Space Engineers

Space Engineers

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SmartRotors: Solar
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Type: Mod
Mod category: Block
File Size
Posted
Updated
26.515 MB
Apr 30, 2019 @ 7:59pm
Nov 22, 2024 @ 5:08pm
23 Change Notes ( view )

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SmartRotors: Solar

Description
SmartRotors, rotors with built-in functionality for ease of use.
This is the solar variant, it automatically tracks the sun. Other variants to follow later, currently planned are VTOL and PMW.

Isn’t this the same effect as running a script on rotors? Yes.
But I can run this on a server where scripts are disabled? Also yes.

Simply place the base part and a 2 axis solar tracking system is automatically set up.

Some welding required if in survival mode.
This is composed of a baseplate and a hinge rotors.
For single-axis tracking, remove the 2nd axis hinge parts and the baseplate will continue to work.
You will notice the shiny dome “sensor” always faces the sun. Place the solar panels to the rotor ends appropriately, the system will continue to track as the sun or the grid it’s mounted to is moved.

Included in this mod:
  • SmartRotor:Solar; Conveyored style for large grid O2 and/or solar farming.
  • SmartRotor:Solar Type B; Double-ended style, non conveyored, for large and small grid.
  • Solar support; This is a large grid pole with panel mounting structure to mount solar panels to.
  • Simple rotor; Vanilla logic versions of the slim baseplate rotor and hinge, small and large grid. Feel free to use these for any application.

Additional notes:
If the structure seems unstable, try turning the torque down. Same issue as with other rotor scripts, the feedback loop is not "one size fits all" so it helps to tune the motor's power to the weight of your solar structure.
Additionally, consider that the maximum torque is the same as vanilla rotors. If in gravity, too heavy of an array may not work, try to build it in a balanced way so that not so much torque is required, or split it into multiple smaller arrays.
The "Share Inertia Tensor" is a good option to increase stability as well, especially for large arrays on slow moving craft or bases.
There is a plain 15m (6 block) version of the support pole included in the MA Stackable Wind Turbines mod, it is a handy way to get your array off the ground.
POLE PARTS: https://steamcommunity.com/sharedfiles/filedetails/?id=2302105467

Known Issues:
Unable to reattach top part on slim bases. Re-adding works.
Automatic placed hinges will not work in cockpit tools bars. (good thing they are automatic)
Unable to delete automatic placed solar hinge top part with CTRL + X shortcut when creative tools enabled.

Those seem rather minor compared to the gained function

Art and assets: AutoMcD
Programming and functionality: SISK
Support testing and help: Nukeguard, Mattacon
This mod may not be re-uploaded without permission.

Satisfied with this mod? Hit that thumbs-up button.
Want some say on what happens next? Consider buying us some beer, we appreciate it.
Auto:Patreon[www.patreon.com], Paypal[paypal.me].
Sisk:Patreon[www.patreon.com], Paypal[www.paypal.me].
Popular Discussions View All (13)
151
May 1 @ 6:50pm
Please report any issues/bugs/crashes >HERE<
AutoMcDonough
6
Apr 15, 2023 @ 2:34am
Automatons update conflict: hinges movement properties vanished
Gromit
4
Feb 24 @ 3:43am
Solar Rotor issues
Garrett
677 Comments
🅂🄸🅂🄺  [author] May 2 @ 12:19am 
@Driku that's true. I did not touch the progression entries for the mod for ages. I will take a look at that
@Killer🔥keys don't worry. I don't know if it was communicated by keen at all.
Killer🔥keys May 1 @ 6:47pm 
wow didnt know the SE dev's put that option in the advanced settings page.. I should have looked harder before posting here
Driku May 1 @ 9:02am 
Hi!
I deleted my last comment, because I "thought" that I was wrong... But no! Comments like the one from bardleymarcoux confirm this...
The mod WORKS, BUT, the "good parts" (with the rotors at the base) are NOT appearing in the G/block menu... Only when I activate the creative mode tools do they appear in the G menu. I'm able to put them in the menu, then switch back to the non-creative mode, and place them normally...
EDIT: I tried to put them... And it said that it was blocked behind progression!
So... I checked the entire menu again AND TADAAAA... It was locked behind the NORMAL solar panels HAHAHA!!! I Only built the dlcs ones... Maybe take that into account for a patch in the future? I can see a lot of people getting lost like me but throwing the towel at the first minute (btw godlike mod, ty so much <3 )
🅂🄸🅂🄺  [author] May 1 @ 7:14am 
Yes, they are. There is probably one part not welded up. It is a bit difficult to reach.
bradleymarcoux May 1 @ 7:10am 
My Panels will pivot up and down BUT will not turn towards the sun. Are they suppose to ?
🅂🄸🅂🄺  [author] May 1 @ 12:20am 
It's not broken, folks. The game has changed, and some options are now disabled by default. You can enable them in the advanced world options, where you can change wolves, etc.
shaunus82 Mar 16 @ 3:06pm 
I'm currently playing a game using the real solar systems mod, and have built a large solar array, but it does not appear to be tracking the sun. Any ideas if there is a possible fix for this.
AutoMcDonough  [author] Mar 3 @ 2:12pm 
I probably am not going to be adding any updates to this aside from the occasional bugfix. Have you checked out Nukeguard's rotors? He made a bunch of little ones that are convenient for turrets and whatnot.
Nighthunter Feb 16 @ 4:18am 
@AutoMcDonough and @🅂🄸🅂🄺 Might I be able to make a request to you both for this incredible mod? Could you add a version of the Simple / Flat Rotor with 3 1 Block connections on the rotor head (like on the vanilla Conveyor Converter block) instead of a large connection point? I often use your mod to make Custom turrets and run in to problems with connecting a small 1x1 hinge over the rotor.
Bunnies&Cherris Jan 16 @ 10:50pm 
I completely agree, thwack19. I have played this game inconsistently since then, but this mod stays consistent.