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Ah, I see we found one of iO's alts.
It's not a matter of the feature being unfinished or broken. They work as designed.
The concept of the system itself is incompatible with the rest of the game. In order to make power groups relevant and useful for all ships, the devs would have to remove existing features. There's also no reason to make power groups universally relevant. IsR power systems are not complex enough or interesting enough to make manually managing them anything more than a chore.
And I've said in this very guide, there's nothing about power groups makes them bad in and of themselves. The unfortunate issue is that you and others continue to perpetuate the idea that they're somehow necessary and
all-important to every ship design, which is patently false and harmful, especially considering the usually recommended use cases. It's like telling new players they need a strip miner on their ship in order to rift.
However, after reading your guide and watching your video I had one question. Seeing as the efficiency loss is low, `5% IIRC, is there any benefit to using these systems early? Becoming proficient enough with the use of PTBs and power groups to effectively use them in later game ship designs?
You mentioned that PTBs are treated as solar for generation -- what is their ranking as far as consumption goes? ..and (less importantly, and easily tested when I get around to it, so feel free to ignore this one): When 'upcycling' battery energy to solar, can a PTB draw from the same power group it's supplying?
I know this is an incredibly niche use case, but I have a solar ship, and I want the solar panels to constantly supply the main batteries. Draw from non-critical systems (mining and factory capabilities) shouldn't impact things like thrusters and warp, or charging of the batteries that feed thrusters and warp. I use a PTB for this purpose, as well as for limiting escape pod draw (which is a use case you've mentioned).