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|path cost = 50 | |path cost = 50 | ||
|passability = pass through only | |passability = pass through only | ||
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|cover = 0.5 | |cover = 0.5 | ||
|minifiable = false | |minifiable = false | ||
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|resource 2 = Component | |resource 2 = Component | ||
|resource 2 amount = 3 | |resource 2 amount = 3 | ||
− | }}A '''solar generator''' | + | }}{{Info|A '''solar generator''' provides up to 1700W of power from sunlight. It has much smaller space requirements than a [[wind turbine]] but provides no power at night or during an [[Events#Eclipse|eclipse]]. It can be placed in a wind turbine's exclusion zone with no effect on the turbine. Solar generators may be protected by surrounding them with walls, but they must stay unroofed to operate.}} |
== Acquisition == | == Acquisition == | ||
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== Summary == | == Summary == | ||
{{stub|section=1|reason=Need analysis of how latitude affects power generation and graph of daily light cycle}} | {{stub|section=1|reason=Need analysis of how latitude affects power generation and graph of daily light cycle}} | ||
− | + | Power output is a direct product of the daytime [[Environment#Light|light]] level. For example, at 50% daylight, a solar generator produces 850W of its 1700W maximum. An [[eclipse]] blocks the sun, but [[weather]] conditions like rain, fog, or snow will ''not'' reduce any power. A [[roof]] reduces power output. However, there's no "overshadow" from mountains, despite any graphics of long shadows seen in the game. | |
Solar generators only operate by the world light level; light from ordinary sources such as a [[standing lamp]] or [[sun lamp]] will not cause them to generate power. The latitude of your starting position will affect solar cycles, with equator zones giving the strong consistent output and the north pole struggling to reach peak output. | Solar generators only operate by the world light level; light from ordinary sources such as a [[standing lamp]] or [[sun lamp]] will not cause them to generate power. The latitude of your starting position will affect solar cycles, with equator zones giving the strong consistent output and the north pole struggling to reach peak output. | ||
− | Lightning striking causes | + | Lightning striking causes it to generate a small amount of power. |
== Analysis == | == Analysis == | ||
Solar generators are "free" energy; once built, they do not need fueling, they simply give and keep giving... while they have sunshine. They do not give their maximum power from start to finish; as daylight grows, the power they provide slowly grows to their full capacity, and then tapers off again back to zero as dusk and night approach. | Solar generators are "free" energy; once built, they do not need fueling, they simply give and keep giving... while they have sunshine. They do not give their maximum power from start to finish; as daylight grows, the power they provide slowly grows to their full capacity, and then tapers off again back to zero as dusk and night approach. | ||
− | + | In a single day near the equator, there are roughly: | |
*9 hours of full sunlight - from 0800 to 1700 | *9 hours of full sunlight - from 0800 to 1700 | ||
*8 hours of no sunlight - from 2000 to 0400. | *8 hours of no sunlight - from 2000 to 0400. | ||
*7 hours of reduced sunlight - from 0400 to 0800, and 1700 to 2000. | *7 hours of reduced sunlight - from 0400 to 0800, and 1700 to 2000. | ||
+ | Latitude and season can change the calculations. For example, a base at the north pole would recieve constant sunlight during the summer, and no sun during the winter. | ||
− | [[Batteries]] are the easiest way to make power consistent, allowing power use at night, so long as an | + | [[Batteries]] are the easiest way to make power consistent, allowing power use at night, so long as an eclipse doesn't happen. Alternatively, you can accept that not all items need to be powered 24/7. Most production benches are only used when colonists are awake, and some buildings like [[Electric smelter|smelters]] and [[Electric crematorium|crematorium]]s don't even need to be used daily. The most pertinent case is with [[sun lamp]]s, which shuts down as night begins. Two solar generators will roughly power a sun lamp; but as they aren't always at full output, batteries remain helpful. |
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− | Alternatively, you can accept that not all items need to be powered 24/7. Most production benches are only used when colonists are awake, and | ||
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== Version history == | == Version history == |