Okay il trye because i found this formula in my phisics book for calculating how much joule energy a photon with any wavelength would have. I may be wrong, but who cares it's a game:)!
Microwaves have a wavelength of 1*10^-1 m, and a frequency of 1 * 10^9 HZ
Thus using the E_f = h*f
We find that one photon has a total of 1.989 * 10^−23 Joule (yes its very tiny)
Ultraviolet C waves have a wavelength of 1*10^-8 m, and a frequency of 1 * 10^16 HZ
Thus using the E_f = h*f
We find that one photon has a total of 1.989 * 10^-17 joule (a little bit bigger )
Thus we find out that the ultraviolet c light has 10^6 (1.000.000) times more energy per photon! Now all of a sudden i'm a little more happy about the choice of UV-C as a possible upgrade !
Ar2 Exhim Laser method of energy sending
Step 1, the Laser
Yes its a laser that excitates the noble gas argon !
It can then create UV-C rays with a wavelength of 127 NM (a fair bit longer so of course less energy transmission)
Yes its already a real thing! #Laserweapons are real XD! Yes USA has a laser weapon on one of their ships!
Step 2, Destroy the Ozone Layer
Yes it should be possible if enough CFC gas is created(i think. My phisics teacher didnt say anything against it. He umm just thought it was a fun, but crazy idea.
Now after you have destroyed the ozone layer it should be possible to send the UV-C rays through the atmosphere and down to the surface. Yes UV-C is most likely created by the sun if the sun is hot enough and since noone has said any number of how hot it is then il say its hot enough to create UV-C rays! Therefore it will be much more dangerous to live on the surface(obviously XD!). So what is so bad you may ask? Sunburns will be far more frequent, but the worst thing is the increase in mutations due to the fact that UV-C is an ioniasing ray!
Step 3, Receiving the Energy
Using special solar cells that uses Ozone and NaCl as electrolytes. The UV-C rays will "break up" the ozone molecules into oxygen and oxygen gass.
Step 3.5, Maintaining the Solar Panel
Now due to the electrolyte being ozone more ozone is required to be created, but that should be easy enough !
Useful Space Industry
Description:
Tired of just seeing just one single number increase every time a new satelite is launched, yet you know you put 100 solar panels and accumulators on it
Well if you also think like so then this may be the mod for you!
Details:
Factorio Version: 0.14+
Released: 10th of August 2015
License: Feel free to use the mod as a template for your mod, but please put me as a credit then !
Full license in downloaded files.
Tags: Generate Power, end game, satelite
Github always used a "-" so i couldn't use it, but il continue to test it until it works the way i want it to work https://github.com/JorgenRe1/UsefulSpaceIndustry Interesting thing to read:
Hmm adf.ly says 11 views. Mediafire 89... Conclusion lots of people are using adblock :O!
So no point in using this link if you got Ad Block on, as that does not count as supporting me :/
Though i can totally understand that some ads may be a little irritating some times, but remember ad block may interfere with some functions on some sites even though that function it blocked was not an ad.
Now at the very least it does save a tiny bit on the forums bandwith, so its not a full waste of your time !
Introducing the advanced microwave beamed power receiver!
(picture when new model is made since right now it just looks like an ordinary accumulator)
It receives the power beamed down from your satelites!
And lets you brag about how your factory is powered by solar, yet only a minimal amount of extra space is required!
Each satelite generates aprox 6.3 MW which is 105%(may change) of what your solar panels would of normally made at peak hour. Current energy production reason in comment under, but il have a talk with my phisics teacher about viable options for beaming down power from space !
Known issues
It is known that if you have too many receivers then you will not get the full amount of energy. This is due to the fact i'm forced to use a generator and it only functions when the temperature is high enough.
What is to come next?
Im still deciding on the color of the top part of the antennae !
