a [[pipe]] connection to a [[Fuel]] [[Loader]] and a [[cable]] connection to whatever equipment they are intended to power. | |||
A reactor does not change output power instantly. When the power demand of the ship rises (e.g. because the player just fired the engines), it takes some time for the reactor to spool up. During this time, the engines will be operating at reduced power. This momentary excess of power demand can be offset by connecting [[Battery|batteries]] to the power grid. | A reactor does not change output power instantly. When the power demand of the ship rises (e.g. because the player just fired the engines), it takes some time for the reactor to spool up. During this time, the engines will be operating at reduced power. This momentary excess of power demand can be offset by connecting [[Battery|batteries]] to the power grid. | ||
After placement a reactor requires 10 fuel to start up. | After placement a reactor requires 10 fuel to start up. | ||
A [[Tank]] can be connected to the fuel piping between the reactor and the [[Loader]]. This saves cargo space because [[Crew member|crew members]] will preemptively load fuel canisters into the tank, and it also prevents the reactor from going offline during the time it takes crew members to replace spent fuel canisters. | |||
[[Category:Equipment]] | [[Category:Equipment]] | ||