Elite Shipyard

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Looking forward to the Vulture/innards price update.. there's a danger that I might actually have to THINK soon, otherwise :)
 
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No, sorry if I worded that incorrectly. The amount of boost is directly related to the shield generator installed, if the shield generator installed has 125 MJ of power and you install an A booster, you get 25 extra MJ, raising it to 150 MJ total. If you installed a second booster it adds another 25, raising it to 175MJ total. The current way edshipyard is setup it multiplies the current shield total by the multiplier on the additional shield booster (for instance if you already had a booster installed and had 150 MJ, it is incorrectly multiplying this number by the shield booster (150* .2 = 30), adding 30, where it should only be adding 25.)
Okay -- so the only correction is that it's additive.

How have you gone about testing this by the way? Or has a developer post somewhere confirmed the above?
 
The tests performed were simple charge timings. I have done a fairly extensive amount of experimenting with charging in the past so I'm familiar with the amount of time it takes to charge shields based on their shield strength. In more detail: I installed an Asp with 4 A shield boosters and a 6A shield generator (around 125 MJ). The simplest and least precise way to tell that they were additive and not multiplicative was to disable them all, and allow them to charge one at a time. Each time a shield booster is powered up in succession, the outer-most ring is just slightly less depleted. But the more concrete evidence appears when each booster is powered and the amount of time required to charge each in succession is exactly the same.

On charging times: The rate at which shields recharge varies slightly from ship to ship, as far as I can tell. On the Asp, it is around .65 MJ/Second, correlating a total charge time of each cell to around 38 seconds, which was right around the experimental data.
 
Updated to v1.2.2:
* corrected the stacking of Shield Booster bonuses
* reduced the price of the Federal Dropship, Vulture and Fer-de-Lance (and their bulkheads, presumably)
* all ships now cost 50CR/T to refuel
* added the range of the Detailed Surface Scanner (0.33ls)
 
Shouldn't the cost to refuel be based on the price of the hydrogen fuel commodity at that station?
I always thought that would make sense too, but that's not how it worked before; it used to be 50 or 500 or 5000 per ton depending on the ship hull, and now it's just always 50 per ton, as far as I can tell.

Thanks for the update.

Confused about the last part though. There is no range for the DSS. As long as your in range to scan the body the DSS will be used. Whether it's 5ls or 1000+ls
The 1.2.03 patch notes mention this change, and when I logged in today, sure enough the DSS shows a 0.33ls range in the outfitting screen in-game. Whether that's accurate or not I have no idea, but that's what the game now says for its range.
 
Completed some experiments and found that the multipliers for shield boosters don't stack. The multiplier is based off initial shield strength alone. A ship with 125 MJ of shields having an 'A' booster installed will increase shields by an additional 25 MJ (20% of 125 is 25), each additional shield booster adds 25. The shield boosters do not multiply current shield strength by their multiplier, only the base stat. Thanks. Cheers!
-Krin

Well there goes my dreams of a huge buffer passively tanked conda of doom then. Dammit.

Thanks for your efforts!

Do the boosters reduce the rate of shield replenishment? (not rebuilding from a downed state) other than the obvious "more shields = longer time to fill when the replenishment value is a fixed amount per second.
 
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Do the boosters reduce the rate of shield replenishment? (not rebuilding from a downed state) other than the obvious "more shields = longer time to fill when the replenishment value is a fixed amount per second.

No, the shields recharge at the normal rate. a shield with 125 MJ + 25 MJ booster will charge in the same amount of time as a shield with 150 MJ and no booster. Sorry to dash those hopes and dreams :)
 
No, the shields recharge at the normal rate. a shield with 125 MJ + 25 MJ booster will charge in the same amount of time as a shield with 150 MJ and no booster. Sorry to dash those hopes and dreams :)

Surely larger shields have a higher charge rate than smaller ones though? So an A4 might have 0.45 MJ/sec, whereas a A7 would be 0.90 MJ/sec?
 

uberdude

Banned
Surely larger shields have a higher charge rate than smaller ones though? So an A4 might have 0.45 MJ/sec, whereas a A7 would be 0.90 MJ/sec?

gotta imagine the shields as hit points. when you add shield boosters you increase your shield hitpoint pool. Without increasing the actual recharge rate. Which is why it takes a lot longer for my shields on my conda to fully recharge when im running 6 grade A boosters.

That said. If your shields go offline. Turn off your shield boosters. It will lower your shield rebuild time back to what it normally would be for the class shields you're using. once shields are back online turn boosters back on and pop a couple shield cells to refill.
 
Could you make so that unchecking the shield booster modules will remove the effect from your current shield point pool? That way you could experiment with different power setups (IE what happens if I enable this module and disable the shield booster? shields go to X, power goes to Y) without completely removing the module.
 
gotta imagine the shields as hit points. when you add shield boosters you increase your shield hitpoint pool. Without increasing the actual recharge rate. Which is why it takes a lot longer for my shields on my conda to fully recharge when im running 6 grade A boosters.

