Just think about all those teeny tiny candles that light up your phone screen. Who lights them all?We do know nothing about the tech in 3305.
Imagine someone from the year 700 commenting about our todays technology.
Just think about all those teeny tiny candles that light up your phone screen. Who lights them all?We do know nothing about the tech in 3305.
Imagine someone from the year 700 commenting about our todays technology.
Just think about all those teeny tiny candles that light up your phone screen. Who lights them all?
Why does a 1.3T heatsink launcher cool down a Cutter as well as it cools down an Adder?
The amount of heat a Cutter generates is somehow sunk into a tiny cube. Yet that same heat sinc launcher lasts less than a minute on an Adder. And weighs the same.
Another nonsense mechanic.
I wish they used systemic stats rather than Aspwipe bullspit arbitrary numbers.
Sinking heat from a corvette should be a Collossal Challenge. Certainly not a mere utility slot.
You’re concentrating the heat energy from 2000T of metal into a <1/4T block. It would reach temperatures of 100,000K or more which would pretty much emit gamma rays at that energy.
It actually doesn't. If you fire off a maxed size SCB on a cutter and a heat sink, the sink won't be able to keep up. Fill the sidewinder up with SCBs and fire them all at once and the heat sink should be able to keep your heat below 66%.
The thing is that in general heat sinks are so effective that almost any ship can cool itself with 1 in most circumstances. But smaller ships are able to cool themselves faster, and under more extreme circumstances, with just 1. You don't really notice this though because those circumstances are rare.
And a shield booster use the same amount of power to boost a 2E shield 20% as it uses to boost a class 8 primatic 20%.
Funny those utilities.
I see the heatsink as a coolant liquid that gets injected into the reactor to cool it down rapidly and then gets drained into a canister before its ejected. Technically speaking a bigger ship wouldn't run any hotter than a smaller one due to the surface area of the radiators that can dissipate the heat better. So for me its a supper cool liquid that is a set amount all the time.
afaik heat sinks are the coolant? dissipating heat in vacuum is very difficult, the ships do it through radiation which is very inefficient (thus unrealistic, but meh) and i don't think there is any other coolant involved, but would love to be proven wrong.
I’m sure there is internally circulating coolant moving heat to the radiators. But yes, unless they’re using those ridiculous smoke trails as coolant. After all, the rate at which a ship consumes Hydrogen is far too high for it just to be powering the reactor.
no, of course. we could go without heat altogether. it's just a lost opportunity, and not for realism but for core gameplay. the basic power/weight/heat balance of ships is actually quite cool, it's probably the best mechanic there is in the game. would love to see more of that, instead of it being made redundant or anecdotal because of magic engineered spells.
It's a game. We already have a crapload of variables to consider when outfitting and engineering a ship. It's probably already borderline impossible to figure everything out in a reasonable timeframe for new players.
No need to make it unnecessarily complicated.
A heatsink already does use a fixed amount for heat absorption. It’s just high enough that you only really notice in the bigger ships when using modules that generate large amounts of heat.I agree a heatsink should dump a fixed amount of heat energy rather than remove a fixed % of heat (200% iirc), but having it based on realistic-ish calculations seems like overkill too.
How about heat removal uses the inverse of the masslock factor?
I agree that it would be a better system if heatsinks did work this way but yeah, it could lead to FD having to rebalance quite a few things and we have an idea how long that could take, if FD wants to change it at all.I guess the real question is what might be done to acknowledge this and improve it without creating a situation where you need to fit 6 HSLs to a Cutter/Corvette and have them popping heatsinks like a one-armed bandit paying out it's jackpot.
If we accept that the amount of heat packed into a heatsink by something like a 'vette is representative of what a heatsink can absorb then presumably it should take much longer for a small ship to generate that amount of heat-energy?
That being the case, perhaps the way to do it would be that triggering a heatsink causes some kind of small "heatsink capacity bar" to appear on your HUD and then HS is ejected when it's filled?
Recharging the shields on a 'vette would fill it immediately and eject the heatsink.
Recharging the shields on a smaller ship wouldn't fill it and it'd carry on absorbing heat from the ship until it was full, and then it'd eject.
Engage silent running and trigger it on a big ship and it'd fill up and eject fairly quickly.
Do the same thing on a smaller ship (or any ship which runs cool) and it'd fill more slowly and then eject, enabling you to silent-run for longer.
Perhaps, in the interests of keeping things simple, the maximum time a HSL could remain "in use" would be 60s and then it'd eject anyway, regardless of whether it's full or not?
Might be a bit fiddly to implement but it'd add a bit of depth to smuggling and combat in smaller ships.