Aurora 4x

New Players => The Academy => Topic started by: Beaker on March 23, 2016, 07:10:55 PM

Title: Laser recharge problem
Post by: Beaker 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%
Title: Re: Laser recharge problem
Post by: 83athom 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.
Title: Re: Laser recharge problem
Post by: Beaker 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

(http://i.imgur.com/XV6y2vx.png)

(http://i.imgur.com/03WvVzq.png)

Thanks for any help!
Title: Re: Laser recharge problem
Post by: Father Tim 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.
Title: Re: Laser recharge problem
Post by: Beaker 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?

(http://i.imgur.com/9Cc3k9L.png)

Father Time, I think my reactor should be running at 1.5?
Title: Re: Laser recharge problem
Post by: PaxMondo 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

Title: Re: Laser recharge problem
Post by: 0111narwhalz 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!
Title: Re: Laser recharge problem
Post by: AL 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?
Title: Re: Laser recharge problem
Post by: 83athom 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.
Title: Re: Laser recharge problem
Post by: jem 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.
Title: Re: Laser recharge problem
Post by: Beaker 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?
Title: Re: Laser recharge problem
Post by: 83athom 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.
Title: Re: Laser recharge problem
Post by: Iranon 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.