I just turn CPU off, along mass&volume (for cargo/storage). The game does not become more "realistic" with those on. I like the more simplistic arcade game mechanics. I do not want EGS to be "realistic". Also just makes it more fiddly/tedious/grindy to do stuff, just adds time waste on boring stuff (for me). Think of how the F5 personal drone works, the inventory, the logistic system, and the blueprint factory. Because here there are "teleportation", that means you can store stuff in an "in between" state that does not inflict CPU or MV much. Each device can have a TP module, that connects to the appropriate and/or selected other device. In this universe you can argue that pipes have become obsolete in most cases, as wheels. Energy on the other hand could be the limiting force. Power Unit could be the alternative to CPU, then it (for me) have made sense. More power > more generators > more mass > more fuel > larger build > and so on. Have explained this some years back in some threads. Even Space Engineers is not "realistic", it just tries to have some kind of physics rules that can remind of IRL. No piping in the world works like the ones in SE, as far as I know. Along you can make your own rules, like pretend that can not have more than x amount of something in a cargo whatever. Or have to use certain blocks/shapes between devices to create a piping system. There are mass blocks that can be added. Of course fiddling with config files.
Forgive me if I'm making an Egg sucking statement or my view is that of a blind man, but I think that rather than credit every block with the futuristic equivalent of gas pipes/wiring/air conditioning ducting etc , wouldn't it be better for the player place the unit and the game counts the distance to the power supply and evaluates what is needed. After all a light at the end of the runway only needs a cable (in game terms 1 block wide) that length, it doesn't need the whole runway to be a cable. Unless of course I'm mixed up (I have been hit on the head a few times)
Because if CPU means computational units it wouldn't make sense that 1 lamp at 100 blocks distance costs more "ship/BA computer calculations" than 10 lamps at 1 block distance. It is also much simpler to implement a simple formula taking into account the sum of all CPU-per-block/device than making elaborate vector tracing in 3d space then converting the results in values - quite a few more steps to get a simple number at the end. Though it would make more sense, performance impact of such real-time jobs is not negligible and add up.
I see, I think, thanks, I suppose really it's simply me having an opinion about a subject I'm enthusiastic but not very knowledgeable about, no doubt I'll understand more when I've played a little deeper for longer.... until then I'll just keep dropping gaffs
The more calculations, the higher chance of lag. Already too many, I argue several unneeded ones because want certain mechanics that really do not add much (in my opinion). Then add servers and all the vessels/bases in use at a time.
CPU was introduced to limit build sizes. They were getting out of control on official servers. Advanced cores were available on official servers and were pretty easy to get at first, they've been made more and more scarce with each season. They exist I think so that the thousands of builds made up to that point aren't completely useless of require complete overhauls to run. The values for the CPU are informed by combat strength partially, as that is the only real differentiator between blocks (as wel as density and geometric ocmplexity). "so you're encouraged to build for specific purposes in order to maximize a particular function." Vanilla CPU does this. Having one CV for mining, combat, cargo, etc... isn't optimal, you need a build for a job. I make all my own builds, including competitive PVP ships. CPU is a consideration, but it has never killed a build (except for SVs, SVs need CPU rebalance badly). Balancing thrust direction, turning vectors, all that actually has a limit you need to get under with CPU. I also think people vastly, GROSSLY, underestimate the size of builds that some players will make with blocks of zero cpu. US official would get builds large enough that people would hang as soon as they tried to enter a sector. Even with CPU some places get pretty dense.
CV weapons actually used to work on planets. There was no point to building anything other than CVs. The game was also way too easy, just set down your bristling battleship above a POI and you're done. It also makes atmospheres safe havens to escape from PVP incursions in orbit. You can dip down into the atmosphere and hopefully buy time or escape while their guns can't blow you to pieces.
That hasn't been my experience. Then again I don't build for pvp, but for pve I was able to make all-in-one CVs that do everything extremely well. The only thing they can't do is take on a tovera or equivalent legacy ship, but they can still take out 99% of the ships and POIs out there, while also being the best at mining in space, able to carrier all the small ships I need, and move like a fighter. It's not hard with a T4 cpu ship.
Granted the new economy does make it so that you can kinda progress immediately to endgame ships. There used to be a bit of a progression where one wanted an asteroid miner. There's no point to mining asteroids after early game now. Cutting out combat also reduces some risks and functions of the ship, but I agree in PVE having an all-in-one CV is pretty easy again now.
Well all you need for asteroid mining is a single CV mining turret. That's literally the fastest mining tool in the game.