Components Guide Pt.2 | Coolers in Alpha 3.10 | A Star Citizen's Guide to the Galaxy
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- Опубликовано: 21 окт 2024
- Part 2: Understanding Coolers in Alpha 3.10 - Welcome to #AStarCitizensGuidetotheGalaxy. What's up Citizens, this is SubliminaL here and In this guide I will explain my Understanding of how coolers work on paper, including, Cooling Rate, Max Cooling Rate, and how Draw Request Time Effects Cooling in #StarCitizen.
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Love the concept for this series and I appreciate the time you put into it, keep up the great content dude!
I have my very own BOT! 😀
@@SubliminaLstv and you didn't even have to pay for it!
Hey, SubliminaL!! ----- PLEASE read this. ----- I think you may find this interesting and perhaps useful.
I have noticed a SIGNIFICANT difference in the amount of time I can use afterburners in my Cutlass Black after upgrading the stock coolers to Snowpacks. I suspect (I don't KNOW) that coolers perform as intended and do actually have an impact on the ship's systems performance. I believe that coolers have a significantly lower OBSERVABLE effect on weapon systems because the power flow of those systems is static i.e., the same powerplant, same weapons, same coolers performing the same task (this is key). You DID see a nominal difference in cooling rate after all.
With that said, when you change the testing parameters to observing cooling/coolers vs thrusters, NOW we're in a whole different ballpark. I say that because the size and number of thrusters on different ships vary WILDLY as do the thrust-to-weight ratios. The Cutlass Black has obviously oversized main thrusters relative to its mass/weight. When I installed Snowpacks on the Cutlass Black I can run afterburners from a velocity of 0 to more than 750 m/s (nearly 75%-80% of full speed). Furthermore, I can re-engage afterburners slightly sooner than I can with the stock coolers without risk of overheating again. I also found that using afterburners while maneuvering makes the Cutlass more agile (a little quicker to pitch and yaw) and I can maneuver this way nearly indefinitely, in short bursts, during a dogfight. I attribute this to all of the "headroom" afforded to me by the more than capable coolers, displayed on Erkul as "537 k/s / 17600 k/s" with weapons firing, the turret firing, maneuvering the ship, and shields charging.
I find that a given coolers' performance gains are much more noticeable with regard to the use of thrusters, which is a gradual "ramping up" of power and heat, vs the repeatedly "static" power draw of a weapon system. Whereas thrusters increase in heat and power usage from 5% (idle) to 100% (max thrust), weapon systems (like the Panthers used in your video) are more akin to repeated power draw spikes of 100% in rapid succession. I hypothesize that coolers do a better job of cooling thrusters because thrusters take time to request power from low to high, whereas weapons draw 100% of the power they require instantly and repeatedly. Kind of like pushing a nail into a block of wood with a hydraulic press instead of beating the nail into the wood with a very fast hammer. Did that make sense?
My Cutlass Black is equipped as follows: JS-400 PWR, Snowpack CLR (x2), FR-76 SLD, XL-1 QTD, Behring Shredders (x6)(pilot & turret), Assailant IV (x6)
DPS Calculator loadout: ----- www.erkul.games/calculator;loadout=MPfD58xF
-----
With respect, I truly enjoy your videos, and the information you provide to the community is invaluable. I do NOT disagree with your findings with regard to coolers vs weapon systems. I am simply attempting to illustrate that thrusters benefit more (observably) from cooling because there is a significant difference in how they draw power and build up heat.
As an academic version of "let's challenge ourselves", I invite you to run the tests again, and publish another video, with a focus on cooling thrusters, instead of weapons, testing the efficiency of the coolers on a few different ships of varying size, paying special attention to the size of the main thrusters of a given ship vs its mass/weight (thrust-to-weight ratios).
KEEP UP THE GREAT WORK!!
🚧🚧CORRECTION🚧🚧
Removing or powering down your coolers does not *KILL* the ship. Just renders it useless for around *10 min* . Still cool lol.
There is also another question, does having a beefy cooler lower your IR... Nope. This can actually be measured at a particular frame in the video.The first frame of the acceleration test. I was idle and let the ship calm down before accelerating. Here are the results.
| | Ship IR | Cooler Temp to IR |
| Zero Rush | 5985 | 3.13 |
| Ultra Flow | 6062 | 6.09 |
| Bracer | 6940 | 3.78 |
As you can see the only difference in IR is what erkul says each cooler adds to your IR signature.