-New model for the energy receiver(working on it. the rough model is done and the base of the receiver got some texture)
-New kinds of paylod. For example missiles and a radar Satelite
Changelog
V.0.2.6
Massive perfomance boost(~80% reduction!) and improved allocating of energy. If receiver is full then don't include it in the equation for how much energy to give each.
V. 0.2.4
Compatible with 0.13
V. 0.2.3
Improved the powerproduction code created by: UberWaffe
V. 0.2.0
3rd October
Fixed the desynch issues caused by the mod
12th September
-Multiple energy receivers are now needed(1 per 10 satelites). Due to so the energy production limit has been increased from 3 GW to 2147 GW (unless your game screws up and puts itself in negative energy or something !)
-Satelites are now read on startup. So if you had some launched before getting this mod. They will from this update also create power for you! Thanks Zwobot !
-Power production thing should once again show a correct possible energy production, instead of being oddly low compared to what is possible!
-Lowered the recipe cost
V. 0.1.5 14th August
Changed the modifer (how effectively each solar panel generates electricity) to 1.05(from 0.9) Due to reason below
V. 0.1.3 13th August
Gave the energy receiver output priority to primary-output and it seemed to help a little, but i will still most likely look into a way to turn it something like a generator so it priorities energy from that instead of other kinds of energy(unless it alreay does so )
Bugfixes
V. 0.1.3 12th August
Bugfixes
V. 0.1.2 10th August
Bugfix
V. 0.1.1 10th August
single bug fixed (forgot to put an if statement at a place so if you get an error at around line 78 then this update will fix it !
V. 0.1.0 10th August
Initial Release
Thanks to Zwobot for creating the code to detect satelites already launched.
Thanks to Uberwaffe for some great powerproduction code!
Re: [0.12.3]Useful Space Industry[0.1.4](12th August)
Posted: Fri Aug 14, 2015 2:28 am
by oLaudix
Each satelite generates aprox 4.8 MW which is 80 %(may change) of what your solar panels would of normally made at peak hour.
This makes no sense as solar panels produce more energy in space. It would also be more consistent since you need to spend resources to send it there.
Not to mention I would rather stick them on the ground instead of sending another rocket if they produce less energy.
Re: [0.12.3]Useful Space Industry[0.1.4](12th August)
Posted: Fri Aug 14, 2015 3:37 am
by Paljoey
oLaudix wrote:
Each satelite generates aprox 4.8 MW which is 80 %(may change) of what your solar panels would of normally made at peak hour.
This makes no sense as solar panels produce more energy in space. It would also be more consistent since you need to spend resources to send it there.
Not to mention I would rather stick them on the ground instead of sending another rocket if they produce less energy.
Actually no because that's only at peak. Presumably satellites produce power all the time, which is much better than regular solar power.
Re: [0.12.3]Useful Space Industry[0.1.4](12th August)
Posted: Fri Aug 14, 2015 6:11 am
by Airat9000
please scrreen
Re: [0.12.3]Useful Space Industry[0.1.4](12th August)
Posted: Fri Aug 14, 2015 7:29 am
by jorgenRe
oLaudix wrote:
Each satelite generates aprox 4.8 MW which is 80 %(may change) of what your solar panels would of normally made at peak hour.
This makes no sense as solar panels produce more energy in space. It would also be more consistent since you need to spend resources to send it there.
Not to mention I would rather stick them on the ground instead of sending another rocket if they produce less energy.
PSST I misquote I meant 90 %
But yea a satellite orbits the earth and it's solar panels are much more efficient I know (no atmo). So it stores some of the energy it produces to relay down to earth when it's on the dark side to keep a constant power. Its not like it's dump solar panels, as it needed I think it was 100 processing units !
Oh and the most important thing you don't need to place them down yourself and in space they are all safe so no extra lasers needs to be powered if you would have to expand for those extra solars !
One more thing from: https://en.wikipedia.org/wiki/Space-based_solar_power
Part of the solar energy (55-60%) is lost on its way through the atmosphere by the effects of reflection and absorption.
