Both Plasma Accelerators Can Fire Just 1 Round...

I just purchased 2 Plasma Accelerators...
However, They Both will Fire Just 1 Round, after they Won't Fire No More...
They Show 5/100 , then when fired 1 round, they Both show 4/100 , and then won't fire at all...
Can someone tell how to fix this problem...?
 
Maybe play the tutorials to get a feel for this. But basically it's adjusting the power priority between weapons, shields and engines. If your pips are away from weapons and you drain the capacitor then you won't be able to fire your weapons.
 
pips.jpg

pips2.jpg
 
Anwser is : Sounds like no wep juice, PA's are juice hungry a lot. Unengieered class E distro with 2 or zero pips into weps wont shot more than once, duh.


If I remember it right, I belive even sidey turtorials from pre-relase version explained how it works. Orginal PDF 1.0 maunal had explained it well enough too.
Like what are SYS/ENG/WEP pips are for.





If OP is wants to try combat, why PA's from all of selection? Being fixed only, with relative slow projectiles, Its hardest weapon to master, Try something gimballed and easier to use, like lasers or multicannons.


Also, OP is member of these forums since 2014, and it seems they been playin atleast since that much long too, wich means preety much since launch at 2014... (like I did)...
Aint knew someone could play since so long, and never bother with weapons before at all... My bet its a trolling cmdr of some kind, and would be not suprised if that would be true, or someone its really that much... unable to understood how game works... almost unbeliveable.

Even if OP played very rarely, its still amazing to not know about basic of basics after that much of time. I didnt knew that is even possible, but given OP post history, they been confused about a lot of things, so who knows?
 
Anwser is : Sounds like no wep juice, PA's are juice hungry a lot. Unengieered class E distro with 2 or zero pips into weps wont shot more than once, duh.


If I remember it right, I belive even sidey turtorials from pre-relase version explained how it works. Orginal PDF 1.0 maunal had explained it well enough too.
Like what are SYS/ENG/WEP pips are for.





If OP is wants to try combat, why PA's from all of selection? Being fixed only, with relative slow projectiles, Its hardest weapon to master, Try something gimballed and easier to use, like lasers or multicannons.


Also, OP is member of these forums since 2014, and it seems they been playin atleast since that much long too, wich means preety much since launch at 2014... (like I did)...
Aint knew someone could play since so long, and never bother with weapons before at all... My bet its a trolling cmdr of some kind, and would be not suprised if that would be true, or someone its really that much... unable to understood how game works... almost unbeliveable.

Even if OP played very rarely, its still amazing to not know about basic of basics after that much of time. I didnt knew that is even possible, but given OP post history, they been confused about a lot of things, so who knows?
This...
I got 3 Large Pulse Lasers (Gimbled) and 2 Medium Rail Guns (Fixed) (Python) - If I go in with 2 pips to Weps - pulse lasers will drain them in about 5-6 salvos - flat.

Even with an engienered Power Distro (Class A) - still need to keep that capacitor charged.

Rail Guns I'm not really paying attention too because the issue with them is heat - not so much power - point is - its a little hard to miss the basic premise that weapons require capacitor charge power to be used consistently (That being energy based weapons at that).

It's not a stretch that such a powerful weapon (plasma) would require significant amount of power. (Never used them before - but even I know it would take power - and likely a lot of it)

So yeah... hard to believe he'd not know the basics at a minimum :)
 
This...
I got 3 Large Pulse Lasers (Gimbled) and 2 Medium Rail Guns (Fixed) (Python) - If I go in with 2 pips to Weps - pulse lasers will drain them in about 5-6 salvos - flat.

Even with an engienered Power Distro (Class A) - still need to keep that capacitor charged.

Rail Guns I'm not really paying attention too because the issue with them is heat - not so much power - point is - its a little hard to miss the basic premise that weapons require capacitor charge power to be used consistently (That being energy based weapons at that).

It's not a stretch that such a powerful weapon (plasma) would require significant amount of power. (Never used them before - but even I know it would take power - and likely a lot of it)

So yeah... hard to believe he'd not know the basics at a minimum :)
Exacly. Its very fishy and almost comical, but again, post history shows also intresting conclusions about that cmdr. They dont get it too well it seems... I mean how game works, the basics of it.


When engineering an Power Distro, charge enchanced at maxed G5 its way to go. Other mods are waste on distro, apart for very specialized bulids.
Then once maxed out, there is two choices for experimental effect, either cluster capacitors or super conduicts. Both are viable to chose from.