I'm confused about what you're saying here. Based on the data above it doesn't look like the Ship IR & Cooler Temp to IR metrics correlate. I'm also confused about what Cooler Temp to IR is meant to mean and how its units compare to those of the IR signature.
I'm confused about what your asking. Each component has a Temp to IR. This contributes to the overall IR signature of the ship. Coolers do not effect IR outside of what it's "Temp to IR" adds to the overall IR of the ship. Essentially coolers don't make you more stealthy. But some of course some coolers are more stealthy than others. Just to make sure I answer all questions... Higher Max cooking rate does not lower your IR. As a matter of fact a cooler with a higher Max cooking rate would probably raise your IR, because of the nature of industrial components not being concerned with stealth.
@@SubliminaLstv Thanks for responding!
Sorry, let me try to clarify my question. I understand you're saying that cooling rate doesn't directly impact IR signature, which makes sense. It sounds like "Cooler Temp to IR" (I'll abbreviate this CTIR from now on) is the only metric that measures a cooler's impact on your IR signature, which again makes sense. What confuses me is how to translate the CTIR metric into its impact on your IR signature.
For example, the interpretation I expect is that a higher CTIR to end up producing a higher IR signature. (This based on reading it as "this amount of temp to your IR signature"). If this were the case though, you would expect the Ultra Flow (which has the highest CTIR) to have the highest IR signature, but according to your data above, it's IR is barely worse than the Zero Rush, and much better than the Bracer. In terms of CTIR, Zero Rush < Bracer < Ultra Flow, but in terms of IR, Zero Rush < Ultra Flow < Bracer. If Ultra flow has the most extreme CTIR why does it have the middle IR value in your data?
Subliminal your videos have helped me to no end starting this game.and out of all the others (RUclipsrs) your videos are actually useful to players :)
Thanks! 😊
Competition class is back in the META! Thank you for testing!
Thanks for watching!
Would love to see such a thorough guide to components on more up to date patches.
Nope... Nothing's changed... Any guide like this will have warnings if they are no longer valid. I'm trying to reduce the amount of misinformation in the verse.
Great work man. The game really doesn't explain any of the mechanics so good to have people like yourself flesh it all out.
Thanks for watching!
@@SubliminaLstv sorry if i missed it - but do better coolers (higher rate) result in a lower startup IR or lower IR after startup faster? In other words are higher cooling rate coolers better for stealth than stealth coolers?
@@Ultrajamz It seems as though the only difference your coolers make on your IR is simply what there temp to IR or power to EM add to your signature. Basically just like any component. Once they get away from the pipe system we should see more depth.
The quality and the work you put into your videos always shines through. Your channel has quickly become my go to channel for Star Citizen ship info.
Thanks! 😊
Thanks for all the research your doing to teach the rest of us!
No problem 😊
Fantastic job! Can't wait for powerplants.
Spoiler alert
Whisper: they work the same way.
Amazing test! I NEVER even thought that it was such a miniscule difference! Wow... I am shocked... Thank you, for another amazing video 😊
Thank you!
Cool - ers.
edit: Very Nice summary Subliminal - keep up the great work.
Are you making fun of my accent? Thank you for watching!
Great video. Testing-based conclusions are really important since the systems are so complicated. Thank you for this.
Thank you!
Absolutely wonderful. You'll have to. Do this again when it actually makes a difference
For sure!
Thank you for these in depth looks at components
Thanks for watching!
Good work!
So we all have to wait for the components update before these components are diffientiated.
Not really just covering my ass a little. There has been 1 correction powering down coolers does not kill the ship it just renders it useless for 10 min. See I don't have enough patience to figure that out.
I like this break down, looking forward to more in this series.
Thanks!
Best SC content on youtube, please keep up the great work.
Thanks, will do!
Thank you for making this.
My pleasure!
Wow that was super informative. Great job Sub, cant wait for the rest of this series!
Thanks for watching!
Thanks a lot for this series. It will be a hard work for you.
My pleasure!
Great information breakdown and great presentation. Thanks Sub, I imagine lots of folks will really appreciate a definitive answer like this.
Great video Subliminal. I'm thinking I'm going to need to run this test again, but this time testing multiple systems, like shields recharging, weapons firing, and thrusters at max all at the same time. The theory is that a cooler with a higher max cooling would preform better than one with a lower max cool.
Those tests have already been done by other people with the same result. Most builds are "pipe limited" CIG has talked about the "pipe system" and how they are going away from that. I know its hard to believe that they have this simple system for coolers but I think was just a placeholder. There is a lot of code in the game files like this that is written but doesn't actually work. For example the armor reduction for EM IR and CS has been in the games code for a while and has just became functional in 3.9.
