#1 Original Report
Qweesdy:
Everything below assumes all power tanks (for mother-ship and docked ship) are at full charge (nothing consuming power and stored power not increasing).
When my ship is docked:
- ship's power status bar (at bottom of screen) in flight mode shows almost no power
- in build mode the info text says "Power: 506448.7/38322474.3 (14797.1 e/sec)"
- the structure menu says "Power Tank System: Total Capacity: 456448.7"
When my ship is undocked:
- ship's power status bar (at bottom of screen) in flight mode shows full power
- in build mode the info text says "Power: 506448.7/506448.7 (14797.1 e/sec)"
- the structure menu says "Power Tank System: Total Capacity: 456448.7".
This is a confusing mess - several different values (506448.7, 38322474.3 and 456448.7) that don't match.
When docked, the game currently displays "currentPower = ship.currentPower" (not including the mother-ship's current power) and "powerCapacity = ship.powerCapacity + ship.powerCapacity" (including the mother-ship's power capacity). This is inconsistent. Either the mother-ship's current power and total capacity should both be included; or the mother-ship's current power and total capacity should both be excluded. The latter would be the least confusing, as this would mean you'd see the same statistics when docked and undocked.
For the structure tab, the power stored by the ship's core is not included in the "total capacity" for the ship, causing the total capacity displayed to be 50000 less than it should be.
#2
Lancake:
Tested it both with the fixed docks and turret docks and both count in the power capacity of the docked station/ship.
Total capacity isn't counting in the 50 000 of the ship core because you are looking at the power tanks subsection. It's the total power capacity that the power tanks give, not the total capacity of the ship itself. I would not really consider this as a bug but maybe you could just put + 50 000 (default power storage) between brackets next to the capacity to prevent confusion.
Changing priority to low, this bug is only visual.
I'll test it out on the dev build too, just to be sure.