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And I'd like to know who all the people were (according to them) saying solar was overpowered so they reduced it 50%.
The problem with your statement is it applies to your house, a building that consumes Kilowatts not Megawatts. I used to be in the solar industry and it doesn't work well when applied to an industrial setting. The amount of resources needed to produce the panels in the size and quantity needed to power even a basic industry in the real world is massively expensive without any real returns in a reasonable timeframe. The company won't see any real benefit for almost 15 years and that is assuming they plastered their entire infrastructure with solar panels.
I wouldn't be so quick as to call someone an idiot when you don't understand what goes into making these things work. In fact, insulting someone proves you know little to nothing other than what you see from your small perspective and invalidates your statements causing you to be ignored. Bottom line, solar in this game doesn't work the way it should, it needs to provide a more unrealistic gain in order to be worth putting up around the base. Any decent base is going to pull Megawatts in power and Solar can't build up enough charge in the timeframe of the day on a planet to assist.
The most it does is reduce promethium consumption by about 5-10%. It needs tweaked to provide more than that or equipment needs tweaked to consume less. Either way, as an alternative source, it doesn't cut it. Here are some basic, unbiased, and easy to read articles on solar.
http://www.aei.org/publication/inconvenient-energy-fact-it-takes-79-solar-workers-to-produce-same-amount-of-electric-power-as-one-coal-worker/
https://www.theguardian.com/environment/2015/oct/20/solar-power-in-crisis-panels-generate-power-government-subsidy (This one is a bit extreme, they don't have enough panels for their homes to produce enoug hto be self sufficient)
But on planet, especially in the beginning when building (and defending) 20 panels is not viable, it is another thing. Average output is at least halved by night time, and there is also weather...
It would still be very nice way to save some power, if only it worked correctly with regular generator/fuel.
Making solar panels too powerfull will be a bad thing IMO, because it will be free unlimited power without any effort...
Personally, trying to make them function in game exactly as they do in real life today on this planet and in the orbit of our sun, isn't very realistic.
If you cannot use them in PvP or when hiding underground - you might need to use Generators instead (@OP Did you really complain Solar panels cannot be used underground??? :D :D
There will be more efficiency-grades, but Solar will not solve your problems with a fully build up base...
... and please refrain from personal attacks. Just saying.
Don't increase the output of the Panels. DECREASE the demands of all the trivial equipment. Can that be modded in the new config.ecf? Gonna go look right now....
Addendum: Nope, can't effectively be modded right now because a whole integer seems to be the minimum value that can be specified.
Currently, for example:
EnergyIn: 1, type: int, display: true, formatter: Watt
Tried both:
EnergyIn: 0.1, type: int, display: true, formatter: Watt
and:
EnergyIn: 0.1, type: float, display: true, formatter: Watt
Both attempts resulted in an error just starting the game, bot loading a game instance. This new modding system is still to limited, because there are too many hard-coded resumptions, limits, and restrictions in place. (As another example, I tried tweaking the Stacksize values to test the limits, and found that setting all of them to 9999 doesn't work because the game still has hidden validation checking that truncates to 999, apparently.)
Addendum 3:
Jeez, there are quite a few energy-sucking "deco" blocks whose energy usage is apparently still hard-coded and not exposed in config.ecf. WHY?
is a litle to low output for this size
I have create a small level 3 Starterbase with Konstruktor, Vent, Fridge, Foodprozzi, Oxigenstation 1 light and 4 boxes 2 doors...
5 solarpanels on my Building (after strethching) it and the Base ar switching on/off and destroing my Oxigen... on to low solarpower.. (was fogy), produce only 20-40KW
first as i put a biofuel to the fueltanks the base rund stable (Foodprozzi + Konstruktor and light off)
consumes 63KW... complete online 66KW
On full Sun the solar produce 224KW maximum on best conditions, but Batterie not filled enouth for the night.
Think a little more Output or smaler Solarpanells (for placing more on the same Room) needed
As Hummel said, there are some reworks for power comming soon, so hopefully we will see with that a change in power consumption of devices. Maybe they will introduce watts instead of KW as the minimum power consumption.
I was just recalling working at a football stadium and replacing the lights for the feild one year. We used (as do most stadiums) metal halide lights which consume 1000 watts (or 1 KW) each. So based on that we've been using stadium lighting to illuminate the small rooms of our bases. We should be blind! And dead of heat exposure, those suckers are hot! Lol!
Should be even less if we are using LED's (I've seen some as low as 27-watt), which is probable considering this is a game set in the future, and LED's seem to be the way we are going IRL.