The power model
The power model is the set of rules for the ship's electricity: a reactor plant that fills a battery bank, and a table of loads that draw from it.
23 numbers, 5 with an outside source
- A0 numbers at grade A
- B1 numbers at grade B
- C0 numbers at grade C
- D4 numbers at grade D
- E18 numbers at grade E
Functionality
1 topic
Power and the capacitor
- Power is the electrical cost of fighting, as heat is the thermal one.
- The CAPACITOR is a bank that starts the fight full.
- It holds 2.8 times what the reactor makes in 20 s, and the reactor refills it every second.
- Rail and coil guns draw on it, and so do the pumps.
- Heavy fire leaves less power for the pumps, and a gun waits on an empty bank.
- Autocannons and canisters draw nothing.
- A holed reactor makes less power.
- SCRAM | with the fins crippled and the tank boiling, the engineer asks to shut the reactor down.
- Scrammed, it makes decay heat only, and nothing refills the bank.
Values
23 numbers: 1 B, 4 D, 18 E
Each value is read from the game code. Sort by any column heading, or filter by grade or by a word.
| Quantity | Value | Grade | Source | Why this value |
|---|---|---|---|---|
| Seconds in one round, over which a plant's output is counted | 20 seconds | EAuthored | No source recorded | The round keeps the length of the old menu fight round, so one rule serves both fights. No source gives a round length. |
| Bank size in rounds of the hull's own rated reactor output | 2.8 rounds | EAuthored | Atomic Rockets, power, batteries table (Lithium-Ion rechargeables) | Atomic Rockets gives lithium-ion cells at 100 Wh per kg for a bank's mass and no rule for its size. The bank size keeps the ratio of the old size-class ladder. The sources are silent on this figure. |
| Energy of one power point | 9,330,000 J | DAnalogy | Atomic Rockets, spacegunconvent, Navy railgun comment: full scale weapon designed to use 64 megajoules | A Navy handout quoted in Atomic Rockets says the full-scale railgun is designed to use 64 megajoules. The game scales one power point so a standard gun draws that energy at a chosen efficiency. |
| Share of the plant's thermal power that becomes electricity | 0.25 share | BSecondary | Atomic Rockets, power, Space Nuclear Power Program (SAFE-400 and Prometheus) | Atomic Rockets lists the SAFE-400 space reactor at 400 kW thermal and 100 kW electric, which is 25 percent, and the Prometheus reactor at 1 MW thermal and 200 kW electric, which is 20 percent. |
| Decay heat after a scram, as a share of full thermal power | 0.035 share | DAnalogy | No source recorded | The Way-Wigner fit, read on Wikipedia, gives about 4 percent of full power ten seconds after shutdown for a long-run reactor. The game uses a recalled round figure near it. The sources are silent on this figure. |
| Power a rail firing draws, by gun size (a coil draws a share of it) | Micro 3, Light 5, Compact 8, Standard 11, Heavy 16, Superheavy 22 power points | EAuthored | Atomic Rockets, spacegunconvent, Navy railgun comment: full scale weapon designed to use 64 megajoules | Sizes are chosen so that reactor output covers about two standard guns a round. The 64 megajoule Navy railgun in Atomic Rockets fixes only the scale of one power point. |
| Coil firing's draw as a share of a rail's | 0.2 share | DAnalogy | Atomic Rockets, spacegunconvent, Railgun and coilgun efficiency | Atomic Rockets puts the Navy railgun at no better than 42 percent efficient and a large coilgun at 90 to 95 percent. The share is the energy ratio of two game muzzle speeds times the ratio of those efficiencies. |
| Guns that draw no power | Autocannon, Canister mechanisms | EAuthored | No source recorded | The propellant in the case throws a cartridge round, so the feed motor draws little beside a rail shot. Atomic Rockets gives no feed motor power. The sources are silent on this figure. |
| Pump power as a share of the heat moved | 0.01 share | DAnalogy | No source recorded | Water-reactor coolant pump motors run several megawatts each, about 1 percent of the heat they move. This is recalled from NRC data, not opened. No source gives a figure for a space plant. The sources are silent on this figure. |