Okay now we are at ~150 KW per solar panel
But it doesnt have sun 24/7 since it orbits the planet. So for simplicity it then only gives 75 KW per solar panel on average.
The recipe did use radars right and they;
A radar transmits radio waves or microwaves that reflect from any object in their path
Therefore:
Beamed at 84% efficiency, (from the microwave part)
Now we got an average of 63 KW per panel left. Which means yes i will increase the modifier to be 1.05, but keep the modifier for a later tech upgrade to allow for zero energy loss on transfer !
And then to the consistency part.
I will be chaning the way it generates power to be as if it is a boiler and then use some lua code to get it to work, hopefully then it will be consistent, seeing as right now it just creates the extra power that your powersystem needs to fully meet the demand !
Re: [0.12.3]Useful Space Industry[0.1.4](12th August)
Posted: Fri Aug 14, 2015 9:13 am
by jorgenRe
Airat9000 wrote: please scrreen
Oki:
!
EDit for real
When The Underground is out of the WIP section i will be returning to this mod and start by adding in a new texture for the energy receiver, and also do some changes to the mod !
Then after that. The...ummm picture may be correct. Bye Bye biters !
Re: [0.12.3]Useful Space Industry[0.1.4](12th August)
Posted: Fri Aug 14, 2015 11:39 am
by Airat9000
jorgenRe wrote:
Airat9000 wrote: please scrreen
Oki:
!
EDit for real
When The Underground is out of the WIP section i will be returning to this mod and start by adding in a new texture for the energy receiver, and also do some changes to the mod !
Then after that. The...ummm picture may be correct. Bye Bye biters !
to infinity rocket to launch game end?
Re: [0.12.3]Useful Space Industry[0.1.4](12th August)
Posted: Fri Aug 14, 2015 7:14 pm
by jorgenRe
Airat9000 wrote:
jorgenRe wrote:
Airat9000 wrote: please scrreen
Oki:
!
EDit for real
When The Underground is out of the WIP section i will be returning to this mod and start by adding in a new texture for the energy receiver, and also do some changes to the mod !
Then after that. The...ummm picture may be correct. Bye Bye biters !
to infinity rocket to launch game end?
No no biter end, but the area becomes radioactive(and no, Jorg Co did not supply you with a radiation protecting suit) !
Re: [MOD 0.12.4]Useful Space Industry[0.1.5](14th August)
Posted: Wed Aug 26, 2015 4:09 pm
by Arkansas
Supported
Re: [MOD 0.12.4]Useful Space Industry[0.1.5](14th August)
Posted: Wed Aug 26, 2015 6:53 pm
by jorgenRe
Arkansas wrote:Supported
Awesome !
Re: [MOD 0.12.4]Useful Space Industry[0.1.5](14th August)
Posted: Mon Aug 31, 2015 1:58 am
by Zwobot
You can poke the GUI for the number of rockets sent. Also this mod works nicely with automatic launching
function read_satellites_sent_from_gui(force)
--print("Reading #satellites from " .. force.name)
for index, player in ipairs(force.players) do
local rocket_score = player.gui.left.rocket_score
if rocket_score then
local rocket_count = rocket_score.rocket_count
if rocket_count then
--print("FoundGUI: " .. tostring_ex(rocket_count.caption))
return tonumber(rocket_count.caption)
end
end
end
--print("> No GUI found, defaulting to 0.")
return 0
end
Re: [MOD 0.12.4]Useful Space Industry[0.1.5](14th August)
Posted: Sat Sep 05, 2015 4:44 pm
by Peter34
Once this mod adds at least two other space industry-usefulnesses, in addition to solar power sattelites, it'll be very interesting.
Re: [MOD 0.12.4]Useful Space Industry[0.1.5](14th August)
Posted: Sun Sep 06, 2015 5:26 am
by Devildog
Cool
Re: [MOD 0.12.6]Useful Space Industry[0.1.5](14th August)
Posted: Wed Sep 09, 2015 4:13 pm
by CorrettoSambuca
Wouldn't it make sense to just make it work like a solar panel, except through night too and at a variable production rate? (Relative to how many sats you have)
Or is that what you mean by "making it work like a boiler"?
