Power Auxiliary

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Power Auxiliary
Power Auxiliary.png
Hit Points50
Armor0.0%
Mass0.10
Luminositynone
Data Value (ID)978

Power Auxiliaries are a block which add a separate power pool to ships, which can be used for either quick recharging bursts, or a constant increase in power regeneration. This comes with a risk, though: Power Auxiliary blocks which are destroyed will start a chain reaction within their grouping, causing potentially crippling damage if proper precautions were not taken.

Item Description

Power Auxiliaries are the result of combining Power Capacitors and Power Reactors into a single block. Their power regeneration scales similar to the normal power reactors except that only the group count matters and that their soft cap is also per group. They also have the ability to store power internally. You can turn these Auxiliaries "On" and "Off" by toggling it in your weapons menu. - On: Aux regeneration gets added to the main ship, any internally stored power is drained into the main ship's Power Capacitors. - Off: Aux regeneration charges their own internal power storage at a slow rate. WARNING: These blocks are highly volatile! If a group loses a block, it will create an explosive chain event that can destroy an entire reactor group in less than 2 minutes!

Production

Production Info
Produced in a Basic Factory Basic Factory.png
RequiresTo create
Power Reactor Module
x1
Power Reactor Module.png Power Auxiliary
x1
Power Auxiliary.png
Power Capacitor
x1
Power Capacitor.png

Usage

Power Auxiliaries do not have any shape-based grouping bonus, and work best in large, continuous groupings, much like Power Capacitors. However, they also share the same "soft-cap" on effectiveness as Power Reactors, and will become less efficient (in terms of power output per block) when their total regen (while on) approaches 2,000,000.

Power Auxiliaries are off by default, when first placed. In this state, they generate power at 20% of their maximum regen rate (which is reached when they are turned on), and store the generated power in the auxiliary power pool, displayed as an orange bar on the right of the HUD. This pool is separate from the "standard" power pool used by all other ship systems. Although it may seem unintuitive that the system has an "off" state, this has situational relevance as a quick energy resupply after firing an "alpha" weapon (one which has a high damage, high energy cost, and high cooldown); firing such a weapon and then activating the Power Auxiliary system would quickly refill the ship's storage, covering what can otherwise be a temporarily-crippling power usage spike.

When turned on, all power stored in the auxiliary power pool is transferred at a rate equivalent to 25% of the auxiliary pool's total size until the pool is empty. The auxiliaries will continue generating at their maximum rate until turned off again. Because transfer rate is always greater than regen rate, once the auxiliary pool is emptied, effective output of the system becomes equal to its regen rate, rather than the transfer rate.

Although the power generation of an auxiliary reactor is not insignificant, neither is the risk involved in their use. When any block in a Power Auxiliary group is destroyed, a series of explosions will occur throughout that group, with overall severity (quantity, size, and damage of the explosions) being proportional to the block count of the group affected. The explosions occur once every 2 seconds until the given number has been reached. Depending on reactor size and mitigative measures taken (eg. layers or rods of armor throughout the grouping), damage may be either crippling or relatively tolerable.

It is relevant to note that the Power Auxiliary system does not have a computer module available. This means that the entire system is either on or off at any given point, and that individual groupings cannot be toggled on or off. The power capacity of an auxiliary power system is also shared, rather than being confined to invididual groupings.

Formulas

The various details of a Power Auxiliary system are defined by a number of formulas, which are listed below. In many cases, Desmos graphs (an interactive online graphing service) are available to provide a more responsive way to view these formulas. In every case, take care to use only the block count of the grouping in question; using a block count which is the sum of different groupings will not produce a correct result.

Legend
Symbol Value
b Block count of auxiliary group in question
p Power regen (on)
q Power regen (off)
c Auxiliary power capacity
t Transfer rate from auxiliary to primary power pool
n Number of explosions
r Explosion radius
d Explosion damage

Power Regen

The regeneration rate (when on), p of a given Power Auxiliary group, is determined by b based on the formula below:
p=2,000,000(2/(1+1.000232^-(0.00613b)^2.25)-1)+25b

The regeneration rate (when off), q of a given Power Auxiliary group, is 20% of the grouping's regeneration rate when on.
q=0.2p

These formulas are displayed on the following Desmos graph.

Power Capacity

The capacity of a given Power Auxiliary, c, is determined by the block count of the Power Auxiliary group in question, b, based on the following formula:
c=500*b1.1
Note that because Power Auxiliary groupings are not controlled individually, there is only one auxiliary power pool on a ship, given by the sum of every different groups' capacity.

This formula is displayed on the following Desmos graph.

Transfer Rate

The transfer rate from auxiliary to primary power pools, t, when the Power Auxiliary system is turned on, is 25% of the auxiliary power pool's capacity.
t=0.25c

Explosions

Three simple formulas determine the statistics of the explosions which affect a Power Auxiliary grouping when part of it is destroyed.

n, the number of explosions which will affect a group upon any of its blocks being destroyed, is equal to 0.5% of that group's block count, b.
n=0.005b
The result of this calculation is always rounded down to the nearest integer, and is always 1 or greater.
Note that there is a maximum value, 100, for n. This is reached with a group size greater than or equal to 20,000 blocks.
Finally, note that because explosions occur every 2 seconds, the total time which a group will explode for is simply 2n.

r, the radius of the explosions (in meters) which will affect a group, is equal to 0.1% of that group's block count.
r=0.001b
The minimum value for r is 1 meter, and the maximum value is 8.

d, the damage caused by each explosion in a group, is twice the block count of that group.
d=2b
The maximum value for d is 100,000, which is reached at a group size of 50,000 blocks.

Further Notes

  • The damage caused by one Power Auxiliary group exploding will not cause separate Power Auxiliary groups to begin exploding.

Trivia

  • Power Auxiliaries were introduced on September 10, 2016, in Starmade V0.199.214.
  • They were designed as a balanced replacement to the lag-prone player-designed "docked reactors", and the update they were part of rendered such systems defunct.