| Order the rule sheds fight loads in, first shed first | sweep, guns, pumps bill | EAuthored | UK MCA, MSIS003 Part 7: Electrical Equipment and Installations, 7.6, Load shedding | UK surveyor guidance says load shedding must not cut services essential for propulsion and safety, and lets the owner choose the order of the rest. The order here is chosen. |
| Order the rule sheds voyage loads in, first shed first | services, shop, recycling, cold bill | EAuthored | UK MCA, MSIS003 Part 7: Electrical Equipment and Installations, 7.6, Load shedding | UK surveyor guidance says load shedding must not cut services essential for propulsion and safety, and lets the owner choose the order of the rest. The order here is chosen. |
| Chance a destroyed reaction chamber scrams the reactor in a round | 0.5 chance | EAuthored | Atomic Rockets, emergency, Nuclear Reactor Emergency SCRAM | Atomic Rockets describes a SCRAM button and gives no chance that damage trips a reactor. The value is chosen for play. The sources are silent on this figure. |
| Full reactor containment, the scale for reactor integrity | 100 points | EAuthored | No source recorded | The game counts reactor containment in points on a scale it chose. No source gives such a scale. |
| Reactor containment at or below which the reactor counts as crippled | 40 percent | EAuthored | No source recorded | Chosen by the game as the same 40 every vital system uses; unlike the fins and the air, containment at zero is a kill, so the line warns of the end. |
| Containment lost per point of damage a round does inside | 9.1892 percent per damage point | EAuthored | No source recorded | Anchored to a measurement: the median breaching round carried 3.7 damage (909 rounds, 150 joust fights, 2026-09-28), which keeps the old fixed loss of 34 for that round. The anchor is a game measurement, not a source. |
| Chance a round that got inside is near the reactor | 0.22 share | EAuthored | No source recorded | Chosen by the game and rolled only after a round beats the plate; the notes record 13 percent of kills as reactor kills at the first build and 47 percent once a holed face let rounds in. No source gives a chance. |
| Capacitor charge by hull class (the old ladder) | LIGHT CRAFT 60, MEDIUM CRAFT 84, HEAVY CRAFT 120 power points | EAuthored | No source recorded | The old ladder of 60, 84 and 120, kept for callers that still read it; the bank now holds the rounds set by BANK_ROUNDS of the hull's own output, and the old steps all worked out to 2.7 to 2.9 rounds. |
| Output a point of engineering skill adds to the reactor, as a share of the plant | 0.0036 share per point | EAuthored | No source recorded | Chosen by the game as the strength it had on the old heavy plant: a veteran engineer at 70 added 10 to 11 of 42 points a round. |
| Share of the plant's rated output an active sweep draws | 0.25 share | EAuthored | No source recorded | The notes take the mirror's one radar at 100 megawatts as a quarter of the largest plant (401 megawatts), so every hull pays that share; the radar figure was not reopened here (UNVERIFIED). |
| The three fight bills: order the rule sheds loads in | pumps first sweep, guns, pumps, guns first sweep, pumps, guns, sweep before guns guns, sweep, pumps orders | EAuthored | UK MCA, MSIS003 Part 7: Electrical Equipment and Installations, 7.6 essential loads | Three orders chosen by the game; the standard lets the order of shedding suit the owner's convenience (7.6) and keeps propulsion auxiliaries off the list, which supports a bill the captain picks. |
| Bill a hull follows when its captain has not chosen | pumps first order | EAuthored | UK MCA, MSIS003 Part 7: Electrical Equipment and Installations, 7.6 essential loads | Pumps first, chosen by coldweld; the electrical standard names propulsion auxiliaries essential. |
| Bill each kind of hostile hull follows | WARSHIP pumps first, RAIDER guns first, MERCHANT sweep before guns orders | EAuthored | No source recorded | Chosen by the game: a warship pumps first, a raider keeps its guns, a merchant would rather see and run; no source covers a raider's power rule. |
| Hours a reactor that went down in a fight stays down | 4 hours | EAuthored | No source recorded | Chosen by the game for every hull; the mirror and the sources shelf are silent for a fast reactor. The sources are silent on this figure. |
Real-world basis
7 points
- A nuclear plant makes heat, and a generator turns only part of it into electricity.
