You could place a gen for the landing gears at next level, and place some cheap power connections that goes down...
hrmm.
Having the same problems, or well, the main problem is that the grids are very separated.
About the switches, I like them but as for now I prefer just using the red button for each room.
Correct me if im wrong.
-As it is now: You could i.e have one generator and 5 grids (exactly the same) connected to it, but only use one at a time.
But if one grid goes down you can not just switch to the second (or third whatever)
You can have one generator and 5 grids all having number 1, but you must build the grids separate.
And if the gen goes boom so does the entire grid. But if one far end on your grid gets smashed up, the rest will work
If you (could) have more generators in the scenario described, it would really make it foolproof.
2 gens connected make it a bit overpowered, 5 grids 1-5... just imagine.
The idea of a grid room, can be compared to the function of a PSU in a machine/computer.
i.e 220-400V in. out 9V DC and 90-240V AC. I like it, just draw the lines of chosen grid from the room.
Can a gen room have dual function?
I made a little list with my thoughts on power functions when ship is "live", that will help with the construction of a grid system from the beginning.
Help me elaborate this.
1. Normal operation (in flight)
- Turn off all things not used
Example: Landing gear, cargo rooms and cargo hatches, shields.
2. Emergency
Example: Deactivate some fuel tanks, shields on.
3. Evacuation
- Power is only needed for doors and corridors !?
...