Author Topic: Laser recharge problem  (Read 2338 times)

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Offline Beaker (OP)

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Laser recharge problem
« on: March 23, 2016, 07:10:55 PM »
Does anyone know why a fighter with these systems won't recharge its laser? I've let it charge for 30 minutes of game time but it still reports 0 charge in the capacitor.

15cm C0.5 Near Ultraviolet Fighter Laser (1)    Range 48,000km     TS: 8235 km/s     Power 6-0.5     

Stellarator Fusion Reactor Technology PB-1.5 (1)     Total Power Output 1.5     Armour 0    Exp 20%
 

Offline 83athom

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Re: Laser recharge problem
« Reply #1 on: March 23, 2016, 07:39:29 PM »
I need 3 things from you. 1) The design of the ship. 2) Screenshot of the weapon from the technology window. 3) Screenshot of the reactor from the technology window.
Edit; I am a derp. With your current tech you cant power that weapon with only one powerplant. I can't tell how much it needs from here (as it isn't the capacitor level but another power requirement seen on the left side of the sip design window)  but I know one 1.5 is not enough.
« Last Edit: March 23, 2016, 08:13:37 PM by 83athom »
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Offline Beaker (OP)

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Re: Laser recharge problem
« Reply #2 on: March 23, 2016, 08:24:37 PM »
Here you go:

Quote
Vajra class Fighter    340 tons     14 Crew     61 BP      TCS 6.8  TH 56  EM 0
8235 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 68%    IFR 0.9%    1YR 4    5YR 67    Max Repair 14 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

28 EP Magneto-plasma Drive (2)    Power 28    Fuel Use 240.65%    Signature 28    Exp 17%
Fuel Capacity 5,000 Litres    Range 1.1 billion km   (37 hours at full power)

15cm C0.5 Near Ultraviolet Fighter Laser (1)    Range 48,000km     TS: 8235 km/s     Power 6-0.5     RM 3    ROF 60        6 6 6 4 0 0 0 0 0 0
Fire Control S00.5 24-2000 (FTR) (1)    Max Range: 48,000 km   TS: 8000 km/s     79 58 38 17 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1.25 (1)     Total Power Output 1.5    Armour 0    Exp 20%

This design is classed as a Fighter for production, combat and maintenance purposes





Thanks for any help!
 

Offline Father Tim

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Re: Laser recharge problem
« Reply #3 on: March 23, 2016, 08:32:11 PM »
I believe that if your reactor does not produce at least one full point of power per five seconds, then somewhere in the code it gets rounded down to zero.
 

Offline Beaker (OP)

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Re: Laser recharge problem
« Reply #4 on: March 23, 2016, 09:52:47 PM »
Sorry 83athom, I just saw your edit. is this the box you're talking about? Doesn't it look ok?



Father Time, I think my reactor should be running at 1.5?
 

Offline PaxMondo

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Re: Laser recharge problem
« Reply #5 on: March 23, 2016, 10:27:36 PM »
From an old thread ... very relevant info on sizing your reactor.

So, if I am reading your design correctly, an ROF=60 and recharge rate of 0.5, you need a reactor of 30 power ... and you only have 1.5

« Last Edit: March 23, 2016, 10:32:06 PM by PaxMondo »
 

Offline 0111narwhalz

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Re: Laser recharge problem
« Reply #6 on: March 24, 2016, 12:12:57 AM »
From an old thread ... very relevant info on sizing your reactor.
[snip]

Huh. Turns out that I've been putting twice as much reactor as I need. I've been using 10-5 lasers and putting enough reactors to power the 10, not the 5.

No, wait. It's redundancyTM!
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Offline AL

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Re: Laser recharge problem
« Reply #7 on: March 24, 2016, 03:27:35 AM »
From an old thread ... very relevant info on sizing your reactor.

So, if I am reading your design correctly, an ROF=60 and recharge rate of 0.5, you need a reactor of 30 power ... and you only have 1.5

The power requirement should just be equal to the recharge rate if you only have that one weapon.
The power: 6-0.5 notation means the weapon needs 6 power to fire, and can charge up at most 0.5 power in the capacitors per 5 second increment. If your generators give less than 0.5 power per 5 seconds then you would only recharge whatever was produced instead.


I cannot for the life of me think of why that design does not work; by all rights it should - perhaps it is some kind of bug?
« Last Edit: March 24, 2016, 03:29:30 AM by AL »
 

Offline 83athom

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Re: Laser recharge problem
« Reply #8 on: March 24, 2016, 06:32:26 AM »
The only thing I can think of is it rounding the 0.5 to 0. Make a new laser with at least 1 power per 5 increment recharge.
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Offline jem

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Re: Laser recharge problem
« Reply #9 on: March 24, 2016, 08:12:50 AM »
I have seen this a couple of times on reddit and it seems to be a rounding error on the part of the gun so that 0.5 rounds to 0 charge per turn.
 

Offline Beaker (OP)

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Re: Laser recharge problem
« Reply #10 on: March 24, 2016, 09:46:12 AM »
I have seen this a couple of times on reddit and it seems to be a rounding error on the part of the gun so that 0.5 rounds to 0 charge per turn.

Ah, that's interesting - that would make reduced size lasers entirely useless then?
 

Offline 83athom

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Re: Laser recharge problem
« Reply #11 on: March 24, 2016, 09:52:57 AM »
Ah, that's interesting - that would make reduced size lasers entirely useless then?
No, just low capacitor reduced size. At mid-high level tech, reduced size lasers are one of the best weapons in the game besides missiles.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Iranon

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Re: Laser recharge problem
« Reply #12 on: March 24, 2016, 10:03:13 AM »
If true, it implies you need Capacitor-12 for half-sized lasers to ever fire a second shot... that's a 250k RP tech.
This doesn't feel right.