Barotrauma

Barotrauma

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Batteries and Junction boxes.
Everytime I play with my friends, I'm usually the engineer, and when we're just cruising around I have the reactor on automatic. But for some reason the batteries and junction boxes take damage all the time and idk why. Im really tired of repairing batteries and stuff every couple minutes.
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Showing 1-13 of 13 comments
Luriant.es Apr 19, 2020 @ 3:32pm 
The junction boxes have excess power, in a custom sub is a problem (battery connected to himself and overloading).

In normal sub, when the sub stops the engine and pumps, unused energy go to the junction boxes. The automatic reactor have some lag adjusting the power.

The installations in game only need 50% the real voltage to work, put the reactor a little under the minimal mark is enough.
DaBEAR357 Apr 19, 2020 @ 4:10pm 
Yeah, besides normal wear and tear it's just excess power from the reactor. Running it manually will probably help, you could also go into the sub editor and just reduce how much maintenance the junction boxes need. Also, if you're putting in multiple rods maybe see if you can get by with less.
Bloodninja May 18, 2020 @ 12:44am 
If you want to learn solutions without resorting to cheating (editing item properties);

increase static load until you stop seeing the junctions flicker; (overvolting [happens when there's 2x more power than load]). When you become a distinguished sub engineer, you can try using relays to limit the amount of power to devices. As mentioned, devices only need .3-5 volt and since relays have a max output of 1000, we know it will never send more than that, preventing large spikes to your power network. This can be done for ballasts and engines but BATTERIES are the best way to prevent spikes, since batteries generate power on demand (rather than junctions/relays that wait for the reactor to compensate, making the power fluctuations).

Hint; the normal sized engine consumes 2000kw but operates at .5 volt, meaning a relay will perfectly supply it's minimum voltage which will make sudden spikes from the engine much more manageable.
Solbusaur May 18, 2020 @ 9:48am 
All items have decay timers. There's a delay before something begins to degrade, which resets when an item is repaired to 100% condition. When it does start to degrade, it takes a decimal percentage of condition away each second. The default for batteries and junction boxes is about 0.12% per second. Once you fix them the whole way, there's about a 2-4 minute delay before they start to break again.
Other than that, electrical items take damage from being waterlogged or having too much power going through them
DaBEAR357 May 30, 2020 @ 9:03pm 
Originally posted by :
If you want to learn solutions without resorting to cheating (editing item properties);

increase static load until you stop seeing the junctions flicker; (overvolting [happens when there's 2x more power than load]). When you become a distinguished sub engineer, you can try using relays to limit the amount of power to devices. As mentioned, devices only need .3-5 volt and since relays have a max output of 1000, we know it will never send more than that, preventing large spikes to your power network. This can be done for ballasts and engines but BATTERIES are the best way to prevent spikes, since batteries generate power on demand (rather than junctions/relays that wait for the reactor to compensate, making the power fluctuations).

Hint; the normal sized engine consumes 2000kw but operates at .5 volt, meaning a relay will perfectly supply it's minimum voltage which will make sudden spikes from the engine much more manageable.

This. However I'm guessing that you're not the sub builder, and from what it sounds like this is somewhat normal. You could either try to fool around in the editor or just deal with it. I have to warn you, as an engineer you're pretty much ALWAYS repairing stuff, it's just how it is. I don't usually play engy so i cant say much more about whether your experience is the norm, but one way or another get used to having a screwdriver equipped pretty much all the time.
Last edited by DaBEAR357; May 30, 2020 @ 9:03pm
Prophet_01 May 31, 2020 @ 5:33am 
I'd actually say that the regular wear and tear of junction boxes and batteries is a bit excessive (not power spikes, but the automatic decay).
For my own subs I tend to tweak the settings slightly to reduce the busy work for the engis. I also put the junction boxes and batteries in one room to avoid runnung and not have random people getting shocked : P
FeuerPhönix May 31, 2020 @ 4:26pm 
Some time ago I gave up on the batteries. The wear and tear aspect of them when just being used is silly and kills the fun. that's why I replaced them with shuttle batteries, as they don't degrade. Do that responsibly and you will have a much better time as an engineer and as a captain. At least with a low player count it take a lot of pressure off you :)
DaBEAR357 Jun 3, 2020 @ 8:57pm 
Yeah I'm starting to think about reducing decay rates for my crew. We're relatively small, and our engi is doing nothing but fixing junctions all damn day.
FeuerPhönix Jun 4, 2020 @ 2:27am 
Originally posted by DaBEAr357:
Yeah I'm starting to think about reducing decay rates for my crew. We're relatively small, and our engi is doing nothing but fixing junctions all damn day.
How many boxes do you have and do you maybe have too much voltage in the grid?
DaBEAR357 Jun 11, 2020 @ 9:20pm 
Originally posted by FeuerPhönix:
Originally posted by DaBEAr357:
Yeah I'm starting to think about reducing decay rates for my crew. We're relatively small, and our engi is doing nothing but fixing junctions all damn day.
How many boxes do you have and do you maybe have too much voltage in the grid?
8? give or take a couple. We downloaded a modified orca, which we then further modified and basically tacked on a ♥♥♥♥ ton more electricity-guzzling devices. Truth is, I've just been putting off a major overhaul of the power grid. I might just add a fleshed out buffer system, use relays for the lights, and basically just be thoughtful about how everything's laid out. Or I could do it the easy way in the editor. Not sure which I'll do yet.
Prophet_01 Jun 12, 2020 @ 6:17am 
Relays can provide up to 1000 power and can be hooked up to all kinds of devices. You can also chain a relay after another one (though 2 is the limit if I recall correctly). Greately reduces the number of junction boxes.

pro tip: you can wire up batteries with logic components to change their charging value when they get close to full cpacity. Mine for example go to 50% recharge when they hit about 98% capacity. That way your power fluctuations from batteries are in steps of 250 and not 500 which mitigates overloads.
Last edited by Prophet_01; Jun 12, 2020 @ 6:20am
FeuerPhönix Jun 12, 2020 @ 6:47am 
Originally posted by Prophet_01:
Relays can provide up to 1000 power and can be hooked up to all kinds of devices. You can also chain a relay after another one (though 2 is the limit if I recall correctly). Greately reduces the number of junction boxes.

pro tip: you can wire up batteries with logic components to change their charging value when they get close to full cpacity. Mine for example go to 50% recharge when they hit about 98% capacity. That way your power fluctuations from batteries are in steps of 250 and not 500 which mitigates overloads.

good point. I made a smart system that is regulating itself so the reactor has less of a load
Eple Jun 14, 2020 @ 5:12am 
they should be nerfed to only beeing able to be broken when ship takes enemy damage or MAX 1 or 2 times across a normal travel.. and especally NO damage should be taken to the boxes when stationary.
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Date Posted: Apr 19, 2020 @ 2:14pm
Posts: 13