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The best is to create Recharging stations here and there where it is needed and keep the batteries on auto mode.
-> It's not a good move to recharge ship Batteries on a station having a lot of blocks already using the power = they will drain the ship Batteries if needed.
Recharging station have only Wind Turbines and connector to have only one Job to do that is to recharge the connected ship, so we can keep the Batteries on Auto mode and they will not losse any power because there are no other blocks on that station that will drain the power.
One of my Recharging station got 5 Large Batteries especially made to discharge when needed so for a Quick charge :
https://steamcommunity.com/sharedfiles/filedetails/?id=2966939345
Wind turbines only
https://steamcommunity.com/sharedfiles/filedetails/?id=2782864540
Wind Turbines + Solar Panels + Batteries (those are OFF once full charged) :
https://steamcommunity.com/sharedfiles/filedetails/?id=3006414714
This is less important if you are using renewable energy (i.e. wind and solar) but when using Hydrogen and Nuclear, they do not consume fuel when not outputting power, so it's a good idea to not use storage/transfer batteries at all. If you need a ln emergency backup battery, charge it and turn it off so power can't cycle through it losing you that precious 20%.
A grid a ship is connected to will draw power from the connected ships. Because of this it's a common practice to set up a G-menu button on ships that turns recharge on so all they're doing when parked is charging.
https://www.youtube.com/watch?v=i_5Ez0O3C_Y
It's very wise to apply some battery management:
----Option 1----
Use 2 timer blocks to split the batteries I have into 2 battery banks, so one bank is always charging and one is always Auto or discharging. Set Timer Block 1 up to swap each battery bank group's recharge/auto or discharge on/off and 'Start' timer 2. Set Timer 2 to 'Trigger' Timer 1 after a reasonable delay. The amount of delay depends on how fast the batteries are draining.
----Option 2----
Use Event Controller(s). How? I don't know I don't use them. I personally use option 1 most of the time and option 3 below when I want it to be super efficient.
----Option 3----
Use a script to manage the batteries. I use Easy Automation V2 since I don't have a clue how to write C# scripts. This is the most efficient way of doing it. Figuring out the scripting so it works perfectly was a challenge. Option 1 is the easiest way of doing it.
This is the usual explanation for the low recharge time. This is also what you *want* to happen when, for example, you dock a ship/rover to a base and set the ship/rover battery to "recharge". The base batteries will give power to the ship/rover batteries as much as they can take it in and thus recharging it faster.
It also means that there's no point in setting some batteries of the base to recharge while other base batteries are on auto. You will just move power from one battery to the other. Well, unless you specifically want that to happen e.g. want to move a battery block and suck out its power before grinding it.
So, if you want a true test of the recharge time then set *all* your batteries (including connected grids) to "recharge" and note the recharge time. Then you are drawing power entirely from your power generating blocks and see the true figure. In that case your base will use whatever power it needs to run its devices and any excess power gets stored to the batteries.
It's redundant to charge a battery with a battery, as Pembroke explained. We don't gain or replenish power that way. We should always have at least 2 power sources producing enough power to charge the batteries and power the grid if we don't want to be stranded somewhere.
The worst set-up is charging batteries from hydrogen engines. In doing so, you will consume a lot of hydrogen fuel. That fuel has to be mined as ice, refined into hydrogen and stored into big and often many tanks.
The bottom-line is you should only recharge batteries via hydrogen engines and reactors when it's a must. It could be that you need a longer run-time while flying or having those batteries charged sooner than later is a strategic must. That's fine.
But it's better to build a big array of batteries in your base (more batteries than what's on your ships) and recharge battery to battery. It's inefficient. But if you're getting your batteries ultimately charged from solar and wind, then you can eat the inefficiency since your fuel is free.
Did you have a rover or ship attached to the base at the same time? Recharge on the base batteries will drain the other batteries if they are left on Auto.
They really can be cool to use for so many things.
for power as an example you could have them set to turn on backup generators when your battery banks drop to a certain percent (say 25%), and turn them back off when the system is charged up to a pre set level (say 95%).
for mining or cargo you can set them to flash lights or some other action when your cargo containers are almost full (95-98%) .. or even when pistons are in this position X action happens (turn off the piston, move the hinge by this much .. then next controller and action..)
you can also use it to monitor fuel or low ice, low O2 and just so many things..
I used to use huge sets of timer banks to delay and trigger things over hours and days .. but now i can use (still large banks of) Event controllers to give me an almost scripted level of 'smart' control .. and I know i am still a noob with them and their potential uses.
I hope this gives you a little interest to check them out. You never know .. It could be Game Changing!! =)
**edit: I do miss the large walls of blinking and beeping timer blocks .. gave the place a kind of atmosphere .