Once they're at 100% they can be sold to some LogiCorp stores They can also be handed in to the selected faction's faction desk as tribute, be aware though that you get no extra standing for the progress on the cartridges (thus better to just sell them). Seem to recall that they also draw extra power, don't recall how much exactly, easy enough to test and to over-engineer a mining ship to the extent that even if you go in with your cargo empty, you'll have all the materials for building a faction station once the faction standing is high enough (more often than not, if you have a heap of cartridges and scan power, you get to the desired faction standing well before having mined all the necessary resources to build the main faction station). With around 8 cartridges and a few thousand scan power you can get a system's faction standing above 2k to enable you to build the main faction station in about an hour (if not less), and at 4k you get the faction mission (fluorite for HSC, advanced ammo for S3 etc). Cargo build UP 1st floor cargo pads hold 8 crates. Originally posted by similarly: I wanted to start a thread where we could share tips and advice on ship design. Put them in your data core terminal, enable them in a system other than a starter and they'll use your scan power to "progress" while giving the system faction standing for the faction they're initialised for. Class 3s give the best speed for the power it uses. The top one has a weight of 0.4 (holds 16)Įdit3: additional pads are not accessible! you can't fill them by aiming at the bottom (only 8 from the 16 and not by using a cargo transporter. So has the bottom cargo pad a weight of 0.2 (holds 8). When I added a 2nd floor, it jumped 720.Interesting fact, which after a test I can confirm.Įdit2: after a few test I found out that each crate place has the same weight (0,025). When I had 1 floor of 30 cargo pads, I had 240 cargo. Haven't actually tried it, but that's the way the numbers work. Cargo = build UP! 1st floor cargo pads hold 8 crates. Originally posted by similarly:I wanted to start a thread where we could share tips and advice on ship design. I just find that batteries aren't powerful enough to really run a ship. My hope is that this guide explains them in a way that is clear enough for the average user to understand, as well as explaining each of the power-related items. Power Grids are a unique feature to Interstellar Rift, something I've not seen in any other game. I'd probably go for it IF I could turn them on and off, so that I'd ONLY use the power when I wanted to instead of automatically. A Guide on Power Grids and Energy Management. If the idea is that I burn all my hydrogen in port to load up my batteries, and then have batteries as emergency back-up. If you want a fast ship, stick to ugly and blocky.ħ. Sculpting the ship makes it look pretty, but those tiny blocks are HEAVY. Ironically, for weight, power usage and speed, I get my best results with the tiny Class 3 engines.Ħ. I use 8 small shield generators, using 8 units of space (10 if you could access) and get 2400 units of shields.ĥ. 1 large shield generator gives me 2500 shields, but takes up a minimum of 12 units of space. Small hydrogen generators filling the same space will only generate 800 units of power.Ĥ. 1 large hydrogen generator takes up 8 units of space and delivers 1200 power. I put my fuel pods in a locked room next to the refinery so that, if I get low on fuel, I can easily run hydrogen crates from the refinery room directly to the fuel pods rather than wasting power on a cargo teleporter.ģ. When I added a 2nd floor, it jumped 720.Ģ. With limitless customisation, immersive gameplay, constant development and a dedicated community, this game is a must-have for any space enthusiast. Cargo = build UP! 1st floor cargo pads hold 8 crates. Interstellar Rift - Your ultimate space adventure on your game server Interstellar Rift offers you an immersive and engaging gaming experience that takes you into the infinite reaches of space. I wanted to start a thread where we could share tips and advice on ship design.
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