Chips, Data Storage (AstroMechs), and Flight Computers

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Cerceuil
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Chips, Data Storage (AstroMechs), and Flight Computers

Post by Cerceuil » Sun Apr 08, 2007 1:48 am

Flight Computers
you create them from the Deed section as v1-6 Flight Computers.

AstroMechs
all together different.

you start off by crafting a Data Storage Module...there are 6 levels of these. Its best not to experiment on them during creation or youll find yourself jumping up a level. this could be to your benefit if you dont have the resources for, say, a 5. craft a 4 then experiment on it to a 5. I did this with a 3 to a 4.

once you have this module it acts just like any other droid module you can craft. the R series of droids is the ones required for use on the Rebel and the Jedi Star Fighters.

the R5 is typically used mainly because it only has one slot available. however, you could use any of hte R series droids and include other modules or, based off the customers desires, just that one module. Again, they work just like any other module and can be placed in a droid either as a stand alone module or included in a Combat Capable Socket Cluster pack (required for the R3).

Astromech/Flight Computer Data Storage
Level 1: 20 capacity
Level 2: 40 capacity
Level 3: 70 capacity
Level 4: 110 capacity
Level 5: 125 capacity
Level 6: 150 capacity

Note:
Capacity referes to the total amount of space available in the computer/astromech to "program" droid commands.

Programmed chip capacity usage:
Command Level I chips take 5 storage
Command Level II chips take 10 storage
Command Level III chips take 20 storage
Command Level IV chips take 25 storage
---------------------------------------------------
example: you could place the standard quad of chips in a level 3 FC/Astromech:
----Reactor Overload III........20
----Capacitor Overload III.....20
----Weapons Overload III......20
----Engine Overload III..........20
-------------------------------------
60 total storage requirement.
a Level 3 FC/AM has a total storage capacity of 70. with those four chips you would have room for two level I programs or one level 2 program.

Chips:
you can get Unprogrammed Chips from any DE with the resources to make them. Pilots, as they progress up their wheels, gain specific programs for their factions. You DO NOT have to burn those programs on a chip in order to program your FC/AM. You will need to purchase or get burnt chips from other pilots who have learned the programs you want.

Ill include a list under this post of the programs available and thier factions.
Last edited by Cerceuil on Sun Apr 08, 2007 2:16 am, edited 1 time in total.
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Cerceuil
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Post by Cerceuil » Sun Apr 08, 2007 1:50 am

Ive been using this list on my guilds forums for over a year. Please let me know if anything needs correcting. Im sure it came from the Official Forums due to the equations contained in it. if you know the author, please let me know and Ill include their name:
Most droid commands, unless otherwise stated, will execute in (Interface Speed * Level of Command) seconds. That is, with a 15.0 speed interface, level 1 commands take 15 secs, level 3 take 45, level 4 take a minute. Overload routines of all levels were tested to take (Interface Speed * 5) seconds, either by bug or design. Droid commands will not "wear out" over time like ground-side buffs, but last until reset by a pilot command, death, landing on a planet, or being overridden by another droid command.

Mute Droid
Data Size: 5
Keeps your droid from making random noises


REBEL ROUTINES

Shield Normalization
Data Size: 5
Redistributes shields to 100%/100% of normal hitpoints and regeneration rate

Shield Front/Rear Adjustment (update by Loki_Ashaman)

Light
Data Size: 5
Redistributes shields to 120%/80% of normal hitpoints and regeneration rate

Moderate
Data Size: 10
Redistributes shields to 150%/50% of normal hitpoints and regeneration rate

Heavy
Data Size: 20
Redistributes shields to 175%/25% of normal hitpoints and regeneration rate

Extreme
Data Size: 25
Redistributes shields to 190%/10% of normal hitpoints and regeneration rate


Shield Front/Rear Reinforcement
Note: if there is less damage to the recipient shield bank than is being transferred in, the remainder is lost; that is, if you're sending 250 points from front to rear shields but only 100 points of rear shield damage have been incurred, the front shields will still lose 250 points.

Light
Data Size: 5
Redistributes 25% of existing power from one shield bank to the other

Moderate
Data Size: 10
Redistributes 50% of existing power from one shield bank to the other

Heavy
Data Size: 20
Redistributes 75% of existing power from one shield bank to the other

Extreme
Data Size: 25
Redistributes 100% of existing power from one shield bank to the other

Emergency Shields (provided by Atanmir)
All the surplus energy is lost. Command time is 3*droid interface command speed.

