What Power plants Do and How They Work
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- čas přidán 10. 09. 2024
- A Guide to Power Plants In Star Citizen
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The motto of #BillionaireNinjas is “Talk is Cheap, Ninjas Leap.”
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In this one we explain everything there is to know about power plants. Look out for our buyer's guide in the future where we tell you exactly which power plants to buy depending on what your needs are.
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We'll let you know our thoughts as of Live 3.23.1 In the "Tutorial and Explanations" Series. I try to explain a bit about the game mostly to newer players but anyone can watch. we have fun here!
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Man nobody is doing videos on components like this, thank you for the breakdown!
Hey, i really want to know more about power plants, but your video is just reading descriptions of values. Which isn't much more helpful than reading them from erkul. Showing examples of how the stats effect ships would be much more helpful. Like does an industal power plant vs military how does it effect capacitor for weapons? Do i get more shots? Do they recharge faster? Can i boost longer? Does a power plant even make a meaningful difference? Shields, weapons, and quantum drives make very significant differences.
It's not the right time for that video. These numbers are in flux until we get a 1.0. Half of the stats I describe aren't even in-game yet. On top of that the information I provide in this video is researched...I figured it out using dozens of sources and it took hours to put together none of it is available on the erkul website, I just used the site to give you a visual representation because this is a common website people use. If you find ONE place where you can read all the information I put into this video please show me, I'll link it. Maybe you know something I don't.
That being said It is part of a series so you'll be getting that type of stuff in an "advanced guide to power plants" video at a later date.
I know right now that the power plant you choose doesn't really matter because it either has enough power or doesn't have enough power, in the future that will probably change, but discussing the values of the power plants now doesn't make much sense because whenever that does change, they're going to get rebalanced probably
@@billionaireninjasthe link to ship component basics, where?
czcams.com/video/-LvsQlXOtZY/video.htmlsi=rkw3-__RHxrPASzj
@@billionaireninjas doesn't answer any of my questions.
Wonderful series Billionaire Ninja! Thank you.
Quick thought from the engineering side regarding Max and Recovery temps:
Max Temperature (>700) the PP will start taking damage and will not recover until load is corrected or PP shutdown.
Between 670 and 700 the powerplant will not take much, if any, damage, nor will it recover normally, taking orders of magnitude greater amounts of time to recover. This is because the surrounding area, inlet pipes, outlet pipes, mounts, bulkheads, wires, circuit boards, everything associated, have become "Heat Soaked." This prevents the normal recovery, because those items are not part of the cooling loop, yet are transferring their excess heat into it.
Not sure what the Emergency Procedure (EP) will be for temps above 670? PP shutdown? Vent the section to space? Shut down other components like QD or shields and weapons? Excited to learn more and see how they do it.
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Just started the game, you’ve been super helpful and made me more involved in the SC current news :)
I appreciate the support!
Thanks for this! I've tried looking up these various stats before and always had trouble finding much about most of them.
I think that the components will really start making a difference when they start having engineering and make it more important which parts are used. For example, you can't just put the highest grades because the system can't take it and immediately overload or burnout like pushing too much voltage thru a wire. I want to see something similar for weapons so that people will carry a larger variety of weapons because the ship has more hardpoints then can be powered. Engineers might even be able to temp overload at the cost of quicker burnout/destruction.
Erkul is such a needed tool for citizens.
Man it was neat looking at the components and size differences during the event. Pretty wild how different they can be.
Always fun to watch these in depth videos.
Awesome breakdown. There is so much outdated info or guesses floating around
I think a better differentiation in all components and weapons will make this game 10X better
There is so much data to process... These video of yours truy help a lot, I needed them
o7, I really enjoy your ship review vids, please keep em coming 💪.
They will make a return sooner than you think!
Man, this is a great video. Definitely gonna subscribe nice job.
With fuel and ammo coming over the horizon, the realization of power management going to folks like a truck.
Thanks for this one!
Fun fact: You can surf on an MPUV, just lay down on the circle on top and you are now surfing it. 👍
Great info, especially for a newish player like me! Looking forward to my new tractor!
Thanks for the explanation
Love this series!
Well done! Keep it up, dude! 🙂
Let's see if now, with CIG testing engineering, we can have an actual difference between power plants. We need a real build an fine tuning game loop in ships.
with fire coming, I expect people will start to value better coolers and more balanced powerplants for anything not meant to fight
I guess it's finally time that I get into compnents as well to stay competitive haha
Your reviews are helpful even though I have yet to buy a ship
Looking forward to values changing so it means something changing a unit.
this is great for starting to tune ships
thankyou for the breakdown man
I usually keep mine stock especially in the early days of a wipe.
i dont think powerplants actually do anything in game at the moment. except they can get damaged and leave you soft death. so military grade A with highest HP is always the best for any build.
Great informative video thanks
Basics are always good to know.
It is a thankless job, but someone had to do it. 😅
Great guide!
I always just buy the A class military but that will change with stealth changes.
That's normally pretty good but some of the Grade B's outclass the Grade A's.
Do any of these stats give us an indication of the power pool, or recharge rate of the caps each plant will offer, or are all of those the same value? I'm trying to figure out what plant I'd like to run with my F7A.
Join the discord for more unique help or watch the buyers guide vid! discord.com/invite/4bfMuuYUy2
good explanation
Nice guide
I wonder if we will be able to buy decommissioned components and repair them ourselves
I would love to roleplay as a handyman that flies out to repair ships to make them flyable again haha
Thank u
I can already tell they are probably going to rethink alot of these values, as they already don't want to balance the amount of stuff they have now, and then they would have to balance thousands of stats the average person wouldn't even begin to understand cause they are all super nerd tier of k owledge needed.
lets be honest, they fuel are spaceship addictions most of all!
Numbers Mason, what do they mean? Oooooh.
What's the downside to using all military grade A components?
You light up like a christmas tree and everything is based on helping combat so other things suffer like with powerplants you get better capacitors but they dont put out as much overall power.
@@billionaireninjas Thanks!
Still work in progress
I just wonder... knowing gamers as they are, why really waste time on so many variations of the same thing. With in moments of release, there will be best case scenarios for all gear. Rarely has the "progression" game designers wish to have in their gear structure actually panned out. I.e. thinking. It is always use this.. till you can afford this, then get this, and your set.
Because they've done a good job so far on that with ships. Making sure each thing has lots of side grades. I think you'll see a lot of variety.
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That background music 😐
o7