Question about CV power/fuel consumption when on "stand-by"

Discussion in 'General Discussion' started by Act, Oct 11, 2020.

  1. Act

    Act Lieutenant

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    Hi Everybody,

    Thanks again to the Devs and the community for this gr8 game and sorry for my bad English.

    I know it's a classical question and did read many topics on this subject -seems it was worst and also a "bug" in past?- but couldn't find a full answer.

    Question is simple : why do my CV use so much power -about 598pu- even when everything turned off exept core and gene (no matter big or little one)?

    I use this blueprint CV : NSC CV 02 (very nice one)
    https://steamcommunity.com/sharedfiles/filedetails/?id=2094415461

    I've read that many players use some "tips" to let the CV totally off without wasting food by ex, like using the fridge of a smaller unit inside the CV...But such triks make poor sense in a Sci-Fi game :)

    Is it "normal" that a CV use so much fuel/power when doing nothing else then beeing landed and having a fridge runing???

    Last : if I add a toggle on/off to everything using power (exept fridge) will this turn off the equipement better then if I turn it off via control panel??
    (tried in a base and it dusn't turn off "better" then via control panel : many equip still use like 1kw)

    Thanks in davance for your answers,
    Have nice game.
     
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    Last edited: Oct 11, 2020
  2. Vermillion

    Vermillion Rear Admiral

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    Can you post a screenshot of your ship's power statistics?
     
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  3. Act

    Act Lieutenant

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    sure
    sc CV3.png sc CV2.png sc CV1.png

    Do CV or CV generators use some amount of power/fuel by default?
    I would like to be able to leave CV with just the fridge "on" by exemple
    and understanding what is using those "598 PU"

    Thanks in advance.
     
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    Last edited: Oct 11, 2020
  4. Vermillion

    Vermillion Rear Admiral

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    The main power draw is the CV Detector. It cannot be turned off and consumes a great deal of power constantly at 320PU, which is over half your current draw. The rest is likely the T2 Extender (50PU) and your oxygen tanks (5PU each), Warp Drive (25PU) and deco blocks (consoles and antennas) which cannot be turned off.
    I believe the ventilator is also 20PU. Even if you switch the Oxygen off on the control panel, it only turns off the oxygen and not the ventilator block itself.
     
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  5. Act

    Act Lieutenant

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    Thanks you very much for your fast and detailed answer.

    So I must understand you confirm that even I set up some "on/off" circuits it will not change?
    If yes, this is quiet disapointing, specially when it seems to be a very old concern/problem that many players wrote about.

    Is there some "gameplay" reason I don't get that could explain the "high consuming CV on stand-by-landed mode+not beeing able to turn off things as detector (why?) and such?

    Thanks again in advance.

    ps: and still wondering why we can't use solar panels/energy on CV in a scifi game, we already do it nowadays ;)
     
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  6. xerxes86

    xerxes86 Commander

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    @Act What I do is take the CV Detector off and put into storage. It's only installed when I am using it. This would cut your power consumption in half when parked.
     
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  7. Khazul

    Khazul Rear Admiral

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    Cargo extensions?
     
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  8. Act

    Act Lieutenant

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    Thanks you Khazul, Xerxes and Vermillion for your answers.

    Now Ido understand "what" is using that "stand by" power : detector, "the T2 Extender (50PU) and your oxygen tanks (5PU each), Warp Drive (25PU) and deco blocks (consoles and antennas) which cannot be turned off and prolly the cargo extensions too...

    But I still would like to know if it is possible to solve this (even partially) "upstream" by using signals/circuits that would "cut" detector and such? or would it still "iddle"?

    Thanks again and in adavance,
    Have nice game!
     
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  9. Khazul

    Khazul Rear Admiral

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    With vanilla config, no.

    Some (all?) devices can have their power control enabled however the result seems a bit buggy in that you control from the control panel doesnt work, however control from signals appears to work.

    I cant however remember the specific attribute name (was months ago) in blocksconfig.ecf - cp_activatable or something like that I think.
     
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  10. Act

    Act Lieutenant

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    Thanks again for your answer Khazul,
    as my English is not as rich as my taylor and to make sure I understand:

    a-you mean I can really switch on/off equipments with signals.
    b-or you mean I must use signals + some modification in the config editor/panel?

    update:
    just tried to use some signals BUT it seems that many equipment just DON'T have the on/off check box in the signal logic panel??!!

    can someone tell me what part I'm missing: why some equipement do have on/off in sgnal panel and other don't have?
    wifi yes, detector no..??

    could the use of circuits help in any ways??

    thanks in advance
     
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    Last edited: Oct 11, 2020
  11. bluemax151

    bluemax151 Captain

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    I'm not sure turning off the WiFi has any impact. The last time I checked it would show inactive but would still work. I'm not 100% certain if it still draws power. I'd have to recheck. Could be it's like the repair station and functions even when powered down.

    Some devices can't be powered down even from the device menu. It's a design decision I assume. It's one of the reasons I generally use none or very little deco blocks in my builds.
     
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