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RE: Energy at 0
Posted: Wed Jun 18, 2014 6:20 pm
by Unforeseen
I think there is a remote issue that has been in the game since at least legends. As i mentioned before i have this exact problem when i use fighter bays on ships that are not carriers[idk why?]. I've been having this issue since i started playing when legends came out. The ship runs out of energy[for unknown reasons, the design was solid and accounted for all energy usage.] and it stays that way forever. I even attempted to fit these ships with energy collectors which had no effect. The ships literally stayed at zero energy for the rest of the game unless destroyed/scrapped.
That said, i agree that a save needs to be uploaded.
RE: Energy at 0
Posted: Thu Jun 19, 2014 5:26 am
by Verjigorm
Personally I'd not cover sprint energy usage. Sprint may be used when engaging enemies but that additional energy usage should be covered by the fuel cells. Covering sprint instead of cruise forces you add otherwise negligible size.
btw: This is something I learned of just yesterday, haven't noticed it before anyway.
RE: Energy at 0
Posted: Fri Jun 27, 2014 10:18 pm
by Keston
Not really, as I do not have the problem I was just putting forward how I design for energy usage, the Energy Collection exceeds the Static Energy Usage so that should recharge the shields.
I recall reading in an energy thread that Collectors are only working when the ship is not moving. (In addition to the type of star and distance affecting generation)
My takeaway was that in a fight you rely on your reactors and the energy storage buffer.