Battery drain on Cyclops
Jaws1614
Join Date: 2017-08-30 Member: 232742Members
Is anyone else experiencing a fast rate of battery drain since the latest update? I can have everything turned off and I come back to a dead battery in at least one slot. When I move the Cyclops, I probably get 300m before most of my power is drained, even with the Energy Efficient module.
Comments
or cell chargers with empty cells.
because the drain rate of battery charger, and cell charger in cyclops is 1:1
The cyclops is a pain in the ass to recharge and those things could be really overpowered helpful if they did.
I start a new game with every update. With the power efficiency module from the aurora my Cyclops can travel from the Lifepod to the mountain, to the floating island and back to the Lifepod and have 80% battery power which seems pretty good to me considering I have used a fabricator on board to turn about 10 pieces of wreckage to titanium and also partly charged the Prawn Suit after a couple of small journeys to drill quartz.
Yeah, I made a thread about that: https://forums.unknownworlds.com/discussion/153897/silent-running-shouldnt-consume-power-or-should-consume-next-to-nothing-when-engine-is-off#latest
Tips:
Never build battery chargers in your Cyclops.
Use Sonar, Shield Mods sparingly and dont install the Vehicle Repair Mod.
Silent Running is a power hog. Don't use it.
Always run on Slow speed. It saves the batteries.
If you're not traveling, shut down the engine and exterior lights.
Also, make a spare set of batteries, two spare sets are better
Has had this problem constantly
He had silent running off
But kept getting attacked
Although he was on PC I think so this problem is also affecting PC
When you get attacked, stop, and turn off the engine and your lights. Repair your hull. The Leviathans usually go away after a while. If they still linger, release a decoy, repair and get away.
Why? Does that magically suck energy cell juice? Putting one in seems the most obvious thing TO do. ---edit: wait , I get it : charging batteries is always a negative yield. If the game physics are as in real life, then, of course, you are correct. But they could concoct a battery win when ascending./descending. Like an electric car gains juice when braking.
The earlier part of that post refers to batteries as power for the cyclops; thus I'm fairly sure they mean powercell charger. It's probably best not to charge too many batteries in Cyclops, if you have power difficulties. As far as gaining energy back, if that did return energy, it would return to the powercells it came from(and maximum energy returned is less than energy spent, due to inefficiencies).
Works in cars, doesn't work for subs.
Cars recapture a fraction of their energy because an electric motor and an electric generator are basically the same thing. Run current into it and it'll spin an axle. Spin the axle and current will run out of it. Since a car's wheels are firmly on the ground, there's an energy source to draw from.
Subs do not enjoy such a setup. Unless you specifically installed some sort of exterior turbines to harness passing current (either natural or from movement of the boat) there's no effective way to capture any energy; the main prop is too massive to do so at all efficiently. And adding turbines like that would probably decrease the hydrodynamic efficiency of the boat so far that you'd end up losing more energy due to drag than you'd gain.