The recharge value in the structure readout remains at 100 / sec. after adding one or more reactor blocks. It returns to 0 if all reactors are removed.
Description
Details
- Task Type
- Bug
- Affected Gamemode(s)
- none/unspecified
- Reproducible
- Yes
- Last tested (version)
- 0.200.273
- Category
- Control Block System: Functional
- First occurrence (version)
- 0.200.263
- OS-Specific
- No
- Hardware-Specific
- No
- Video Card Vendor
- uncertain
Grab a new ship and put some reactors on it. Look at the recharge value as you add and remove the reactor.
Possibly related to <ReactorStabilizationPowerEffectiveFull> or another config value recently added. The max regen is equal to a single functional reactor block and does not get past that. Changed plenty of config values but had no luck in getting any increase beyond that single reactor block.
getStabilizationPowerEfficiency() is wrong, it's using actual stabilization values and a ratio together, returning 1 stabilization at the end anyway which explains the 1 reactor regen.
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Status | Assigned | Task | ||
---|---|---|---|---|
Closed | lancake | T2720 Master task power 2.0 | ||
Closed | lancake | T2745 Master task power 2.0 pre-release | ||
Closed | lancake | T2778 power recharge value does not change |
Event Timeline
-validated- & -confirmed-
Possibly related to <ReactorStabilizationPowerEffectiveFull> or another config value recently added. The max regen is equal to a single functional reactor block and does not get past that. Changed plenty of config values but had no luck in getting any increase beyond that single reactor block.
getStabilizationPowerEfficiency() is wrong, it's using actual stabilization values and a ratio together, returning 1 stabilization at the end anyway which explains the 1 reactor regen.