@@SubliminaLstv It actually makes sense that the system would be constrained by a single bottleneck as most systems are. That's beside the point though.
I guess the question is which component(s) will supply the pipe system with enough to keep them running? I guess I'll have to dig deep.
an awesome video like always!
Ty!
You rock. This pretty much concluded what i was suspecting
Hey this was a really good video great job
Very nice and informative video!
Nice work! Very interesting
😁
Designs aren't poor if they make the data understandable, your designs are good!
I wrote that and recorded it before I made them lol. I wasn't very confident in myself.
Very good info, thank you
Thanks for watching!
Your right about just using stealth coolers if they can handle the build. I spent a lot of money on coolers for my Cat and noticed zero difference in the amount of time I could after burn.
It's a shame it doesn't wort that way.
Cool! Had to do the pun like everyone else.
Dude..... you’re freakin amazing and I love your thoroughness to an almost scientific nature. It’s funny how I just asked about this on your stream yesterday..... my bad 😂
Glad to help!
wow that was suprising! :) I hope Cig will do some more work on coolers to give them more variety.
Very interesting, thanks!
Np!
Heads-up: 1:38 "Your ship is now dead and will need an insurance claim to be operational again" is not what I found.
I was testing overheating on the PTU last night to see how long my VTOL engines could sustain flight without my coolers powered on.
-My ship overheated then shut off completely.
-When I powered the ship back on all of my MFDs were blank.
-I thought the ship was dead in the water but I was on PTU so I exited the pilot seat and tested other items I wanted to check out.
Eventually I heard the engines kick back on after 10-20 minutes (I wasn't timing) and I went back to my pilot chair to find that everything rebooted.
I'm guessing thats how long it took the systems to cool down without the coolers working. So no need to call triple A.
So I was told on stream earlier. I'll make a pinned comment thanks!
Wow. This was a great vid. Nice job testing!
Thanks for watching!
Excellent video man!
The only use case I can think of for upgrading the coolers, apart from power draw request, is in the future.
When in combat our modules will take individual damage then. A cooler providing more cooling (whatever the "k" stands for!) will be more viable at 50% damage state than a lower output cooler.
Perhaps?
Well when coolers can be sub-targeted someone could destroy 1 and it would be great to have 2 coolers that can each run the ship independently. And Dammit lol. k stands for kilo... kilo is 1000 times more than the number before it!
Very interesting, nice job !
Ty!
great in depth vid!
Awesome content! Keep it up
Thanks!
It might be worth checking what the different coolers do to your IR signature as that's where I've seen the biggest difference with better coolers bringing down temp faster and keeping it lower, and I'd love to see that checked out properly
Chris, I had the idea of adding that into the video but it came to me after writing the script and recording dialogue. This can actually be measured at a particular frame in the video.The first frame of the acceleration test I was idle and let the ship calm down before accelerating. Here are the results.
Zero Rush: 5985 IR
Ultra Flow: 6062 IR
Bracer: 5940 IR
This makes no sense. The ultra flows had the highest IR and they have the greatest k/s.
@@SubliminaLstv yer that really doesn't add up, hope its just not implemented properly, but thanks man
Actually I figured it put it do3s add up. Check the addition to the pinned comment!
Nice job!
Thanks!
There's a more important part.. not mentioned, each component have a max life, ultraflow 1500, there's than factor that will reduce the cooling rate based on damage.. the cooling rate will go to even zero with max damage.. this is why when you choose them you need to go for capacity, power draw request time and max life... obviously military are the best in that direction
But components aren't physically yet. Can they take damage? Have you ever had a cooler destroyed and still have a flyable ship?
@@SubliminaLstv true.. but degraded performance i would say yes.. at least for my experience, i couldn't say because of damage or not.. however it is a good point to include within the overall choice.. "i think"
@@SubliminaLstv Since i came up with this i went back on the game and wanted to check all my assumptions.. to be clear i may revise my post with the following: every cooler has already implemented 4 factors : degradation, damage, heat, distortion, i am still looking if damage and distortion are working by a simple on/off variable 0/1) but degrdation and heat decay are on, with these two factors there's then a math wich will calculate cooling reduction, they also have a max life in hours (another math included in degradation) and a max life in points (probably used only for damage and distortion). If physical damage is not "On", i strongly suggested to use industrial cooler because they have higher resistances to degradation and heat decay.(I think that's right .. after all they are industrial part), clearly if physical damage in "ON" they have worse damage and distortion resistances added to a shorter life,example, 1850 for a glacier VS 1500 Ultraflow
Thanks for the amazing video. Can't wait for you to also talk about Shields as well. Power will be sweet too. I would also love to hear more about Overclocking. Also very funny for the "spoiler alert: They don't really do !@#$" XD
Hey @SubliminaL, I love your content - keep up the fantastic work. I was wondering if there was any benefit to more capable/powerful coolers in warmer atmospheres such as Daymar (during the day), especially with regards to afterburner, thrusters, or even just engine performance.
