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Maybe I'm dumb but I can't find a readout of how much power I have left vs the time remaining to the next sun rise. Or to put it another way will I run out of power.
It's not about "current" guidelines and sure creative license is fine. But even in the future none of these things will apply. The things I mention are basic and fundamental "physics". And like I said... I am all about creative license... but this goes beyond that.
Technically yes, but not in a way that is immediately clear. Solar Panels in space tend to have a lower efficiency, but due to there no longer being an atmosphere between the sun and the panels a lot more power will hit the panels resulting in greater energy production overall. And I am not even "asking" for those kinds of physics to be applied. It's 1/2 a century into the future... we should have more efficient Solar Tech by then.
Yep... a future full of junk sadly. The amount of break down in this game is too much. My big solar panels did follow the sun so I guess there is a bug in them that is different for everyone. The are clearly FAR less capable of production compared to 9 Medium Solar Panels. The only advantage is the lowered CPU requirement but it would be better to just make a Large CPU cluster... it's technically "cheaper" to just Add CPU and Use only Mediums. The logic in this game is too freaking fruity! Large Solar Panels should at least be 600 per! not 300. And even worse... they don't even ever get to 300.
If You don't have a problem with CPU which is easy to build and don't need repair, and You have plenty of drones, its a decision You have to make, more repairs or less.
Personally i prefer hearing less then 5 broken bottles per second. For me that's the deciding factor to choose large panels.
Note: i've stopped laying the game due to the constant repairs, and yes i have researched welding. This is covered more in the relevant thread.
you are cruel!
why delete a perfect pice of internet entertainment?
here, take a seat and watch ;)
(hands Pink the popcorn)
Well unless this has been changed in the while since I played it.
Also, the main draw for the large solar over medium is the huge CPU savings. Repair cost is better too but by then, those resources aren't that hard to get. Repairing only one item as opposed to nine of the same physical size, or even four for the same output is a consideration as well.
Yes, you are right I was noticing that modules not producing anything are not drawing power.
The "CPU" for Solar Panels is a bit crazy. Solar Panels should not require any CPU at all. None of the ones that exist today even have them. If you want to say a CPU is involved it would be "charge controllers" but a single controller can handle multiple panels. This game has "stupid" logic on power systems. Humans have been generating energy before computers or integrated circuits even existed.
The logic is nothing but "pure gimmick" and that kind of "nonsense" is just flat out annoying. It would make more sense if Solar panels were only 1 kind and research was about improving efficiency. The other problem is that the panels are in space and turn to face the sun. The moment the sun is past low horizon they should be at 100% output not freaking 25%. The moon does not have an atmosphere like earth and the production curve is exactly like stationary panels. It's like they didn't even WANT to do any basic research about it.
The dev team is already aware of the issue with the Large Solar Panel footprint, and are looking into it - meaning, it'll take a while to decide how to address it, and how to fit those changes into and around the other coding.
Some of the other points don't really matter. Sure, there's no atmosphere on the Moon to contribute to a 'shock-wave' effect from an enormous explosion. This could be be a simple fix, as a large enough impact/explosion would certainly cause seismic shock waves, which DO rebound through and between core-mantle-crust.
But, again - doesn't really impact game play. While it was something that caught MY attention, I doubt many of the mainstream players would ever notice it.
Personally, I'd love to see the solar arrays be a little modified to more fit the current visuals. Such a huge base could store a small-ish energy storage area (battery)
My takes:
- a smelter that isn't producing, but turned on, will use it's full power demand, because it has to stay heated up to be instantaneously ready to melt ore. Want to save power? Turn it off. Devs +1
- Attenuation of solar power at beginning and end of day can only be due to 2 things: fixed panels that don't swivel toward the sun, OR the EARTH'S atmosphere. Sunrise is RED because of this attenuation. But on the MOON, there would only be some mild haze at most due to meteor and human activity kicking dust up high enough to block a tiny bit of sunlight, but I bet this would be VERY LOW attenuation affects.
Devs -1.
- The only other attenuation is over time, like 20-25 years of material decay, or due to micro-meteorite damage over time on the moon.
In games, there is a desirable amount of abstraction and simplification. So having to periodically go supply some material to a solar array can be thought of an abstraction of eventually having to recycle the panels and install new panels on the array, and also replace/rebuild all the sun-tracking and stowing motors, encoders, etc. It's easier than an array showing up as dead and having to be bulldozed, and then rebuilt.
- future batteries may utilize carbon-single-molecule-layer-sheets, allowing faster charging, discharging, and capacity, but this game doesn't recognize that, using silicon in the batteries, instead, which is bizarre. But the performance of the batteries can still be at futuristic sci-fi levels, if they choose. While charging and discharging can be set at some arbitrary level due to supposed limits of not having all sorts of materials and production capabilities on the moon. The other issue is that generally, batteries aren't designed for a high discharge rate since that requires higher current-carrying capacity throughout the distribution system, when many systems wouldn't need that, so undesired waste of materials. There tends to be a best-practice target for these things, with large high-power lines for a higher-level distribution, and then lower capacity power-lines at the level of factory machines and human habitation. This game abstracts some of that away, but not all games do. They might give you hi-power distribution in exchange for gaining power efficiencies.
That said, making sense of the power-distribution faults in this game is a big negative to the devs.
Why some things are power limited when both the distribution and stored battery power is all green is crazy after all this time.
Why drones can't make use of any given charger is a big bug.
Drones will run out of charge and get stuck, even though they are right next to a drone charger.