Power: Difference between revisions
mNo edit summary |
added Fusion Power Production Cycle |
||
| Line 34: | Line 34: | ||
|4x8 | |4x8 | ||
|} | |} | ||
==Fusion Power Production Cycle== | |||
The Fusion power cycle use hyperspace jumps to convert power -> [[Deuterium]] -> MUCH MORE power | |||
40MW -> 20 [[Hyperspace Isotopes]] -> 15 [[Stable Isotopes]] -> 30 [[Deuterium]] -> 7500 MW | |||
[[Fusion Reactor]] (Base Peek Consumption*) | |||
[1s] 2 [[Deuterium]] -> 500 MW | |||
Chem Lab (1 per 2 Fusion Reactors*) | |||
[5s] 10 [[Stable Isotopes]] -> 20 [[Deuterium]] | |||
[1s] 2 [[Stable Isotopes]] -> 4 [[Deuterium]] | |||
Refinery** (2 per 5 Chem Labs*) | |||
[3s] 20 [[Hyperspace Isotopes]] -> 15 [[Stable Isotopes]] | |||
[1s] 6.66 [[Hyperspace Isotopes]] -> 5 [[Stable Isotopes]] | |||
Hyperspace Scoop (Peek Consumption*) | |||
[1s] 100 MW -> 50 [[Hyperspace Isotopes]] | |||
*: Reactor Efficiency Research, actual power draw, and time spent in Hyperspace can all affect these ratios. Use storage wisely to balance these highly variable loads. In practice, any ship that makes semi-regular FTL jumps can easily keep multiple [[Fusion Reactor]]s running with just a few tanks, a [[Chemistry Lab]], a [[Refinery]], and a few [[Hyperspace Scoop]]s. Larger tanks and more scoops allow you to operate longer between jumps, whereas more reactors/labs/refineries increases your max sustainable power output. | |||
**: The best storage stage (0.5 storage/Deut equivalent) is Stable Isotopes. And since it takes only 1-2 [[Chemistry Lab]]s to support MANY Fusions reactors it's worth having extra refineries to compact Hyper into Stable then store the stable. | |||
==Reactor output scaling== | ==Reactor output scaling== | ||
Revision as of 04:27, 10 March 2026
Power is a special resource which is transmitted through cables and measured in MW. Power is required by most equipment, and is therefore one of the most important resources in the game.
Power supply and demand can be viewed in the Powergrid screen. From there, power can be reduced by equipment category, causing affected equipment to perform slower.
The starting power system consists of a reactor, with fuel supplied by pipe from a loader loading fuel containers. This simple system has some power consistency shortcomings that become more important as the ship's power requirements grow.
Generation
There are a few sources of energy available with varying size-efficiency, fuel-cost efficiency and reliability.
| Name | Output | Fuel | Notes | Size |
|---|---|---|---|---|
| Reactor | 100 MW | Fuel | 3x3 | |
| Fusion Reactor | 500 MW | Deuterium | Draws significant power during activation | 5x5 |
| Solar Panel | 10 MW | 50% power in gas clouds
0% power during Hyperspace jumps |
4x8 |
Fusion Power Production Cycle
The Fusion power cycle use hyperspace jumps to convert power -> Deuterium -> MUCH MORE power 40MW -> 20 Hyperspace Isotopes -> 15 Stable Isotopes -> 30 Deuterium -> 7500 MW
Fusion Reactor (Base Peek Consumption*) [1s] 2 Deuterium -> 500 MW
Chem Lab (1 per 2 Fusion Reactors*) [5s] 10 Stable Isotopes -> 20 Deuterium [1s] 2 Stable Isotopes -> 4 Deuterium
Refinery** (2 per 5 Chem Labs*) [3s] 20 Hyperspace Isotopes -> 15 Stable Isotopes [1s] 6.66 Hyperspace Isotopes -> 5 Stable Isotopes
Hyperspace Scoop (Peek Consumption*) [1s] 100 MW -> 50 Hyperspace Isotopes
- Reactor Efficiency Research, actual power draw, and time spent in Hyperspace can all affect these ratios. Use storage wisely to balance these highly variable loads. In practice, any ship that makes semi-regular FTL jumps can easily keep multiple Fusion Reactors running with just a few tanks, a Chemistry Lab, a Refinery, and a few Hyperspace Scoops. Larger tanks and more scoops allow you to operate longer between jumps, whereas more reactors/labs/refineries increases your max sustainable power output.
- The best storage stage (0.5 storage/Deut equivalent) is Stable Isotopes. And since it takes only 1-2 Chemistry Labs to support MANY Fusions reactors it's worth having extra refineries to compact Hyper into Stable then store the stable.
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.
Continuous power flow
One of the first shortcomings players are likely to notice with the starting power system is a loss of power when a fuel container runs dry, until the crew loads a new container. The duration of this power outage 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, and provides this power back into the system when supply is insufficient, such as when the reactor has shut off due to lack of fuel.
Demand spikes
Some equipment has variable power draw. Each time the power demand increases, a reactor-based power system will have insufficient power until the reactor scales up output to match. A battery in the system can supply immediate power to cover these demand spikes until the reactor can catch 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. Solar panels, or a single solar panel that charges a battery, can provide backup power in this situation.