This guide is a couple of patches old, but I think even back in 3.10 I started messing with loadout optimization and overclocking. And I have to say that there was a noticeable difference in burst time when upgrading my coolers to Ultra-Flows. I was able to overheat my weapons, start firing again at the same time as with the lower grade coolers, but getting longer bursts.
My guess would be that this is an effect of the power draw request time. I think that because you start firing immediately after the overheating warning disappears, the coolers don't have time to wind up, so they end up performing equally. But if you give it, say, 3 seconds, the coolers with the lower request time should be starting to cool faster then the ones with higher request times. If you then give it another couple seconds, the coolers with the higher capacity should start cooling faster (given that there's enough heat to be cooled).
It's not "canon" but it's heavily implied that cooling rate is in KiloJoules per second. The paint on the M4A laser series show that we are still using metric on 2950
Also, you can get rid of the "reaction time" issue during testing by holding fire non stop, that would be more accurate. Dont pay attention to the announcer
Kilo Joules is probably the unit of measurement but its a videogame so I only care about the comparison. And holding down the whole time is a good point!
Yea, the most important thing is the game mechanics, the units of it it's just lore. Wich is interesting too, but it's lower in my priorities really. I'm really really happy you're raisin awareness on the wierd state of coolers currently and dissipating the myths around it
Cool video Bro
Thanks 😊
A stopwatch showing the duration of the tests would be useful just for context as to how relevant a few frames are for the duration of the entire test. i.e. 3 frames difference over a 10 second test.
That requires allot of after effect expressions that i decided not to get into. This video took at least 30 hours to make. I figured allowing them to disappear at the frame in question would be enough.
excellent video again.
5:00
If it goes form 0 to 440 in 8 seconds, than it has about 220k/s in 4 seconds (55k/s^2). And that is pretty close to Zero Rush 238 in 3 (about 75k/s^2). But Bracer is only 20k/s^2
I think we can assume that components cooling pipes has the same stat (request time) and just cant take cooling quicker. Idk, lets say weapons has "100k/s max cooling and 6 second request time". All coolers will just fill that up.
Man, you deserve so many more views than youtubers like Bored Gamer. Real quality content, you can tell you put hours on hours into these videos.
Good info.
Glad it was helpful!
so just use the default if its good enough. nice to know that will save me loads of money. cuz my coolers love to pull a houdini act all the time
Rofl 🤣 agreed!
In 3.9 my Reliant Kore would overheat quickly with stock when in combat... when I upgraded my coolers, I didn't experiencing any overheating. I guess this shows that the coolers have been changed... That or it is bugged.
Very interesting. Thanks!!
it would be interesting to see how mining lasers interact with coolers and power supplies
Agreed, I'm not 100% but due to the nature of the pipe system probably nothing if you have enough cooling.
The units for coolers are definately arbitrary, but they could probably be considered to be kilojoules (kj/s is watts, another measurement of heat so it still makes sense!)
You can actually compare this directly to something like an air conditioner:
260,000 kJ = 246,432 BTU (British Thermal Units)
A good air con unit will do 20,000-24,000 BTU (that would cover a 5m*5m*5m room)
Thus a single bracer would be roughly equivalent to 10-12 air con units (pretty reasonable for 930 years in the future!)
I'd say it sounds right considering its cooling engines with enough impulse to push out of atmo, a drive capable of 0.9C and weapons capable of tearing through a tank...
it's a video game ill just stick to cheeseburgers! 😂
@@SubliminaLstv nah man, I do that and I'll get hungry every time I walk into omega pro 😂
nice testing sub, appreciated any additional insight into the game! :)
TY for your helpful videos bruh.
Excellent! Thanks :)
Great video, CIG needs to get some engineers on the pay roll to make their stats have some relevant meaning.