Cluster capacitors makes slightly slower recharge rate (its not much that much loss of recharge rate over other effect), but it also removes any capacity penalties, and a lot of bulids actually benefit from that, as this still have enchanced rechage rate and bit extra capacity on distro than it had from default.

Super conduits on other hand, allows maximum possible recharge rate, but its also lower overall capacity from distro due of negative penalites for capacity, so its ends up with less capacity than it had from default.

Both effects can be either better depend on bulid. Some bulids might require maxed out recharge rate, while some other bulids might need every bit of extra capacity on charge enchanced to work properly. Because of how much WEP are fillled with its power, those levels dictate heat gained from shots, and its % based. It means if WEP distro have less than 75% of its capacity, shots fired bellow 75% point at WEP will have extra heat added to ship temperature and lower WEP is, when firing a shot, more heat is gained..
Thats why its high heat weapons should be only fired when WEP pips are full.

This is how distro should be done.
 
Last edited:
Exacly. Its very fishy and almost comical, but again, post history shows also intresting conclusions about that cmdr. They dont get it too well it seems... I mean how game works, the basics of it.


When engineering an Power Distro, charge enchanced at maxed G5 its way to go. Other mods are waste on distro, apart for very specialized bulids.
Then once maxed out, there is two choices for experimental effect, either cluster capacitors or super conduicts. Both are viable to chose from.

Cluster capacitors makes slightly slower recharge rate (its not much that much loss of recharge rate over other effect), but it also removes any capacity penalties, and a lot of bulids actually benefit from that, as this still have enchanced rechage rate and bit extra capacity on distro than it had from default.

Super conduits on other hand, allows maximum possible recharge rate, but its also lower overall capacity from distro due of negative penalites for capacity, so its ends up with less capacity than it had from default.

Both effects can be either better depend on bulid. Some bulids might require maxed out recharge rate, while some other bulids might need every bit of extra capacity on charge enchanced to work properly. Because of how much WEP are fillled with its power, those levels dictate heat gained from shots, and its % based. It means if WEP distro have less than 75% of its capacity, shots fired bellow 75% point at WEP will have extra heat added to ship temperature and lower WEP is, when firing a shot, more heat is gained..
Thats why its high heat weapons should be only fired when WEP pips are full.

This is how distro should be done.
currently going with a "larger capacitor" mod atm - but very young in engineering - but as we've been discussing - some things are no so obvious to others it seems.
 
currently going with a "larger capacitor" mod atm - but very young in engineering - but as we've been discussing - some things are no so obvious to others it seems.
distro must be Charged Enchanced + Super Conduicts - u want faster recharge rather than capicity, also plasmas should me Efficient - it improves all parameters without negative consequences. good starter pack. don't waste materials on a module lower than class A unless it has a specific purpose and you know what you're doing, otherwise it's a waste of materials.
 
currently going with a "larger capacitor" mod atm - but very young in engineering - but as we've been discussing - some things are no so obvious to others it seems.
Larger capacitor is wasted mod on distro - Like Dack Janiels said, skip that and use charge enchanced (highly recommended to pin that blueprint too), you will see massive diffrence how distro works, because recharge rates are much, much more important than raw capacity, on preety much any bulids.


If you want to know something about engineering, or if you want bulid a good ship for specific task, or make some nice weapons and learn how to use them, dont hesitate to PM to Me.
I know all about engineering, ship bulids and game mechanics.
 
Last edited:
Larger capacitor is wasted mod on distro - Like Dack Janiels said, skip that and use charge enchanced (highly recommended to pin that blueprint too), you will see massive diffrence how distro works, because recharge rates are much, much more important than raw capacity, on preety much any bulids.


If you want to know something about engineering, or if you want bulid a good ship for specific task, or make some nice weapons and learn how to use them, dont hesitate to PM to Me.
I know all about engineering, ship bulids and game mechanics.
I suppose I could look into that - honestly I've been doing fine with the current mod.

In all honesty - it comes down to the pilot accepting the consequences of their actions. :)
 
Just a thought... Does OP maybe not know you need to pull the trigger again to fire another round? Plasmas are not automatic continuous firing weapons like MCs or lasers. I don't think you can empty the WEP capacitor with just two plasma balls unless you massively and intentionally undersize the power distributor.
 
Back
Top Bottom