Empyrion - Galactic Survival

Empyrion - Galactic Survival

Sinius Jul 27, 2023 @ 9:53am
Rotational Mounts for Solar Panels
Wish list. It would be nice if they could track the sunlight...
< >
Showing 1-14 of 14 comments
japp_02 Jul 27, 2023 @ 12:08pm 
The sun position doesn't matter, as long as it's daylight without weather effects the panels get powered.
Last edited by japp_02; Jul 27, 2023 @ 12:09pm
Sinius Jul 27, 2023 @ 12:40pm 
Interesting. That has not been my experience or observation. I have noticed a direct correlation difference in panel output with alignment differences. I will double check my observations however. :-)
VulcanTourist (Banned) Jul 27, 2023 @ 12:44pm 
Originally posted by Sinius:
Interesting. That has not been my experience or observation. I have noticed a direct correlation difference in panel output with alignment differences. I will double check my observations however. :-)
He is the Misinformation King of the forum, so YMMV.
Sticky Jul 27, 2023 @ 12:53pm 
Typically what solar panel direction depends on your base position correlated to the equator. If you are on the equator you should use the flat panels. If you are farther from the equator you have a choice of angled solar panels that would suit your needs. If you are close to a pole you may never see sunlight in some circumstances. Always shoot for the equator unless the perfect position requires otherwise.

But yes it would be an aesthetic triumph for the dev's to create a panel that moves defeating all purpose of traditional solar panels.
Last edited by Sticky; Jul 27, 2023 @ 12:56pm
The Big Brzezinski Jul 27, 2023 @ 12:58pm 
Game could probably do an oversized solar panel that's always magically at the optimal angle and has a cute little animation following the sun within its bounding box.
japp_02 Jul 27, 2023 @ 1:23pm 
They have been patched recently but I don't know to what extent, read the last couple of patch notes before 1.10. I currently use 1 secondary base for powering a deconstructor and furnace, and the panels are NOT placed flat on the roof, so for me the sun position doesn't matter, I realize the power is always full so I don't care much about finesses. The only moment where it's important is when you place the panels (or when you spawn the blueprint) which should be towards the sun, what happens afterwards is as good as it gets, you'll have no influence.
Last edited by japp_02; Jul 27, 2023 @ 1:47pm
Sinius Jul 27, 2023 @ 3:17pm 
Tracking Solar panels are a thing IRL. One would think that in the far future of interstellar travel and other worlds this would be a bit of a no brainer. We do know that, at least on space stations, that mounting and alignment effects output. But hey. If you can't find or make a mount to suit an efficient alignment just use the setrotation command and turn the whole darn station Lol.
japp_02 Jul 28, 2023 @ 4:06am 
Originally posted by Sinius:
Tracking Solar panels are a thing IRL. One would think that in the far future of interstellar travel and other worlds this would be a bit of a no brainer. We do know that, at least on space stations, that mounting and alignment effects output. But hey. If you can't find or make a mount to suit an efficient alignment just use the setrotation command and turn the whole darn station Lol.

If the exact sun position really matters, the best you can do is to set your panels to a position for an average best solar coverage, e.g. if the sun trajectory is EAST-WEST when facing SOUTH, then place your panels towards SOUTH. In space always place them exactly towards the sun.
(The patch notes I mentioned above concern the capacitator-fuel tank mechanics, not directly the solar panels which always worked the same, so ignore it.)
Last edited by japp_02; Jul 28, 2023 @ 4:26am
Sparrowhawk65 Jul 28, 2023 @ 7:44am 
I would imagine tracking won't be a thing because the devs want us to do some thinking. There's obstacles and problems to solve as part of survival. Like choosing a suitable base site and working out problems associated with that choice. But tracking would make it easier.
Last edited by Sparrowhawk65; Jul 28, 2023 @ 7:44am
FuryoftheStars Jul 28, 2023 @ 8:21am 
Originally posted by Sparrowhawk65:
I would imagine tracking won't be a thing because the devs want us to do some thinking. There's obstacles and problems to solve as part of survival. Like choosing a suitable base site and working out problems associated with that choice. But tracking would make it easier.
The tracking systems could be a higher level unlock. I mean, once you've solved a problem once....
Es'carli Jul 28, 2023 @ 9:22am 
Can find a lot of info on how solar works on discord such as:

**How Solar Energy works:**
- The algorithm calculates the amount of sun-rays that will hit the solar panel for a certain placement during the day. The placement affects their efficiency (see factors listed below)
- This average efficiency is then displayed with the GREEN LCDs (up to four LED lights)
- The current efficiency is displayed by the YELLOW LED lights (up to four LED lights)
- If solar panels produce more electricity than currently needed, the surplus energy is stored in the Capacitor (Solar) block like in a battery.
- To display the surplus of energy (or the "energy reserve"), there is now a battery icon in the main page of Control Panel that shows the current content of the battery.
- Note: conventional generators (fuel driven) do not store excess power in the battery!


**Factors that will increase or reduce the efficiency on a PLANET:**
- Placement behind an obstacle (tree, stone, base, mountain etc) leads to a reduced efficiency
- Stronger Light Intensity on the playfield increases efficiency on a global scale (parameter: DayLightIntensity in playfield.yaml).
- Light Intensities overall impact on the efficiency is influenced by the weather condition in a second step: eg when it is cloudy or raining, light intensity effect decreases and thus also efficiency of panel
- Angle of panel towards sun: best efficiency when sun hits perpendicular on panel (eg on equator a flat solar panel lying on ground will have highest efficiency at noon, while a sloped solar panel close to pole while be better)
- AtmosphereDensity: higher density = less overall efficiency
- AtmosphereDensity is modified by latitude! Example: If the position of the Solar Panel is closer to the poles, it is less efficient for the same AtmosphereDenisty factor, because sun travels through more atmosphere than on equator.
- Ground fog reduces efficiency


**Factors that will increase or reduce the efficiency in SPACE:**
Weather is also a major factor. A forest moon of a gas giant right next to the star might seem like a perfect place for a solar powered base, but you might find the lion's share of your solar output ruined by overcast or stormy skies. Meanwhile, the airless ice moon across the sector just churns out power with hardly an interruption for nightfall.
japp_02 Jul 28, 2023 @ 10:12am 
I really wish that other aspects in this game are given as much detail as the solar panels. For example the combat AI. For this one to be better I would throw away say 80% of the panel details...Word of the 'King'.
Last edited by japp_02; Jul 28, 2023 @ 10:16am
dagezou Jan 10, 2024 @ 6:03pm 
Originally posted by The Big Brzezinski:
Weather is also a major factor. A forest moon of a gas giant right next to the star might seem like a perfect place for a solar powered base, but you might find the lion's share of your solar output ruined by overcast or stormy skies. Meanwhile, the airless ice moon across the sector just churns out power with hardly an interruption for nightfall.


I find the biggest factor to be distance from the sun. If you're an outer planet then even all day sun is too weak to power you overnight and if you're an inner planet then even cloudy days give you a surplus of power.
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Jul 27, 2023 @ 9:53am
Posts: 14