The thing to understand about coolers when it comes to weapons specifically is that each weapon has its own internal cooling limits. Even though Hardpoint hasn't been updated since 3.9, weapon cooling data hasn't changed since then, so you can still see this there. As a result, the only stat that matters on a cooler, as it relates to weapons, is capacity. The weapon's own internal cooling will bottleneck LONG before the ship's cooling comes into play. This is why you didn't see any difference in your tests - the Panthers exceeded their own internal heat capacity ages before the ship's cooling came into play.
tldr Since each gun has its own capacity, each gun has its own max cooling rate, and ship coolers far exceed this rate, the rate at which ship coolers supply coolant to the guns is basically completely irrelevant.
So this has me wondering. If the “pool” aka the cooling rate is the only difference, will coolers have more of a role when component degradation is implemented. Basically, they can’t really balance coolers atm because everyone will just purchase the meta. But when degradation is online, your cooler may cool faster but at the cost of component life expectancy. Sorta like tires, the harder you drive the short the life. I know this is all hearsay but it has me wondering why they would have a component that does nothing for performance minus the total pool of cooling.
Mint Berry that makes no sense, sorry. Keeping components cooler should lengthen their lives, not shorten them.
ChillAndGrill I agree but the cooler component would break more rapidly due higher usage. When I said component earlier I was still talking about the cooler itself. Basically I was saying any part you use hard, breaks faster.
question, how do coolers effect your ability to be targeted while in a fight? does it effect your ability to stay below the stealth line?
If the cooler is made to manage multiple systems the stress test should be under extreme stress using thrusters and overclocking shields and weapons I believe that is why the difference is so insignificant. If the game designers tested by individual component output our ships would fail under heavy use say in a dog fight with turrets filled and shields overclocked.
I did do that type of test on stream but it wasn't very scientific due to the time it takes me to move hands between the keyboad and mouse. Still no difference. Because if you understand the pipe system it will not make a difference. Viewing the coolers with erkul with all the sliders on is running that exact scenario. As long as erkul says you have enough cooling you can do anything with the ship and never see any difference other than what you saw here which came down to server latency.
How about a massive ship like the Reclaimer? It cooks on take off. What would you suggest for it?
nice job
So the ZeroRush/UltraFlow combo is no longer the meta because of changes in 3.10, or it never was to begin with and we just thought it was?
Definitely going to swap the Ultra for a ZeroRush in my Tana. Thanks! Sadly, looks like the power planet needs to stay at the JS-300 for that ship (too many guns lol)
Wish I knew this before I bought 2 cool cores for my cutty and wasted 120K
Heat is energy (joules, calories), so the logical unit for cooling would be watts.
Think of a firework sparkler compared to a pot of boiling water. The sparks from the sparkler has a much higher temperature (1000-1600 °C), while the water has a temperature of 100°C. The sparks won't burn you whereas the water will, because the mass of the sparks is tiny and therefore has less thermal energy than even a drop of boiling water which is much larger.
The sparkler would hurt you if you held your hand very close and you get hit with many sparks I'm the same place or touch the source if the sparks of course. Much higher mass.
"So what this means is, coolers don't do *beep*" Sub I think you may have missed a trick here. What it means is that when doing only 1 thing, then the difference is minimal, but what about when you are under fire and your shields are recharging, you are firing all weapons AND using your burners?! I know, probably no difference as well... but just saying!
Agreed. Although the cooling provided to individual components is limited by the capacity of the individual "pipes" leading to each component, can your coolers provide max capacity to *all* the pipes simultaneously? And what if one of your two coolers is damaged? Can your remaining cooler provide enough capacity on its own? The answer might still be "don't do *beep*" yet, but I am not convinced that your current testing answers that question.
We have tested this and for nearly all ships, the stock coolers will result in the same cooling performance as the highest max cooling rate coolers.
Thank you
Dan I dont think your understanding, erkuls pie chart shows how much cooling all of that uses. The pipes are the limiting factor. You either have enough cooling or you don't. When you dont your ship behaves differently. If you have enough there isnt anything you can do to a ship to get it to overheat in an abnormal way. I'm not the only one who has done testing and came up with the same conclusion. I just decided to illustrate why having extra k/s cannot effect components.
Damn now I want a cheeseburger =)
Lol
Really nice, must have been hard work :D
So what happens if you split them with 1 zero rush and 1 ultraflow if you get EMP? Same with shields if you split them. Do you need to have 2 zerorush so you have the fast power draw request time?
yeah, since the coolers work independently you need to have two zerorush coolers for them to both have the fast pdr time
^ What he said... My very own bot hard at work.
Fascinating! it seems like changes with ships have changed without updating the coolers which have made them irrelevant (at least for size 1). I hope that it gets patched in the future.
