And to everyone else ... this mod isn't dead
I've been working out how all the systems interact/inter-relate. The aim is to keep it incredibly simple to use.
Plus there's been a small redesign on the hud to make it purdier
New additions include the all important trifecta of power generation, ship hydraulics and system coolant. These are the three main systems on the ship and effect EVEEERRYYYTHIIIIIING.
The Shield Generator is now your primary power source. So the better your shield gen, the more power you can supply to the skunk.
You have a backup generator which can supply a few watts of power also, but this shouldn't be relied on.
The most important new addition is the RAID Capacitor -- this will be a new ware which acts as a multiplier for your power generation.
The base model will allow 70% (subject to change) of your shield generator power to be made available to power the ship subsytems. The idea is that even with the best shields, if your capacitor is lousy you won't be able to turn everything on full.
Better capacitors will be made available, increasingly more efficient and rare and expensive.
Simply put, you'll have so many 'power points' you can spend at any given time on the ship subsystems. Power points can be raised by getting better shield generators and/or better capacitors. Ship damage will lower the amount of 'power points' you have at any given time.
Easy
In other news, weapon's 'off' has been implemented for guns ... for some reason I'm having trouble with the missiles, but that'll come soon. This will be important because:
1. You'll have to choose whether you want to spend power points on your weapons and
2. I want to be able to take them offline if a subsystem further along the chain is wrecked
Plus, all subsystem stats are now output real-time (I commandeered the stat screen for this).
An upload will be made available once I get a menu working to distribute the power.