Front
Data Size: 35
Redistributes 75% of existing power from back shield bank to front and 75% of remaining capacitor energy to front shield.

Rear
Data Size: 35
Redistributes 75% of existing power from front shield bank to back and 75% of remaining capacitor energy to back shield.

PRIVATEER ROUTINES

Reactor Stabilization
Data Size: 5
Resets reactor to default settings

Reactor Overload - (provided by Kitten_Starsider)
Testing was done for RO3 and 4, 1 and 2 are just projected based on those values, and some testing still needs to be done for those to confirm

Level One
Data Size: 5
Increases reactor output by 15%; incurs damage on the reactor

Level Two
Data Size: 10
Increases reactor output by 30%; incurs damage on the reactor

Level Three
Data Size: 20
Increases reactor output by 60%; incurs damage on the reactor

Level Four
Data Size: 25
Increases reactor output by 90%; incurs 30 damage on the reactor, which will cause decay


Capacitor Overload (provided by Coreena)
Level OneData Size: 5
Maximum energy increased 25%, recharge rate increased 50%, incurs 2 damage

Level Two
Data Size: 10
Maximum energy increased 50%, recharge rate increased 100%, incurs 4 damage

Level Three
Data Size: 20
Maximum energy increased 75%, recharge rate increased 200%, incurs 8 damage

Level Four
Data Size: 25
Maximum energy increased 100%, recharge rate increased 300%, incurs 16 damage, which will induce decay

Capacitor to Shield Shunt (inferred from data provided by Loki_Ashaman)

Level One
Data Size: 5
Converts 25% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost

Level Two
Data Size: 10
Converts 50% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost

Level Three
Data Size: 20
Converts 75% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost

Level Four
Data Size: 25
Converts 100% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost

IMPERIAL ROUTINES

Weapons Normalization
Data Size: 5
Resets weapons to default settings

Weapons Overload (numbers update from Imaridril)

Level One
Data Size: 5
Increases weapon damage by 50% and energy per shot and reactor drain by 43% (n/.7); incurs damage on all weapons

Level Two
Data Size: 10
Increases weapon damage by 100% and energy per shot and reactor drain by 100% (n/.5); incurs damage on all weapons

Level Three *currently understood to be bugged*
Data Size: 20
Increases weapon damage by 150% and energy per shot and reactor drain by 333% (n/.3); incurs damage on all weapons

Level Four
Data Size: 25
Increases weapon damage by 200% and energy per shot and reactor drain by 1000% (n/.1); incurs damage on all weapons, and may induce decay, needs confirmation

Engine Overload

Level One
Data Size: 5
Increases maximum speed and turning rates by 10% and reactor drain by 43% (n/.7); incurs damage

Level Two
Data Size: 10
Increases maximum speed and turning rates by 20% and reactor drain by 100% (n/.5); incurs damage

Level Three
Data Size: 20
Increases maximum speed and turning rates by 30% and reactor drain by 333% (n/.3); incurs damage

Level Four
Data Size: 25
Increases maximum speed and turning rates by 40% and reactor drain by 1000% (n/.1); incurs damage that will induce decay

Weapons Tuning (numbers are mostly inference and guessing at this time, data from testing def. needed)

Level One
Data Size: 5
Decreases damage and capacitor use by 10%, reactor drain by 30% (n*.7)

Level Two
Data Size: 10
Decreases damage and capacitor use by 20%, reactor drain by 50% (n*.5)

Level Three
Data Size: 20
Decreases damage and capacitor use by 30%, reactor drain by 70% (n*.3)

Level Four
Data Size: 25
Decreases damage and capacitor use by 40%, reactor drain by 90% (n*.1)

Engine Tuning (same deal here, mostly just guessing)

Level One
Data Size: 5
Decreases max speed and turning rates by 10%, reactor drain by 30% (n*.7)

Level Two
Data Size: 10
Decreases max speed and turning rates by 20%, reactor drain by 50% (n*.5)

Level Three
Data Size: 20
Decreases max speed and turning rates by 30%, reactor drain by 70% (n*.3)

Level Four
Data Size: 25
Decreases max speed and turning rates by 40%, reactor drain by 90% (n*.1)
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