Power distributor supplies more energy than it (or anything) can draw from the power plant...

(I've tried and failed to find existing threads which touch on this but it's quite possible I missed them, cos this must surely have been done before...)
Although it occasionally bugs me that the PD capacitors have capacities listed in "MW" instead of "MJ" (brings to mind some of my old lecturers who'd give zero marks if an otherwise perfect answer had the wrong units :p), I have been trying to put that behind me.

However, having also vaguely noticed in the past that the arithmetic for the power flow around ships didn't seem to stack up, I've now actually looked at it more closely, taking my combat Anaconda as a sample. It made me wince a bit :)

This particular ship's 8A CE/SC PD can indefinitely provide 10.81 MJ/s (aka MW!! :ROFLMAO:) to the weapons systems. But yet the PD only draws 0.96 MW from the PP, and - plot twist!! - you can actually completely switch it off and yet the power distribution automagically keeps happening. So... OK, let's say that the PD's draw just reflects the amount of power required to um, run the distribution control panel & buttons. A megawatt seems a little generous for that, being enough to power a decent-sized village, but we'll press on.

Each of my weapons draws some constant power from the PP when deployed, and of course they draw from the WEP capacitor to supply the power required for actually firing them.
The total of the draw from WEP when firing is 9.25 MW, so yes indeed - since this is less than the PD's 10.81 MW - I can fire all weapons indefinitely when I have 4 pips to weapons.
The total of the constant power draw from the PP, however, amounts to a mere 4.78 MW... so you have to wonder where the 10.81 MW is coming from to recharge WEP.

But OK, my PP's maximum output ("power capacity") right now is 35.28 MW (7A, OC/Monstered). This means that at least in principle it's able to provide much more than the weapons can consume. But I have lots of other systems also drawing on that power, and the numbers don't appear to stack up, because there's just not all that much left over with everything running.

This leads me down the path of: what happens if the entire output of the PP isn't enough to provide the power that the PD can route to WEP?
Well, obviously once I thought of the question I had to put it to the test.
This build shows how I butchered my lovely ship, with a 2D PP installed (and 5A thrusters so it could still move) and basically everything else turned off. That PP can deliver no more than 7.2 MW...
(I didn't actually remove all of the utilities and optionals for the test, but just disabled them - they're not shown in the linked build to reduce distraction about my odd choices on a ship I built years ago when I was even more of a noob :p)

Well, at this point you won't be surprised to hear that the test was a success. Deploying the hardpoints obviously cripples the ship (thrusters offline, and even the life support until I remembered that I did have enough spare to run it).
But: the weapons can indeed run indefinitely with 4 pips to WEP, cheerfully consuming more power than the PP can provide.
(You have to turn the PD on to adjust the pips, of course, and then off again to get the thrusters back online. It was fun to get it docked after the test - because enabling sensors to request docking permission also disables the thrusters :ROFLMAO:)

Overall, I'm kinda puzzled that they've chosen the numbers this way.
I can't think of any good reason why power supply/demand figures couldn't have been chosen such that it all would have worked out. It's not like the game wasn't designed and written by people with scientific & engineering leanings, and not like plenty of the game's consumers weren't pretty much the same :)
 
The PD is like a big diverter valve. It only needs a small amount of power to divert the energy that is flowing from the power plant to the three capacitors. You can switch it off, which doesn't stop the power, it only stops you being able to change the diversion. If you do that, you'll see the pips disappear. It's handy if you want to save heat, like when you're doing a lot of scooping on a long journey. You don't need to change your pips when travelling. All my haulers and exploration ships have the PD permanently switched off, as they have no weapons. I set 4 pips to engines, two to systems, then switch it off.
 
(I've tried and failed to find existing threads which touch on this but it's quite possible I missed them, cos this must surely have been done before...)
Although it occasionally bugs me that the PD capacitors have capacities listed in "MW" instead of "MJ" (brings to mind some of my old lecturers who'd give zero marks if an otherwise perfect answer had the wrong units :p), I have been trying to put that behind me.

