albeit with small changes
this first image shows the basic types of nodes.
the core elements of all energy management.
they create power that is then distributed along power lines.
if power is input to a reactor, it distributes this surplus to its connected systems according to their settings
capacitors store energy that can be released on command into connected systems
release can be triggered by hotkeys or the specialised "trigger" input connector
systems are everything that needs energy.
weapons, drives, shields etc.
they only have inputs for energy but outputs for "trigger" signals that go into capacitors.
these tiggers are caused by actions on the system
a weapon might cause its trigger signal when fired, a drive when the player presses the "afterburner" key, a shield when it gets below a treshhold etc.
this trigger is shown by the red line in the first image
groups are "black box" constructs without any physical manifestation that just serve the purpose of making management easier.
so one might create 2 groups containing different weapons, to allocate energy independently to them
groups are also collapsible, to reduce interface clutter
all nodes can receive and send out power along power lines.
power lines are defined by a common drag-a-line style interface, so you start creating a power line by dragging from a connector on one node to another connector
connectors are either input or output, so that the direction of energy/command flow is always defined between 2 connectors.
parametrisation of connectors (how much energy) should look like the comfort zone settings for Pipelines
when one drags a node over another one the dragged one gets added as "child" to the static node.
causing all connections to go from the static to the dragged one.
this makes setting up hierarchies very fast, as you just drag things onto each other.
nodes that cannot have children, because they only support ingoing connections will form groups when dragged over each other
this shows a basic group structure.
the reactor feeds the different groups (weapons, drives, shields) which feed their respective sub-groups
in this case weapon group 1-3.
if one of the super-groups gets more energy allocation, the sub-groups automatically get more energy.
according to their settings.
this can also be used for generating different subnets.
in this example weapons have an independent energy supply that is different from drive and shield supply.
this is interesting for big military ships, which may mount multiple smaller generators instead of one bigger one.
to provide redundancy for their weapon systens, that they can stay combat worthy even if their main reactor is damaged / destroyed
(gosh... how i hate writing!)