Search found 10 matches
- Fri Nov 22, 2024 3:07 pm
- Forum: Gameplay Help
- Topic: Day-Night cycle times in Space Age and Solar Power
- Replies: 11
- Views: 4118
Re: Day-Night cycle times in Space Age and Solar Power
That's correct, the formula being: Necessary Panels = Required_continuous_power / (solar_power_per_panel * daily_planet_utilization * planet_power_factor) Daily Planet utilization = 0.7 for all planets in SA Planet Power Factor = 1 for Nauvis, 4 for Vulcanus and so on Solar Power per Panel = 60 kW f...
- Tue Nov 05, 2024 8:32 am
- Forum: Gameplay Help
- Topic: Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits
- Replies: 10
- Views: 9027
Re: Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Troughput-Limits
That's a lot of interesting observations, i had only limited myself to the diagonals somehow not even noticing there was a nice one for Vulcanus because it uses different quality tier for pannel and accumulators. I like the rule on how to upgrade, i will keep in mind "accumulator first". ...
- Sat Nov 02, 2024 10:14 am
- Forum: Gameplay Help
- Topic: Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits
- Replies: 10
- Views: 9027
Re: Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Troughput-Limits
Very interesting. Making it clear why upgrading a 0.84 ratio blueprint several level of quality gives unexpected results compared to nuclear power plant :) Very much so. I guess for most people the main diagonals (same quality for both) are the most interesting. Due to the ratio getting smaller on ...
- Sat Nov 02, 2024 9:26 am
- Forum: Gameplay Help
- Topic: Day-Night cycle times in Space Age and Solar Power
- Replies: 11
- Views: 4118
Re: Day-Night cycle times in Space Age and Solar Power
Thanks for doing this! Intuitively, Vulcanus should require 1/4 as many solar panels. If the days have the same "shape", then the length of the day should only affect the amounts, not the ratios. (Right?) One thing that wasn't clear to me in the math is why the "energy storage requir...
- Fri Nov 01, 2024 12:58 pm
- Forum: Gameplay Help
- Topic: Day-Night cycle times in Space Age and Solar Power
- Replies: 11
- Views: 4118
Re: Day-Night cycle times in Space Age and Solar Power
Hey,
I repacked everything in neat tables, including your numbers, but also a boatload more for all quality combinations!
viewtopic.php?f=18&t=119040
I repacked everything in neat tables, including your numbers, but also a boatload more for all quality combinations!
viewtopic.php?f=18&t=119040
- Fri Nov 01, 2024 12:50 pm
- Forum: Gameplay Help
- Topic: Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits
- Replies: 10
- Views: 9027
Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits
Hey all, extending on the previous work on solar panels, we are confronted with way more variables in Space Age. Not only are there different planets with different solar power factors, but also different day lengths and additionally five quality levels for panels and accumulators. One thing which c...
- Thu Dec 20, 2018 1:22 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 341940
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
PYRO is already out for a few days and I believe, Kingarthur had source access earlier to begin his work.
I am not a modder (yet), so I have no accesses to things like that =P
I am not a modder (yet), so I have no accesses to things like that =P
- Thu Dec 20, 2018 12:29 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 341940
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Hey, thanks salttotart for this reply. I mostly agree with your assesment, although I think the Angels core mods for this discussion (Refining/Sorting/Smelting) seems kinda fixed for a longer while now (which is not a bad thing of course) besides balance passes. Maybe you meant Py-Suite? If so, then...
- Wed Dec 19, 2018 3:56 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 341940
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Very very nice one Kingarthur! I do have a sort of related question: What is the overall aim for your mod for the future? With PYRO now being/becoming a thing, there is quite some redundancy in bobs/angels vs py-suite around ore refining up to plates. I think, there are two possible ways this mod mi...
- Mon Dec 17, 2018 6:06 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 341940
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Hey kingarthur, awesome work with this mod. I had the same issue with the line 61 of the hightech-overrides. After commenting that out, since it only changes ingredient-count anyways, a new error occured in your recipe.lua with assigning the ID to crushed-bauxite, which it cannot find. The reason se...