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And there's no upper limit to how much energy that turret will consume, as it builds every consecutive second it's firing. Sec.1 - 15639, Sec. 2 - 21878, Sec. 3 - 28117, and on and on until it maxes out what your generator can make and starts draining your battery. There also seems to be a bit of a cooldown, as I've noticed that if you stop firing and only wait a second or two before firing again, power usage jumps back up to a higher level before progressively building again. It's not so noticable with normal usage level turrets, but these super high demand turrets it becomes really noticable.
My personal feeling when I see energy usage like that... NOPE. Maybe on the biggest ships, having super massive power generation, they'd be fine, but otherwise, they just drain energy far too quickly and end up being inefficient to use.
EDIT: Just converted to that to GW and ........ NOPE. 15GW?!!!
The results are really strange. Could the devs shine any light on this?
EDIT: Trying to figure formatting.....
http://steamcommunity.com/sharedfiles/filedetails/?id=868761966
http://steamcommunity.com/sharedfiles/filedetails/?id=874272254
Umm what does this have to do with the original question?
http://www.avorion.net/forum/
under "Mods"
I believe you will need to create an account to download them. You may also need 7 zip as the one I downloaded was a .tar.gz which cannot be opened by the default windows software.
The specific mod you are looking for I believe is here:
http://www.avorion.net/forum/index.php/topic,1635.msg7764.html#msg7764
BTW: I've been using 7zip for year on Windows now.
and the energyconsume is in MW =)
look here: http://steamcommunity.com/app/445220/discussions/1/135509124602636060/
This is actually meaningless, because turrets are generated, with random variables. You won't find any consistent pattern. You will find high end turrets that suck up minimal power, while finding very low end turrets that couldn't be run on a capital class ship (completely useless).
It's all just generated and random. Avoid high cost turrets and find ones that don't have such costs. Never assume that a high cost turret is better than one that has a lower cost. It's just a roll of the dice, like most all turret variables.
Their initial costs, aswell as the /s/s costs are seperate variables aswell. That means you could have huge base costs with itty bitty /s/s costs, or itty bitty base costs with huge /s/s costs..
Such is the way with generation.