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Missing (non-functional?) energy bank

Posted: Fri Mar 24, 2006 3:11 am
by ArkanoiD
Got a used Cobra mkIII and.. there are only 3 energy units available! Is there a way to repair the 4th?

Posted: Fri Mar 24, 2006 4:52 am
by Cmdr. Luke
The Cobra Mark 3 HUD only displays 3 energy banks, even if you have installed the extra energy unit or Navel energy unit. However if you do have either of them installed, the extra energy will be divided over the existing energy banks, making them drain slower than usual.

Posted: Fri Mar 24, 2006 7:36 am
by aegidian
No, no, no. This is a common misunderstanding.

The Extra energy unit (and the Naval energy unit) do not add to your energy total (reflected in the number of energy banks), instead they improve the rate at which these recharge.

Posted: Fri Mar 24, 2006 9:52 am
by ArkanoiD
Cmdr. Luke wrote:
The Cobra Mark 3 HUD only displays 3 energy banks, even if you have installed the extra energy unit or Navel energy unit. However if you do have either of them installed, the extra energy will be divided over the existing energy banks, making them drain slower than usual.
Hmm, can't remember how many of them did i have on my first Cobra in the beginning of the game, but there is a new one for sale and it has 4 energy banks, and wiki says MkIII has 4 energy banks as well.

Posted: Fri Mar 24, 2006 9:57 am
by ArkanoiD
aegidian wrote:
No, no, no. This is a common misunderstanding.

The Extra energy unit (and the Naval energy unit) do not add to your energy total (reflected in the number of energy banks), instead they improve the rate at which these recharge.
BTW exactly how much does NEU affect shield recharge rate? I've noticed my ship became very hard to destroy, but almost similarry easy to damage after i installed NEU :-(

Posted: Fri Mar 24, 2006 1:36 pm
by JensAyton
The rusty “used” versions of ships are inferior to the “new” (or well-maintained) ones.

Posted: Fri Mar 24, 2006 2:17 pm
by ArkanoiD
Ahruman wrote:
The rusty “used” versions of ships are inferior to the “new” (or well-maintained) ones.
..and cannot be "repaired"?

Posted: Fri Mar 24, 2006 3:27 pm
by Evil Juice
i'm very interested in the "navel" energy unit, does it go well with lowrise jeans?

Posted: Fri Mar 24, 2006 3:50 pm
by Murgh
ArkanoiD wrote:
..and cannot be "repaired"?
it's not quite like that, but (assuming you're talking about a rusty from the mPak) some of those ships could be starting with a max energy value at a slightly lower number than a spanking new ship, although nothing as drastic as 'one less energy bar', as these bars are interpretations of the actual max_energy number.

rusty ships can never be fixed back up to factory fresh levels, but to their own starting maximums, yes..

Posted: Fri Mar 24, 2006 4:08 pm
by ArkanoiD
Murgh wrote:
ArkanoiD wrote:
..and cannot be "repaired"?
it's not quite like that, but (assuming you're talking about a rusty from the mPak) some of those ships could be starting with a max energy value at a slightly lower number than a spanking new ship, although nothing as drastic as 'one less energy bar', as these bars are interpretations of the actual max_energy number.

rusty ships can never be fixed back up to factory fresh levels, but to their own starting maximums, yes..
Almost all rusty Cobras have 3 bars instead of 4.

Posted: Fri Mar 24, 2006 4:32 pm
by Murgh
thasswhatI'msayin..
a fresh Cobra3 has a max_energy of 256, which is interpreted as 4 bars exactly, because each bar represents a value of 64, and even if the max_energy is decreased by only 1, (or 10 as in the case of the rusty mPak Cobra3), it would show 3 bars..