However, having also vaguely noticed in the past that the arithmetic for the power flow around ships didn't seem to stack up, I've now actually looked at it more closely, taking my combat Anaconda as a sample. It made me wince a bit :)

This particular ship's 8A CE/SC PD can indefinitely provide 10.81 MJ/s (aka MW!! :ROFLMAO:) to the weapons systems. But yet the PD only draws 0.96 MW from the PP, and - plot twist!! - you can actually completely switch it off and yet the power distribution automagically keeps happening. So... OK, let's say that the PD's draw just reflects the amount of power required to um, run the distribution control panel & buttons. A megawatt seems a little generous for that, being enough to power a decent-sized village, but we'll press on.

Each of my weapons draws some constant power from the PP when deployed, and of course they draw from the WEP capacitor to supply the power required for actually firing them.
The total of the draw from WEP when firing is 9.25 MW, so yes indeed - since this is less than the PD's 10.81 MW - I can fire all weapons indefinitely when I have 4 pips to weapons.
The total of the constant power draw from the PP, however, amounts to a mere 4.78 MW... so you have to wonder where the 10.81 MW is coming from to recharge WEP.

But OK, my PP's maximum output ("power capacity") right now is 35.28 MW (7A, OC/Monstered). This means that at least in principle it's able to provide much more than the weapons can consume. But I have lots of other systems also drawing on that power, and the numbers don't appear to stack up, because there's just not all that much left over with everything running.

This leads me down the path of: what happens if the entire output of the PP isn't enough to provide the power that the PD can route to WEP?
Well, obviously once I thought of the question I had to put it to the test.
This build shows how I butchered my lovely ship, with a 2D PP installed (and 5A thrusters so it could still move) and basically everything else turned off. That PP can deliver no more than 7.2 MW...
(I didn't actually remove all of the utilities and optionals for the test, but just disabled them - they're not shown in the linked build to reduce distraction about my odd choices on a ship I built years ago when I was even more of a noob :p)

Well, at this point you won't be surprised to hear that the test was a success. Deploying the hardpoints obviously cripples the ship (thrusters offline, and even the life support until I remembered that I did have enough spare to run it).
But: the weapons can indeed run indefinitely with 4 pips to WEP, cheerfully consuming more power than the PP can provide.
(You have to turn the PD on to adjust the pips, of course, and then off again to get the thrusters back online. It was fun to get it docked after the test - because enabling sensors to request docking permission also disables the thrusters :ROFLMAO:)

Overall, I'm kinda puzzled that they've chosen the numbers this way.
I can't think of any good reason why power supply/demand figures couldn't have been chosen such that it all would have worked out. It's not like the game wasn't designed and written by people with scientific & engineering leanings, and not like plenty of the game's consumers weren't pretty much the same :)
I categorise this game as "space fantasy", not "science fiction". It's fun, but we mustn't overthink it. :)
 
I recall threads before about the MJ/MW issue, but can't honestly say I would have noticed it if not pointed out. It does seem odd a PD can distribute more power than is being manufactured, or perhaps more importantly can recharge capacitors at a rate that would require more power than is being supplied. I'd prefer a plausible relationship between the PP and PD, even if I'm not smart enough to ever figure it out on my own, for whatever that's worth (not much).
 
The PD is like a big diverter valve. It only needs a small amount of power to divert the energy that is flowing from the power plant to the three capacitors. You can switch it off, which doesn't stop the power, it only stops you being able to change the diversion.
Yeah that's all fine in some sense (and I do fly my T-9 with the PD off) but for the PD to supply more power than the PP is capable of generating... that's something else ;)
 
(I've tried and failed to find existing threads which touch on this but it's quite possible I missed them, cos this must surely have been done before...)
"Conservation of energy" as a search term will find a few of my mentions of it.

Another little conservation of energy problem: laser energy weapons - the damage they do is measured in MW, and substantially exceeds their combined distributor and power plant draw even before engineering:
- standard 1E beam laser draws 1.9MW from the distributor and 0.62MW from the plant, but does 9.8MW of damage
- engineered for Short Range 5 with Flow Control you can get this up to 17.2 MW output on just 2.46MW combined input

Of course, conservation of mass doesn't apply either
- a refinery has a mass of zero tonnes
- it can store up to its bin count in ore, without gaining mass
- when cargo space becomes available, those bins convert to cargo canisters, which do have a 1t mass

Even ignoring the physical laws being broken, the numbers have some pretty bizarre consequences:
- a 2A power plant has a mass of 1.25t and outputs 9.6 MW for a cost of 160,137 credits
- an 8A power plant has a mass of 80t and outputs 36 MW for a cost of 116,739,873 credits
- so four 2A power plants taped together would have a mass of 5t and output 38.4 MW for a cost of 640,548 credits (plus however much the tape costs)
 
"Conservation of energy" as a search term will find a few of my mentions of it.