Re: [MOD 0.12.6]Useful Space Industry[0.1.5](14th August)
Posted: Wed Sep 09, 2015 5:06 pm
by Peter34
A solar panel sattelite should work 24/7. Up in orbit, you're out of the planet's shadow, so you get the sunlight all the time.
Re: [MOD 0.12.6]Useful Space Industry[0.1.5](14th August)
Posted: Fri Sep 11, 2015 7:19 pm
by jorgenRe
Peter34 wrote:A solar panel sattelite should work 24/7. Up in orbit, you're out of the planet's shadow, so you get the sunlight all the time.
Well not all the time. Its a reason why our satelite the moon has a red moon thing 25th September, but you got a point there.
Re: [MOD 0.12.6]Useful Space Industry[0.1.5](14th August)
Posted: Sat Sep 12, 2015 12:48 am
by Kanji
I am fairly certain there are many orbits around an object that orbits a star that will provide uninterrupted star visibility. The bigger problem is having a continuous view of both the receiver and the star. This could be negated with a geostationary satellite that re-transmits the power.
Re: [MOD 0.12.6]Useful Space Industry[0.1.5](14th August)
Posted: Sat Sep 12, 2015 1:03 am
by Kanji
I love this mod but I am bit concerned after using it for a bit. The power generation seems to be capped at 500 MW, not sure on the exact amount it jumps up and then powers for a short bit before draining completely and starting back up but 480-500 is the range on a 5 second interval. I have launched over 100 satellites since I have started using your mod (the mod update after a launch is around 130) but the power output doesn't seem to be any higher than a peak of around 500 MW. This is after all of my accumulators have fully drained and with no other power generation.
I have tried a second receiver but it appears that currently only one will receive power.
Mod version is 0.1.5 and game version is 0.12.5. Thank you very much for this mod. I look forward to a reply.
Re: [MOD 0.12.6]Useful Space Industry[0.1.5](14th August)
Posted: Sat Sep 12, 2015 6:59 am
by jorgenRe
Kanji wrote:I love this mod but I am bit concerned after using it for a bit. The power generation seems to be capped at 500 MW, not sure on the exact amount it jumps up and then powers for a short bit before draining completely and starting back up but 480-500 is the range on a 5 second interval. I have launched over 100 satellites since I have started using your mod (the mod update after a launch is around 130) but the power output doesn't seem to be any higher than a peak of around 500 MW. This is after all of my accumulators have fully drained and with no other power generation.
I have tried a second receiver but it appears that currently only one will receive power.
Mod version is 0.1.5 and game version is 0.12.5. Thank you very much for this mod. I look forward to a reply.
Over a hundred satelites !
Wow. Well then il double check my code, and after I'm done with my chemi report il create a simple model for the energy receiver !
I then also look into doing what one said above about reading the satelites sent variable!
Re: [MOD 0.12.7]Useful Space Industry[0.2.0](12th September)
Posted: Mon Sep 14, 2015 4:02 am
by Kanji
That's an awesome design for the receiver.
I found some stuff done by JAXA about space based power. The article says that for laser-based power transmission (hundreds of THz) the receiver needs to be "several hundred meters long" per GW of power, not sure if that is sent or received 1 GW nor what the shape of a "long receiver" might be. While for a microwaved-based transmission (at 5.8 GHz) the receiver would need to have a radius of 3 km per 1 GW of power, due to the size this is basically a large level area. 5.8 GHz was specifically chosen to meet regulation. Lower frequencies result in a longer wavelength (i.e. larger receiver). The article states "Frequencies in the range of 1 to 10 gigahertz offer the best compromise between antenna size and atmospheric attenuation." So you could pick a higher frequency than 5.8 GHz to find a scientifically accurate and more reasonably sized receiver.