Beacons consume a constant 480 kW at all times, regardless of the usage of associated assemblers. Also partially used assemblers still require a full complement of beacons.
Currently helmod appears to do two things that throw off the beacon count and power calculations:
- It computes the beacon count by doing
assembers / ratio
, but it does not round the assembler count up to an integer in this calculation. So if there are 4 assemblers and the ratio is 2/7, but the block only requires "3.01" assemblers, helmod will display 4 assemblers but only 3.01*7/2
= 11 beacons instead of the actual 14 called for by the ratio. This is an issue because unlike most other entities in the game, beacons don't contribute to a "pool" of bonuses; they're based on proximity, so even if you only need 11/14 of the bonus each beacon provides, you still need all 14 beacons.
- It computes power requirements by doing
480kW * beacons
but as with above it does not round the beacon count up first. So if, for example, helmod determines that you need 2.01 beacons, it will display 3 beacons but report the beacon power usage as 2.01*480kW
= 965kW instead of the actual value of 1.44MW.
To fix this I suggest two changes:
- Round the assembler count up to the next integer when dividing it by the assembler:beacon ratio. This will let helmod honor the entered ratio correctly.
- Round the computed beacon count up to the next integer when computing power requirements. This will make the power usage correct for the beacon count.
Note that for #2 the implication is that two separate rounding steps are done, i.e.
⌈ ⌈ assemblers ⌉ / ratio ⌉ * 480
Is correct, while:
⌈ assemblers / ratio ⌉ * 480
Is not.
Helmod 0.9.33.