- The rest is waste heat, which is why a plant also needs radiators.
- A reactor makes steady power, but a weapon wants a huge burst, so a ship stores energy in a bank and draws on it for the burst.
- When a reactor is shut down it still makes heat for a time from the decay of its fission products, so it still needs cooling.
- A merchant ship has more than one generator, and if power runs short the ship drops its non-essential loads in a set order.
- That drop must not cut the loads a ship needs to move and stay safe, such as pumps, steering and alarms.
- The ship's owner may choose the order of the non-essential loads, and on a warship the engineer officer controls the circuits in an emergency.
Game and reality differences
4 points
- The sizes in WEAPON_POWER_BY_SIZE are authored so reactor output covers about two Standard guns a round.
- The reactor plant is sized from each hull's weapon slots plus pumps for a full drive's heat for one round, not from a real plant design.
- The bank starts every fight full, refills each second by the plant's output, and is never carried between fights. The reason is the fight reset.
- What is built and what is not changes stage by stage.
Source absences
7 points
- Atomic Rockets does not provide values for the following:
- Restart time for a scrammed reactor. Not built.
- Decay heat share. 3.5% is recalled from the Way-Wigner formula, unverified.
- Hotel load per hand, beyond about 30 kW of life support for six crew, unverified.
- Pump share of the heat it moves. 1% comes from NRC water reactor pumps, unverified for a space reactor plant.
- No source on the shelf provides values for the following:
- Vital load list for a warship. NSTM chapter 320 is the likely source and was not opened.
- Load shedding. The Navy damage control manual says only that each repair party restores casualty power.
- Feed motor draw of a cartridge gun. About 115 kW for a GAU-8 is recalled, unverified.
Sources
8 documents
- Atomic Rockets, power, Fission power (SAFE-400 heatpipe reactor): The page lists the SAFE-400 as a 400 kW thermal, 100 kW electric heatpipe reactor, which is a 25% conversion. The game uses that ratio. (all uses)
- Atomic Rockets, power, batteries table (Lithium-Ion rechargeables): Lithium-ion cells hold about 100 Wh per kg, or 0.36 MJ per kg, with a life of about 400 recharge cycles. The game cites it for the bank's mass. (all uses)
- Atomic Rockets, spacewarship, Space Warships: Power Generation, Waste Heat, and Firepower: A warship's power storage can be ultracapacitors, and the page gives 60 Wh per kg and 0.1 TW of discharge for a 5% share of a very large hull. (all uses)
- Atomic Rockets, spacewarshipart, multi-mode reactor for burst power: A reactor in closed-cycle mode runs at only 3 to 4% of burst power, and its decay heat goes to radiators. Open-cycle cooling is used for bursts. (all uses)
- Atomic Rockets, spacegunconvent, railgun efficiency: The Navy railgun is no better than 42% efficient, so most of a rail shot's energy becomes waste heat. The game derives the coil share of 0.2 from it and a large coil's 90 to 95%. (all uses)
- Atomic Rockets, atomicfuel, Power reactors (decay heat): Short-lived fission products keep heating the fuel after shutdown, and this decay heat sets the cooling needed after a reactor stops. (all uses)
- UK MCA, MSIS003 Part 7: Electrical Equipment and Installations, 7.6, Load shedding: Shedding must not cut the services essential for propulsion and safety, and the order for non-essential services may suit the owner's convenience. The page is a UK merchant ship surveyor guide, a secondary source here. (all uses)
- Standard Organization and Regulations of the U.S. Navy (SORM), 6.4.1 e, engineer officer, item 7: The engineer officer controls electrical circuit usage to prevent further damage. SORM writes no order from the commanding officer for it. (all uses)