Yeah I understand that, but thats not what i am asking. The question was based on what Krindus stated here:

"a shield with 125 MJ + 25 MJ booster will charge in the same amount of time as a shield with 150 MJ and no booster."

Here you have 2 different shields. A 125MJ and a 150MJ. If you add a booster to the first it ends up with the same HP as the second, and he states that now both shields will fill from 0 to 100% in the same time.

That suggests that all shields have exactly the same charge rate - just differing maximum capacties. I am just trying to clarify if that is the case, as it 'feels' like larger shields have a higher replenishment rate.
 
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Yeah I understand that, but thats not what i am asking. The question was based on what Krindus stated here:

"a shield with 125 MJ + 25 MJ booster will charge in the same amount of time as a shield with 150 MJ and no booster."

Here you have 2 different shields. A 125MJ and a 150MJ. If you add a booster to the first it ends up with the same HP as the second, and he states that now both shields will fill from 0 to 100% in the same time.

That suggests that all shields have exactly the same charge rate - just differing maximum capacties. I am just trying to clarify if that is the case, as it 'feels' like larger shields have a higher replenishment rate.
I recall reading somewhere that shield recharge rate is at least partly dependent on your power distributor, at least as long as you have energy remaining in the distributor's shield capacitor. But I don't know if anyone has derived the actual formula behind shield recharge (or even shield capacity -- what we have now is an estimate that seems close, but probably isn't exactly right).
 
Did some testing at lunch and it seems (really really hard to be sure due to the imprecise nature of guaging anything accurate from those shield rings) that Krindus is correct.

I tried several shield combos - A4, A4 with 7 boosters, A7 with 7 boosters - the HP data for those setups from Elite shipyard, and a stopwatch. Each combo was recharging at roughly 0.80MJ/sec in my conda. So yeah, shield replenishment is either tied to your hull, or your power distributer - probably. I guess I could try dropping the distrib down from A8 to A4 and see if that changes the charge rate to what Krindus gave as the value for the Asp (0.65MJ/s).

I would give my left arm for solid numerical value readouts/displays in the MFDs and Fitting window. All this guesstimation stuff angers my inner OCD .
 
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Before wings hit I was really bored and experimented with several ships, distributors, and Shield gens, testing recharge times and rates. I came to a fairly consistent conclusion but didn't have quite enough data to back it all up. The conclusion was that there are 3 different recharge times for shields (in this case downed shields) 1st- There is a ~16 second buffer time before the real recharging begins, this is ~16 seconds on every ship with every known configuration. 2nd there is an elevated recharge rate from nothing to half full, during this time the shields are still down, as you all know, but also during this time the maximum rate of recharge is between 1 and 1.05 MJ/s. 3rd stage is normal recharge, this is also fairly consistent across ships and lands somewhere between .6 and .65 MJ/s max.

The way shields recharge is that they only draw power from the capacitor, and they draw power at the above given rates (1 and .6 MJ/s). The capacitor is charged from the power plant via the distributor at a rate correlating to the # of pips in SYS, as well as the base stats of the distributor (if the in-game stats say 1.2 MJ/s, they refer to 1.2 MJ/s as the max rate with 4 pips. at 2 pips it's half this amount... all rates correspond to the number of pips in a direct linear relationship now.) Now this being said if the capacitor is depleted, shields recharge at the rate of capacitor recharge, again, which is determined by the stats and pips.
This is a bottleneck for all ships. I don't necessarily agree with it and would rather that better distributors charge shields at a faster overall rate. Because shields charge in a way much differently than weapons and engines, they added this hidden recharge rate in order to visualize the actual charge speed. If the power out was the same as the power in, you would never see the bars in the capacitor actually go anywhere. This also allows you to charge the shields with no pips and a full capacitor, even just a little.

For the above statement- Turn off shield boosters to get your shields up quicker. I think it depends. Because your shields are recharging at a faster rate I feel like you should keep your boosters powered in order to take advantage of this faster rate, and avoid having them charge up completely at the normal slower rate.

Edit: I also used a stop watch and timed the different segments of recharge, several times for consistency. For ships with small distributors (that have maximum rates of .6 MJ/s) I kept full pips in SYS, this way even though the capacitor would drain during part 2, and stay relatively stable during stage 3, It would begin to increase when shield recharge was finished. Often times the hardest part to recognize is when shields have finished recharging. As far as I know this is the only concrete way to determine shield recharge completion but it still may be off by as many as 1 or two seconds, while at least one bar is recharged in the capacitor. If anyone else has another way to determine this, please let me know, It'll help me out with further tests.

I also did some tests for Shield cell banks as well in order to find out exactly how much MJ of power each has, and they seem to have the same amount of power despite being on different ships with different configurations. I'll do more testing on this in order to come up with slightly more accurate numbers in the future but the findings are fairly consistent.
 
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I know it's not really something you can mod or change. But it would be useful to have the cargo hatch included since it uses power that can be turned on/off in the modules section.

The shipyard is a great way to figure out how to balance power usage in the main non deployed, supercruise and deployed states and figure out what mods are feasible in each.

I guess 3% for the cargo hatch isn't hard to figure out in your head. But would be useful anyway.
 
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