Nite Owl wrote: ↑Sat Oct 31, 2020 6:20 pm
Took a look at the NavalGrid.js in the new release and a bit of a puzzle crossed my mind. It occurs in the section where you define the recharge rates with ng_switch_max = [recharge rate percentage]. If the following interpretation of what is scripted there is wrong then my apologies in advance and your answers will further my education on such matters.
Civilian Energy Grid + Extra Energy Unit = 0.5 (50%) Shield Recharge Rate
Civilian Energy Grid + Naval Energy Unit = 0.3 (30%) Shield Recharge Rate
Naval Energy Grid + either Extra Energy Unit or Naval Energy Unit = 0.9 (90%) Shield Recharge Rate
The drop in recharge rate between the first two can be explained with a bit of handwavium - "The Civilian Energy Grid cannot properly conduct the vast amounts of energy being output by the Naval Energy unit." The third is a bit more perplexing as both Energy Units appear to be outputting the same amount of energy for the Naval Energy Grid to handle. Surely the Extra Energy Unit should output less energy than the Naval Energy Unit. Unless we resort to more handwavium - "The Naval Energy Grid is able to boost the output of the Extra Energy Unit through a series of built in step up transformers."
Anyhoot the above remains speculation on my part until you can confirm if my reading of the script is correct or not. However, if it is correct may the following be taken under advisement.
Civilian Energy Grid + Extra Energy Unit = 0.3 (30%) Shield Recharge Rate
Civilian Energy Grid + Naval Energy Unit = 0.5 (50%) Shield Recharge Rate
Naval Energy Grid + Extra Energy Unit = 0.7 (70%) Shield Recharge Rate
Naval Energy Grid + Naval Energy Unit = 0.9 (90%) Shield Recharge Rate
Just my two ₢ on the matter. Take it, leave it, tell me my reading of the script is wrong, whatever. The thoughts started rolling around in my head and needed to be dumped somewhere. Is that not what internet forums are for? Thanks in advance for taking the time to read this and for the effort it takes to put out such great content for fools like me to mess with.
P.S.
Check the Manifest. There is an error in there somewhere. Was able to make a best guess to get the OXZ to load but it would be best for others to get a corrected version from you with the proper information.
The energy grids allow part of the "excess" energy available to be directed to improve shield recharge,
"excess" energy available being the amount of generated energy that remains after the shields are recharged.
For example, if the ship has the standard shield recharge rate, it will take 4 energy units/s to recharge the shields, if available; if the energy recharge rate is 6 units/s, there will be an "excess" of 2 units/s beyond the standard shield recharge that the energy grids can redirect to improve the shield recharge.
The energy grids don't redirect all "excess" energy to the shields. The naval version is a complete substitution of the factory energy grid, able to transfer vast amounts of energy and will always redirect 90% of the "excess" to the shields, no matter how big the "excess" might be, leaving 10% (of the excess, not of the total generated) for other equipments. The civilian version is not so robust (it adds to the factory energy grid, which is scaled to deal with the original energy recharge, so the civilian capacity will be proportional to the original energy recharge too) and will redirect a much smaller fraction of the "excess" to the shields, 50% if the EEU is installed or 30% if the NEU is installed - the restriction there being the energy grid itself.
Lets look as an example at a ship with energy recharge rate of 3 (a Mamba Escort, for example) and the standard shield recharge rate of 2 for each shield.
Without an energy unit, that ship isn't able to generate the energy for its full shield recharge rate (4 units/s, 2 units/s per shield), so the shield recharge is "starved" at 1.5 per shield.
If it has EEU, its energy recharge goes from 3 to 5.4 and the shields aren't starved, so the "excess" is 1.4 units/s. The naval version would take 90% of that excess, 1.26 units/s, and distribute between shields, 0.63 for each, so the shield recharge would go from 2 to 2.63. The civilian version would take 50% of that excess, 0.7 units/s, distribute between shields and the shield recharge would go to 2.35.
If it has NEU, its energy recharge goes from 3 to 7.8 and the "excess" is 3.8 units/s. The naval version would take 90% of that excess, 3.42 units/s, and distribute between shields, 1.71 for each, so the shield recharge would go from 2 to 3.71. The civilian version would take 30% of that excess, 1.14 units/s, distribute between shields and the shield recharge would go to 2.57, so the ship would still have better shield recharge than if it had an EEU, but not so good as if its NEU were paired to a naval energy grid.
BTW, I found and corrected the syntax error in the manifest, thanks!