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Typical case is solar panel power : at low warp speed, battery capacity is required to get past shadow time. However, once analytical mode kicks in at high warp speeds, batteries are often useless, only the overall production vs consumption balance matters. While this tend to be in favor of the player, the practical effect is that you often end up with crafts that can't survive the night all reaching zero EC when dropping out of timewarp.
A potential solution would be to make 2 full vessel updates instead of a single one, with full / no solar power, splitting elapsedTime according to the sunlight %. This would require a bit of refactoring so we can call the environment update once and everything else twice.
Note : there is likely a similar issue (and solution) with thermal conditions.
The text was updated successfully, but these errors were encountered:
Typical case is solar panel power : at low warp speed, battery capacity is required to get past shadow time. However, once analytical mode kicks in at high warp speeds, batteries are often useless, only the overall production vs consumption balance matters. While this tend to be in favor of the player, the practical effect is that you often end up with crafts that can't survive the night all reaching zero EC when dropping out of timewarp.
A potential solution would be to make 2 full vessel updates instead of a single one, with full / no solar power, splitting elapsedTime according to the sunlight %. This would require a bit of refactoring so we can call the environment update once and everything else twice.
Note : there is likely a similar issue (and solution) with thermal conditions.
The text was updated successfully, but these errors were encountered: