The Power Grid #349
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This is related to #348 and #229, focusing specifically on the power grid. As I've been working on this, I've come to realize that it's not as simple as I originally thought. Here's a proposal for how it can work. Feedback and suggestions welcome. Power flows through the power grid in a directed graph, where power flows from reactors (optionally to batteries) to power nodes to systems. Power generation starts at the reactors, which turns fuel into power. The amount of power fuel provides and the heat produced by that fuel is determined by the fuel itself, making it possible to use different kinds of fuel with different tradeoffs. So the fuel consumption rate can calculated as So if P = 4 units of power, F = 0.5 units of fuel per unit of power, and E = 80%, then C would be 10 units of fuel. Power demand is set on the reactor itself. The reactor has a maximum amount of power it can produce, and the crew can choose a specific amount of power that they want it to produce. See #229 for more on efficiency. The higher the reactors load, the more fuel is consumed and the more heat is produced. Efficiency has a second-order effect here, since heat is determined by the amount of fuel consumed, not the amount of power generated. When heat is at a certain level, efficiency will begin to decrease. Manually cooling the reactor shouldn't be necessary, but perhaps they cool automatically so long as there is coolant available. Otherwise, the only way to cool a reactor is to shut it off and let it cool down automatically. Both fuel and coolant are supplied to the reactor by cargo transfers. Fuel and coolant stored in the same room as the reactor will be consumed by its operation. Reactors can distribute power to batteries and power nodes. Batteries include Phaser Capacitors and Warp Dynamos. Batteries have separate rates for charging and discharging. The discharge rate is the amount of power that the battery can supply to a power node. Power Nodes distribute power to individual systems. The number of power nodes, and the systems those power nodes supply power to, is fixed. To keep the crew's screens simple, this configuration happens in the plugin config, before the flight starts. Here's the default configuration, along with some sketches of how each system uses power and what insufficient power might cause: Weapons:
Defense*:
Engines:
Intel:
Internal:
Defense includes any systems that cannot be used when the shields are raised so the crew can choose between using shields or using the other systems. To provide a bit of a challenge, power nodes can only accept two incoming power sources at once (although in practice it might be necessary to allow three). So a node could take two reactors, a reactor and a battery, run exclusively on battery power, or use a phaser capacitor and warp dynamo. This provides some degree of configuration. It should also only be possible to connect reactors or batteries to two or three power nodes/batteries. Within each power node, the power the power node receives is distributed to each system automatically based on the amount of power each system requires at that given moment. The power node has three options for prioritizing power use:
Perhaps it can also be possible to deactivate a system, which makes it take 0 power. This could be a required step for certain maintenance reports. All of this will happen on a single screen which depicts the reactors, batteries, and power nodes. Hovering over these items gives at-a-glance information about the entity, and clicking opens an overlay for updating the properties that entity. So, in short:
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Replies: 4 comments 10 replies
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A few comments:
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This has been up for long enough, so I'm going to start breaking out the work that needs to be done into issues. |
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It's already a part of things but to have a few systems work better with more power would be interesting to play with. Life Support, on/off no difference. Phasers, minimum power needed to function/ramping up power/destrucive power with %chance to damage. Plus, higher power, more over heat so it needs longer to cool down before it can be fired again. Shields, minimum power/ramping up/overcharge which could damage the system or other systems Each system can have it's own set of rules and risks associated with it. |
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This has been up for long enough, so I'm going to start breaking out the work that needs to be done into issues.