Naval Energy Units

General discussion for players of Oolite.

Moderators: winston, another_commander

Post Reply
Layne
---- E L I T E ----
---- E L I T E ----
Posts: 355
Joined: Sat Mar 28, 2015 11:14 pm

Naval Energy Units

Post by Layne »

A question for any of the long-time players who may have gotten a Naval Energy Unit, or even just managed to afford a ship in the shipyard that happens to be fitted with one:

What, specifically, is the difference between a navy unit and the standard 'extra energy unit' plus normal ship energy plant? I know, from all the entries, talk, etc, that the navy equipment is superior, but can anyone quantify the difference in numerical terms? Does it recharge twice as fast? Hold more total energy? What's the actual data on how much of an improvement you get? Is there anyone who knows?
Reports of my death have been greatly underestimated.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Naval Energy Units

Post by Cody »

I don't know the numbers (you need a boffin for that), but I do know that the NEU costs big bucks to repair!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Naval Energy Units

Post by cim »

The NEU is twice as effective as a normal EEU.
ralph_hh
---- E L I T E ----
---- E L I T E ----
Posts: 297
Joined: Tue Nov 11, 2014 12:42 pm
Location: Germany

Re: Naval Energy Units

Post by ralph_hh »

Twice as effective means what?
Twice the recharge rate, I suppose?
As far as I know, the total amount of energy is unchanged compared to the EEU, no?
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: Naval Energy Units

Post by Norby »

The energyRechargeRate of a Cobra Mark III:
Stock: +4 energy/second
With Extra Energy Unit: +7.2 energy/second (+80%)
With Naval Energy Unit: +10.4 energy/second (+160%)
When you buy the Naval version your Extra Energy Unit will be sold so you can not use both.
Maximum energy is not affected.

The forward and aft shieldRechargeRates are +2 energy/seconds in stock and +3 if [wiki]Military Shield Enhancement[/wiki] is installed, so your energy will be refilled this slower if one of your shields is recharging and double slower if both. A stock cobra with two damaged shields can not recharge any energy into the banks due to all new energy is going into the shields (4 - 2 * 2 = 0).

If you buy Military Shield Enhancement but none of the energy units then your energy will be drained slowly when both of your shields are recharging: 4 - 2 * 3 = -2 in every seconds.

The energy recharge is increased in [wiki]ShipVersion[/wiki] also (max. +1.8/s), I measured around 5.5/s in a v8.4 starter corba, so in this case the energy is still recharging when both shields are damaged (5.5 - 2 * 2 = +1.5/s).
Layne
---- E L I T E ----
---- E L I T E ----
Posts: 355
Joined: Sat Mar 28, 2015 11:14 pm

Re: Naval Energy Units

Post by Layne »

Norby wrote:
The energyRechargeRate of a Cobra Mark III:
Stock: +4 energy/second
With Extra Energy Unit: +7.2 energy/second (+80%)
With Naval Energy Unit: +10.4 energy/second (+160%)
When you buy the Naval version your Extra Energy Unit will be sold so you can not use both.
Maximum energy is not affected.
Some good data but a few questions remain. Is the recharge rate a fixed number or a fixed percentage? In other words if a ship has a stock recharge of +3 energy/second, is the EEU recharge an increase of 80% (+2.4 e/s) or is it the same additional +3.2 e/s? So the basic formula if it's a percentage is +80% of base recharge for an EEU and +160% of recharge for a NEU, maximum storage unchanged?

Interesting. An oxp already exists for shield capacitors. Is there one that can add to total energy stored? I haven't looked closely at the ShipVersion mod-- is that part of the feature set for that?
Reports of my death have been greatly underestimated.
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Naval Energy Units

Post by cim »

It's a fixed percentage of the baseline +80/+160.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: Naval Energy Units

Post by Norby »

Layne wrote:
Is there one that can add to total energy stored?
I haven't looked closely at the ShipVersion mod-- is that part of the feature set for that?
No for both, but one-shot refills exists in [wiki]Energy_Equipment_OXP[/wiki].
QCS
Dangerous
Dangerous
Posts: 112
Joined: Sun Feb 22, 2015 6:52 pm

Re: Naval Energy Units

Post by QCS »

Norby wrote:
Layne wrote:
Is there one that can add to total energy stored?
I haven't looked closely at the ShipVersion mod-- is that part of the feature set for that?
No for both, but one-shot refills exists in [wiki]Energy_Equipment_OXP[/wiki].
And a generator (driven by Witchspace fuel) can be bought from QTHI Auxiliary Energy Generators OXP
Post Reply