Cities: Skylines

Cities: Skylines

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Photovoltaic solar energy park
   
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Assets: Building
File Size
Posted
6.834 MB
Mar 19, 2015 @ 8:51am
3 Change Notes ( view )

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Photovoltaic solar energy park

Description
Update 1; added low LOD model, optimized textures.
Update 2; LOD reflection works now (patch 1.06), optimized poly (Tris) count, game balance; more power output, lower build cost.

Photovoltaic solar energy park by makemakey
Provides 6 MW green energy
Building $ 10000
Running $ 24 /w
Area 4x16
Pollution 0
Noise 0

Idea is that a PV park uses more area and is more expensive to build initially then wind, however its upside is no noise and low running cost (analogy to real life, almost no maintenance or moving parts)

Compare with wind
Provides 4-8 MW green energy
Building $ 6000
Running $ 80 /w
Area ~4x4
Pollution 0
Noise 75

Solar thermal energy park by makemakey
http://steamcommunity.com/sharedfiles/filedetails/?id=409889449
Provides 10 MW of green energy, at 5x14 area, but needs a bit of water for the steam turbines.
Building $ 8000
Running $ 64 /w
Area 5x14
Pollution 0
Noise 20
needs water 240/m3 W



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Stats about the model (blender)
Main model 132 faces , 312 Tris; diffusive, specular and alpha textures: 1024x1024
LOD model 36 faces, 72 Tris
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23 Comments
romannets Apr 16, 2015 @ 4:26am 
All the solar power mods seem to be Un-realistically over-powered. Each row of these pannels would be about 20kW 12 rows would = 250kW or 0.25mW. i researched it form here http://www.ebay.co.uk/itm/10-kW-Solar-PV-Panel-System-Installation-Fitting-MCS-40-x-panel-FIT-13-99p-/321710634078?pt=LH_DefaultDomain_3&hash=item4ae772b45e
S.T.A.L.K.E.R. Apr 6, 2015 @ 8:01am 
Hi, nice work but....

Wtf happens ?
http://steamcommunity.com/sharedfiles/filedetails/?id=420698643
http://steamcommunity.com/sharedfiles/filedetails/?id=420698578

I tought this LOD problem it was fixed and now it's back ? same appears if i unsubscribe and subscribe.

Happen with your 2 versions : http://steamcommunity.com/sharedfiles/filedetails/?id=410354407
and this one http://steamcommunity.com/sharedfiles/filedetails/?id=409354116

The 4x4 smaller versions N, S, E, W are okay no glitchy LOD on them.
Gordin Mar 27, 2015 @ 12:18pm 
Was sad because there was wind- but no solar-energy, typed "solar" into the workshop-searchbar. Bam- there was your building. Really appreciate it. Someone asked before, but i gonna ask too: Is it possible to disconnect this from roads? I searched for the option in the asset editor, but didn't find anything.
Olec Mar 24, 2015 @ 4:48pm 
Maybe for future modding: one 8x8 m² tile which is covered with PV-panels equals 0,718 of "ElectricalProduction" in the asset editor. But that is the "German value". If anybody wants, I can calculate it for other countries.

To get an idea what those values mean: If you cover a big 2x2 km² tile with solarparks you can provide round about 70000 Cims.

Another thing is: If you apply all those calculations not for electrical energy but to primary energy, you could only provide 11000 Cims (factor 6,4 for Germany). But nobody wants to heat with PV or hydropower or wants to drive with nuclear power. ;)
Olec Mar 24, 2015 @ 4:37pm 
Hi makemakey,

that four 4x4 versions would be great.

To the calculations: I´m from Germany, so I used values from "here". A German needs an average of 850 W eletrical power (600 TWh/a, 81e6 people, means: not only privat consumption but also the "periphery" like industry, infrastructure etc.).
4x15 tiles of your parks are covered with modules, so it has 3840 modul-covered m².
I watched some let´s play videos to get a number of the Cim power consumption. It is an average of 9,5 "ingame"kW/Cim. Your park has 6 MW.
A modern PV-park in Germany has an average poweroutput of 15 W/m² ("Solarpark Brandenburg-Briest": 65 ha with 89500 MWh/a).
A real solarpark of that size you made would provide 68 Germans, ingame your park provides 632 Cims. So the factor between both is 9,3.

Blueloopstah Mar 24, 2015 @ 1:12pm 
Love it. Makes a great option at the start of the game.
fullmetalDev Mar 24, 2015 @ 12:56pm 
This have to be plooped along roads?
makemakey  [author] Mar 24, 2015 @ 12:01pm 
Hi Olec, you are right, compared to real life these pv parks are crazy overpowerd, but for gameplay reason I kinda had to buff them :)
Adapting both to landscape or direction of the sun is as far as I know not yet implemented :/
I was already thinking of making 4x4 versions facing each 4 directions so that it becomes much more convenient and less ugly to make parks on slopes. (able to place on both side of roads)

And indeed a 4x16 park is basically only about 4096 m^2 ground surface. If we presume a PV coverage of maybe ~0.7, (using 40 deg) a module efficiency of ~18 % and typical circumstance of 1000 W/m2 incident solar energy, the max output would be only 0.50 MW. however a day only has about i think 10 sun hours? so on average actually 0.21 MW ?
Olec Mar 23, 2015 @ 8:52am 
Hi makemakey,

First: Really nice model! I apprreciate it a lot, because I´m an engineer for PV and want my cities to have some really big PV-parks. Maybe if I build enough I can see myself. ;)

Second: I made some calculations concerning the poweroutput in relation to area consumption in Germany. For those who want the challenge of "real-sized" PV-parks set the values in the asset editor as follows:
ConstructionCost = 1078
MaintenanceCost = 17
ElectricalProduction = 43 (the game shows 0 MW, but it is correctly calculated)

Contact me for calculation.

Third: Is it possible to change the model so that it adapts to the landscape? When I place it on a hill, the hill is sometimes modified in a strange way and the last row of panels is buried. Or maybe a smaller model, just 4x8?
GER-Sheppard Mar 22, 2015 @ 1:54am 
Nice