| Experimental | Is it me or does the Cyclops drain energy like it has a leak?
Vahnkiljoy
Texas Join Date: 2015-01-11 Member: 200765Members
Even when it is sitting there doing nothing and I go out in the moth to gather things for a few minutes and come back I've lost 3% for it doing nothing. I think the idle power consumption is a bit too high, if I'm not researching fragments,charging the moth, or moving around I don't see why it needs to drain as fast as it does, it seems like I'm spending all my time making power cells.
Also I timed it out, 1% is burned every 6 or so seconds when moving, that's kind of crazy with how time consuming making power cells is.
Also I timed it out, 1% is burned every 6 or so seconds when moving, that's kind of crazy with how time consuming making power cells is.
Comments
Alternatively letting us build some kind of surface solar generator platform, (or underwater tidal generator) to recharge the ships batteries when docked would be handy as well. (or use the generator platform to crack water into hydrogen & oxygen for the ship to quickly refuel from.)
Lithium-ion battery is coming to the game, Maybe it'll solve some problems?
Surely a lithium battery will be a more efficient power source
a hydro turbine would actually drain more energy then it would produce while moving, like trying to blow your own sails. now if the turbines activated when you left the ship, swinging out of the sides like a sort of landing gear style. that would be cool.
Yeah but perhaps it's not evident to create a fusion mini reactor out of a few acid mushrooms and a scrap of metal.
You meant fabricator, not replicator... right?
Of course, as per the laws of thermodynamics you can't produce more energy than you spend that way. But that doesn't mean you can't reduce the power drain.
Say you have one big turbine motor at the back, providing propulsion. This one is the main culprit of your power drain.
Say now you have two additional hydro generator on your sub, like you said, on the sides of the sub. These would not be connected to a motor, instead they would turn because of the speed of the current as your sub moves fast in the water; with magnets and rotor your get power generation. Not as much as the power drained by the motor, but maybe enough to bring back some power and drain the sub slower? The added bonus is when your sub is stationary and there is some water current, it could generate electricity also.
I think for all the resources and time that goes into making power cells they should be rechargeable. I wouldn't mind the other things like solar cells and such to improve range or as further rewards for exploring. But right out of the gate, cells should be able to be recharged even if it takes something like an in-game day to do it.
(although you can just deconstruct it and reconstruct it right now to get power again when it's drained, but I imagine that will eventually be fixed).
If you could build your base on a strong current, or on a lava pit spewing fire, and use these as power generation, NOW that would be fantastic to recharge your powercells.
The other issue is that if you have to recharge your cyclops powercell too often it becomes very tedious.
Right now without the power upgrade module, it's kinda crazy. You go one round trip to aurora and back, and all your energy is pretty much gone. That's SIX powercell to craft! (or to recharge)
That wouldn't work. Those turbines would generate electricity from the whole subs movement. And what causes the sub to move? Yeah, the motor. So basically you would use some power of the motor to recharge battery with a loss. Result: slightly slower sub with lower energy efficiency.
Now, it could recharge stuff if the sub would use other methods to get propulsion (fuels?). Like cars recharge batteries while driving, since they run on gas (they don't use the energy for movement). Another example: a bike with dynamo. You can generate power for a lamp by pedaling, but cycling becames little bit harder.
Well devs could just make the power-plant give free power and then have the rate/number of cells recharge be rewards for exploring or researching. It could be you only get one to two slots to start off and it takes a day to charge them with maybe a fully researched/upgraded power station giving you eight cells in maybe five minutes (I have no idea how long a 'day' is since I never paid much attention to it). Or like you said having alternative sources might have other benefits such as faster recharge times.
Point is, there would still be plenty of room to reward players for recharging cells, and there is no reason not to have a stockpile even with the ability to recharge. In total I probably would shoot for 16 cells even on top of the ones you would need for other gear. BUT, even that many will really put a strain on quartz on top of all the other uses you use it for (2 quartz per silicone * 16 cells = 32 quartz); especially when you take into account dying, other equipment, and vehicle construction.
What? Try leaving Silent Running off, for starters, that burns energy and if you're not moving shutting the engine off has the same effect so you might as well do that instead. Also why necro a 5 year old thread?? Cyclops was waaaaaaay into Early Access in 2015.
2 possibilities:
1) They live in a third world country and are playing some bootleg disk they bought from a street vendor and have no idea the full version is even out yet.
2) They haven't played it since early access and just assume the problems are still there for whatever reason.