Another little conservation of energy problem: laser energy weapons - the damage they do is measured in MW, and substantially exceeds their combined distributor and power plant draw even before engineering:
- standard 1E beam laser draws 1.9MW from the distributor and 0.62MW from the plant, but does 9.8MW of damage
- engineered for Short Range 5 with Flow Control you can get this up to 17.2 MW output on just 2.46MW combined input

Of course, conservation of mass doesn't apply either
- a refinery has a mass of zero tonnes
- it can store up to its bin count in ore, without gaining mass
- when cargo space becomes available, those bins convert to cargo canisters, which do have a 1t mass

Even ignoring the physical laws being broken, the numbers have some pretty bizarre consequences:
- a 2A power plant has a mass of 1.25t and outputs 9.6 MW for a cost of 160,137 credits
- an 8A power plant has a mass of 80t and outputs 36 MW for a cost of 116,739,873 credits
- so four 2A power plants taped together would have a mass of 5t and output 38.4 MW for a cost of 640,548 credits (plus however much the tape costs)
That many rolls of space rated superconducting gaffer tape ~ 116,100,000 credits.
 
Of course, conservation of mass doesn't apply either
  • a refinery has a mass of zero tonnes
  • it can store up to its bin count in ore, without gaining mass
  • when cargo space becomes available, those bins convert to cargo canisters, which do have a 1t mass
Yeah this is pretty fantastic :)
 
Yeah that's all fine in some sense (and I do fly my T-9 with the PD off) but for the PD to supply more power than the PP is capable of generating... that's something else ;)
I'm not sure where you're getting that from. According to my calculator, total weapons draw is 6.62MW. How do you calculate 9.25 MW?
 
I'm not sure where you're getting that from. According to my calculator, total weapons draw is 6.62MW. How do you calculate 9.25 MW?
I cheated and used EDSY's time to drain with 0 pips to WEP, though that admittedly has limited (displayed) precision; PD cap is 65.66 "MW", time to drain is 7.1 seconds, thus 9.25 MW of drain. If I'd been less lazy and forced EDSY to give up a more exact time to drain (7.064 s) I'd have quoted it as 9.30 MW.
What calculator are you using? (It doesn't seem to come even close to the build I quoted in my post above.)
 
Weapons don't actually draw from the capacitor to fire. They draw directly from the PP (at a constant rate, whether they are firing or not 🤪). The weapon capacitor determines "how much energy is available to cool weapon systems." If the capacitor runs out; the weapons overheat. If they don't have enough power, the module shuts down completely upon deployement, Firing consumes no power at all, neither from the plant, nor from the capacitor, above what is needed to deploy them and keep them deployed. Find the equation to explain that...

Lore has never been Elite's strong suit.
 
Weapons don't actually draw from the capacitor to fire. They draw directly from the PP (at a constant rate, whether they are firing or not 🤪). The weapon capacitor determines "how much energy is available to cool weapon systems." If the capacitor runs out; the weapons overheat. If they don't have enough power, the module shuts down completely upon deployement, Firing consumes no power at all, neither from the plant, nor from the capacitor, above what is needed to deploy them and keep them deployed. Find the equation to explain that...

Lore has never been Elite's strong suit.
Mmmmm, yeah I'm aware that that's a potentially-valid interpretation of the words that get used to describe some of the game's features, but I've never quite liked that version ;):p
However, it doesn't really matter in this instance.

When people quote useful stats like DPE (damage per energy) for their weapons, it's always done by comparing the damage dealt to the energy drawn from WEP.

The weapons all quote a "distributor draw" power figure, and whether you treat that draw as being for cooling or for the energy used to actually fire the weapon the overall calculations kinda just stay identical, no? (Fundamentally, the draw from the PD can dramatically exceed the total PP output.)
 
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