Power generation: Difference between revisions

No edit summary
Explained reactor output scaling. Expanded explanation of fuel tank and battery benefits. Removed references to generator as it isn't available. Removed section touting fusion as more power efficient, since its only really space efficient and that is explained adequately in the table and on the fusion reactor page.
Line 1: Line 1:
'''[[Power]] generation''' is vital to a healthy ship as most equipment in the game requires power to operate. The [[Getting_Started#Power|most basic power system]] consists only of a [[reactor]] and a [[loader]], with a steady supply of [[fuel]] [[container]]s. However, this system's shortcomings become apparent as a ship's power requirements grow, and keeping a constant flow of power becomes more important.
'''[[Power]] generation''' is vital to a healthy ship as most equipment in the game requires power to operate. The [[Getting_Started#Power|starting power system]] consists only of a [[reactor]] and a [[loader]], with a steady supply of [[fuel]] [[container]]s. However, this system's shortcomings become apparent as a ship's power requirements grow, and keeping a constant flow of power becomes more important.
== Emergency backup ==
If a ship with a reactor-based power system runs out of fuel, the ship is effectively dead in space, unable to produce power to run the [[FTL Drive|FTL drive]]. To allow for fuel rationing in case of emergencies, players can purchase a [[generator]] and [[Energy Cell|energy cells]] to inject power into a system without the need for fuel. Reactors can be temporarily disconnected from fuel pipes during this time.
== Constant power flow ==
One of the first shortcomings players are likely to notice is a loss of power when a fuel container runs dry, and it takes time for a crew member to retrieve a new tank. This delay will depend on the availability of crew members to retrieve a new tank and the distance between the fuel storage and the loader. This kind of delay can cause significant problems during a time-sensitive mission.


The issue can be solved by introducing a [[tank]] and a [[battery]] into the system. The tank can store more fuel, and crew members will continue to replace fuel container until the tank is full. This means that fuel will be available even as a container is replaced. It takes some time for a battery to fill and distribute power, but once it has started, it will provide a constant power flow to the equipment until it drains completely. The battery will constantly refill from available power sources. As reactors take time to increase or decrease power production, batteries help to keep sudden increases in power demand from overwhelming them.
==Sources==
== Power efficiency ==
The more equipment is installed on a ship, the faster power drains from batteries and reactors. Eventually, the power demand will be higher than a reactor or battery can contain, and the player will need to add additional units to supply enough power. This will require faster fuel usage and more space used by generators. A [[Fusion Reactor|fusion reactor]] can provide the same output as several reactors while using much less space. Fusion reactors use deuterium instead of fuel, ensuring fuel can be saved for engines.
 
Fusion reactors need a small starting charge to spin up. This charge can be provided either by a reactor connected to fuel, a generator and power cell, or a battery with sufficient capacity.
 
== Sources ==
There are a few sources of energy available with varying size-efficiency, fuel-cost efficiency and reliability.
There are a few sources of energy available with varying size-efficiency, fuel-cost efficiency and reliability.
{| class="wikitable"
{| class="wikitable"
|+
|+
!Name
! Name
!Output
!Output
!Fuel
! Fuel
!Notes
!Notes  
!Size
!Size
|-
|-
Line 25: Line 15:
|[[Fuel]]
|[[Fuel]]
|
|
|3x3
| 3x3
|-
|-
|[[Fusion Reactor]]
|[[Fusion Reactor]]
|500 MW
| 500 MW
|[[Deuterium]]
|[[Deuterium]]
|Draws power during startup
|Draws significant power during activation
|5x5
|5x5
|-
|-
|[[Solar Panel]]
|[[Solar Panel]]
|10 MW
| 10 MW
| /
|
|50% power in [[Sector Map#Gas Clouds|gas clouds]]
|50% power in [[Sector Map#Gas Clouds|gas clouds]]
0% power during [[Hyperspace]] jump
0% power during [[Hyperspace]] jumps
|4x8
|4x8  
|-
|Generator
|?
|[[Energy Cell]]
|
|?
|}
|}
==Reactor output scaling ==
Reactors don't always run at full capacity (because that would unnecessarily consume fuel), instead reactors attempt to supply only the amount of power that the connected system demands. Reactors take time to scale power production up or down, so when demand increases the supply will temporarily be insufficient until the reactors scale up sufficiently.
==Constant power flow==
One of the first shortcomings players are likely to notice is a loss of power when a fuel container runs dry, until a crew member loads a new container. This delay will depend on the availability of crew members to retrieve a new fuel container and the distance between the fuel storage and the loader. This kind of delay can cause significant problems during a time-sensitive mission.
One solution is to introduce a [[tank]] into the system. Excess fuel will be stored in the tank and provided to the system as needed. Fuel containers will be quickly drained into the tank, and the tank will supply fuel to the system while the crew retrieves a new container.
Another solution is to introduce a [[battery]] into the system. A battery stores excess power much like the tank stores excess fuel, and it likewise provides this power to the system as needed. An additional use for batteries is to supply power during sudden increases in demand, to avoid temporary power outages while the reactor scales up.
==Emergency backup==
If a ship with a reactor-based power system runs out of fuel, the ship is effectively dead in space, unable to produce power to run the [[FTL Drive|FTL drive]]. [[Solar Panel|solar panel]]s, or a single solar panel that charges a [[battery]], can provide backup power in this situation.
[[Category:Getting started]]
[[Category:Getting started]]
[[Category:Game mechanics]]
[[Category:Game mechanics]]