I'm not sure I think this was the intention all along. They gave mentioned moving away from the pipe system so well see.
@@SubliminaLstv Yes, but I mean currently, according to your video a shitty cooler has more or less the exact same performance as a top end cooler. This can't be the end goal for coolers, or why would they be a component you could upgrade?
I'm excited for your other videos on the subject! amazing stuff!
Well see I learned from making this that I kinda fucked up. The zero rush has the lowest k/s but the fastest request time so its actually really good... if it has enough k/s to support all components. The testing at the end was to debunk myths and common misunderstandings.
Bro. Thank you. I was on Spectrum and I saw a dev dance around this question like a bullet dancer. Why have they put so much time into a system that doesn't do sh!t?
There still building the component system like everything else. They have spoken about moving away from the pipe system but not sure when it will happen.
@@SubliminaLstv I respect your work man. Your detailed videos are next level. And if you don't get the recognition you deserve, we both know why. Respect brother!
Does different coolers supress ship systems heat differntly? You know heat, supress overall...
I think in 3.9 we have a different between coolers when from 0 to max speed.
(Or it is just my feeling)
Nope, I actually did this testing in 3.9 and got the same results but decided not to make a video on what I recorded because 3.10 was going to come out.
SubliminaL good to know thanks
Think you could review the Khartu-Al since the buff from 3.10 may make it a viable combat ship?
I hope one day I can have a 10 size 1 missile pod in my 325a's belly bay.
I really appreciate your content.
I'm wondering if the test was too one dimensional, and perhaps stress testing shields/engines/energy weapons all at once might discover some value. Would probably still be marginal.
I could have done more but it would have just given me more results that I already know the answer to. Others have done testing, I just wanted to bust myths, and give a basis for someone to decide what they should buy.
I wonder if they'll be able to fix coolers before 3.10 goes live. I'm assuming the coolers were working correctly in 3.9?
Nope, I actually did this testing in 3.9 and got the same results but decided not to make a video on what I recorded because 3.10 was going to come out.
@@SubliminaLstv hmmmm, that's really interesting. I could of sworn I noticed a difference when I upgraded the coolers on all of my ships. They weren't over heating as quickly. Maybe that was the powerplants picking up the slack?
Some ships have insufficient cooling in their stock loadouts. So upgrading g might have helped.
4:36 That "cheeseburger" has no cheese.
I don't know before upgrading my coolers I could only shoot about 5 seconds before overheating. After upgrading I can overclock and fire for nearly 13 seconds.
THANK YOU! I've have spent so much time arguing about coolers on reddit, and even our own videos on the matter stating that any difference to cooldown, overheat etc is non-existant, or margin of error (i've provided full blown math on this stuff, with hours of testing). This shows clear as day how they function, so excelent work
also, 08:55 BRRRRRRRRRRRT (had to)
~~Sean~~
Power plants are going to be the same...XD You guys didn't really think they had a fully implemented working system in the game did you?
Its working, its just not designed with much depth. It has so much potential.
Very cool....
Has any of this changed since this test was done?
There are a big difference when recovering from EMP damage.
Kinda wondering if it was supposed to joules/second - someone hit k instead of j and it never got fixed
4:35 That aint no Cheeseburger ;)
Wow didn't notice that 😆
That burger had no cheese. HOW DARE YOU CALL IT A CHEESE BERGER! /s
I fucking Googled cheeseburger lol 😆
Sounds like my wife ordering me a burger... "Can a #2 (Cheese Burger) with no cheese.
Being first is cool.
Is there an update to this? Are coolers any more important in 17.2?
?
Nope!
Great fucking content man
Thank you!
is this still the case, I wasted ecu on nice coolers
Still is the case and won't change until they get away from the pipe system.
@@SubliminaLstv thanks for letting me know hope they fix it
So recap, 13 minutes to find yeah they don't matter haha! Love the work and effort put in and would gladly watch it again just to support the channel but what a anticlimactic ending
13 minutes for us, I imagine for Subliminal is was hours and hours of work.
@@mrJMD oh yes it must've been, I'm so glad he has the time and motivation to do it! Great info to have
I also saif spoiler alert they dont do shit like 20 seconds in.
@@SubliminaLstv I had skipped ahead with the subscriber time stamp. But like I said before I love the content and your dedication to accurate research. I'd gladly watch this video again!
Ahh I see. Thanks for watching!
is this still relevant today in 3.13? sry got into playing again after many years and trying to understand the mechanics
Yes 😁