Space Engineers

Space Engineers

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HumungaChip Apr 19, 2019 @ 7:39am
Is there a limit to number of wind turbines
I am playing on an earth type planet and am having power issues. Using MMasters LCD 2 script is shows my turbines as putting out 10/10. I was wondering if there is a game limit were you can only produce 10kw via a wind farm? Or is that just something in the LCD script?

All of my turbines are showing optimal wind.
I created 12 large grid batteries. Have two refineries with power mods. Two assemblers. 2 O2gens.
I had a dozen wind turbines and my batteries are always drained. So I have expanded the farm to 30 turbines and havent seen any improvement.
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Showing 1-5 of 5 comments
SpannerMonkey Apr 19, 2019 @ 8:20am 
hi you're doing something wrong i guess, possibly with the way you have them laid out , the max possible output for a SINGLE wind turbine is supposed to be 400kw, although the max i've ever seen is around 360.
Check the terminal for each turbine, ( somewhere in excess of 300kw each is what you're after) ( you can see this to the right of the screen when you have a turbine selected ) If its not optimal you will need to re arrange things,
It seems a minimum of 8 blocks clear of the ground is required for good performance .
10/10 could always just mean you have 10 turbines and all ten are working
Last edited by SpannerMonkey; Apr 19, 2019 @ 8:24am
RoofCat Apr 19, 2019 @ 8:25am 
Two refineries with power modes require 2x 167kW, O2 gens 500kW each while working. Assemblers - depends on mods, 167kW.. 2.2MW each.

30 turbines should make 30x 364 = 10.9 MW. Should be enough. But lets say 5MW distributed between 10 batteries is just 500kW each so you will need 6h realtime to charge one from zero to full.

There is no point in having too many batteries. What's better - 10 batteries with 20% charge or 2 batteries with 100%? Maybe less relevant on ground station, but does matter a lot on ships. Because they are heavy and waste space.
You only need as many batteries as their max output vs your max demand. And then add some once they are full for other vehicle recharge or something eventually. Like you need 3 batteries for each large ion thruster just because you need instant 33.6MW. But that's not the case on ground. Many batteries means your input is distributed between them all and will take longer to recharge each.

Finally if none of this is the case, remove all your mods, preferably clean install and check again.
HumungaChip Apr 19, 2019 @ 8:29am 
Thank you. I will go back and check all. But they were in the 250-300 range. If all 30 are at the lower range then my output should be 15mw, but LCD script is reporting 10. But the real question, there isnt an ingame max? If I have 100 turbines all with optimal range putting out 300kw, I should have a total of 300mw?
HumungaChip Apr 19, 2019 @ 8:32am 
Thanks RootCat - I didnt think too many batteries could be a problem, but you explained it in a way that makes perfect since. Let me get rid of some of those batteries, and I am going off memory, might be 15 not 12. Doah.
RoofCat Apr 19, 2019 @ 9:04am 
Originally posted by ShadowRiver:
Thanks RootCat - I didnt think too many batteries could be a problem, but you explained it in a way that makes perfect since. Let me get rid of some of those batteries, and I am going off memory, might be 15 not 12. Doah.
You can turn them off first just like most parts and check what happens. There is a chance some mod is doing something wrong if you use some.
Also don't destroy them before using recharge mode on the rest to get out all energy before.
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Date Posted: Apr 19, 2019 @ 7:39am
Posts: 5