Base Power - change to use generator power as primary not solar

Discussion in 'Suggestions' started by statz747, Aug 29, 2020.

  1. statz747

    statz747 Ensign

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    Currently, the primary base power is coming from solar capacitor - once it's depleted then the base starts using generators.
    We have to power off a base or shut off all the equipment in the base so the capacitor can charge up again.

    Can the primary power for bases be switched to generators?
    Meaning bases will use generator power BEFORE using up capacitor charge.

    That would allow us to fuel up our bases when we are online and use the equipment - and if there is sunlight the capacitors can charge up while the generators are providing the power.

    If we are leaving a base, we can then power off major equipment to save some power and that would keep the fridges on and also the solar capacitor may either very slowly discharge or may even slightly continue to charge.

    It would be a good QOL change.
     
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  2. Average

    Average Commander

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  3. statz747

    statz747 Ensign

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    I agree, the option to control which is used first would be better - but if that is not an option because of Unity engine or EGS code then simply flipping the current model would at least give players some flexibility. If you manage to put 1 hour of fuel in your base, the solar can charge up for an hour - you can "buy" extra time for your base to stay powered on while you are offline - if you are clever you can get more time out of solar charge for 1 hour of fuel by turning off high use equipment before you go offline.
     
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  4. ravien_ff

    ravien_ff Rear Admiral

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    No way. That would make solar tedious to use. You'd have to constantly manually juggle your generators on and off.
    The way it is now is best and saves the most fuel.

    Ideally more control over power would be best but otherwise keep solar as the priority so it's still at least semi usable.
     
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  5. solitude

    solitude Ensign

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    That´s it ....but not all.

    It´s already ´state of the art´

    1. a running generator has to load the capacitor
    2. Capacitor charge is used only if consumption is higher than generator output (which might be zero)
    3. the limitation 15 Solar Panels/core is unreal at all.
     
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  6. Pear78

    Pear78 Captain

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    solar panels cost a lot of CPU power.. constantly checking values / shadow etc, thats why only 15, from what I understood.
    another look how to streamline that would be cool.
     
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  7. Alendi Istari

    Alendi Istari Lieutenant

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    What I would like to see would be for the capacitors to charge from generators and panels up until the capacitors are at 90% capacity. At 90% and above, it charges only from solar panels.
     
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  8. IndigoWyrd

    IndigoWyrd Rear Admiral

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    Thing is, you can opt to turn off generators and save fuel.
    A few examples I use all the time:

    Teleporter+Sensor+Generator = My teleporter and its supporting generator are off, until I step up to use the teleporter. This also prevents generator overloading if I happen to be busy doing other things as well.

    Furnace+Generator+Custom = I turn on or off a Custom Signal from my Control Panel, that toggles on/off my Furnace and supporting generator. This both prevents overloading and reduces power consumption

    Deconstructor+Generator+Custom = See Furnace+Generator+Custom

    I think you get the point, but there are plenty of ways to save power and fuel. And let's not forget about the number one Fuel Killer - CPU < 100%.

    ---

    That Said, I would still LOVE to have a Power Control Panel to set power priorities for devices. A simple pair of check boxes: Use Solar [ ] Use Generator [ ], tick one, tick both, tick neither (though this would not provide any power to the device. By Default, both should be checked, and we have the option to leave things as they are, or change them as we see fit.
     
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  9. Leftcoast

    Leftcoast Lieutenant

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    I was playing with a space base and very frustrated with the power. Reading recent posts here it looks like the teleporters consume massive amounts of power. I suppose I can assume that they should, other wise they might be cheesey. I'm new to them, what are people doing in multi player to mitigate issues?
    I am think for my groups next server to have all but our hubs teleporter switched off if not in use.
     
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  10. ravien_ff

    ravien_ff Rear Admiral

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    Set them up to be controlled by motion sensor so they turn off when you're not standing on them.
     
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  11. Khazul

    Khazul Rear Admiral

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    Considering they chose to make generators explode on the slightest overload, I guess the intent is to make power management as annoying as possible. I dont see us getting any QoL improvements :)

    General batteries would have been a great addition that could have solved a lot of annoyances, but no - exploding generators is it I guess (they probably finally figured out how to handle .net exceptions and added an exception handler that makes them explode instead of the usual CoQ message...).
     
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  12. Leftcoast

    Leftcoast Lieutenant

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    Thanks!
    I should have known to do that.
     
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  13. IndigoWyrd

    IndigoWyrd Rear Admiral

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    Except that generators don't explode on the slightest overload. They do take some damage when overloaded, unless the overload is absolutely massive (ie: trying to power a T2-shielded base with 30 Advanced Constructors, Teleport, 20 food processors and three dozen fridges with a single small generator).

    I actually suggested damaging overloaded generators, and was glad to see it implemented, as this is actually rather realistic. You plug too much in to too small of a generator, and you're going to have a bad time - trust me, I know, I own a couple portable generators!

    I would call Power Management a work-in-progress at best at this point. There is so much more than can, and should, be done.
     
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  14. Leftcoast

    Leftcoast Lieutenant

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    Agreed, I was able to blow up my small generator on my space depot in a couple min. It was intended to be all solar but had no where near the power because I didn't realize how much the teleporter takes.
     
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  15. IndigoWyrd

    IndigoWyrd Rear Admiral

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    They're power-intensive to be sure. I often build mine with their own small generator, tied to the same signal and motion sensor that activates the teleporter to bring the generator online along with the teleporter, and turn it off when I'm gone to save fuel.
     
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  16. Khazul

    Khazul Rear Admiral

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    So you were dumb enough to have bought some piece of junk and you assume that is the norm and it justifies this bullshit in a futuristic game?

    Have a quick search for generators on Amazon FFS!

    At the very least they should have been reduced to zero CPU for being so friggin stupid.
     
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    Last edited: Oct 16, 2020
  17. Jacoviz

    Jacoviz Captain

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    A good thing would be to have an option in the CP to select what energy to use.
     
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  18. IndigoWyrd

    IndigoWyrd Rear Admiral

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    Wow, that's a pretty harsh attitude from you, of all people. I've gone back through some almost 3000 posts, and never once have I resorted to insulting you. It's ok though, I won't forgive or forget.
     
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  19. Khazul

    Khazul Rear Admiral

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    I have bought useless crap before as well - my mistake - a dumb moment. I didnt use it as a lame justification for screwing things up for anyone else.
    Nor did I feel the need to make thinly veiled threats upon anyone who pointed it out.

    So - what it to be? Stalker? hacking to find out where I live and hunt me down? Should I be referring you to the police?
     
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  20. Spoon

    Spoon Captain

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    haha... I don't see any "thinly veiled threats". What part is a threat?
     
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