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Great guide, thank you!
ОтветитьCan you mabe possibly do a video on how to automate day night lights for your base? Off during the day and on during night?
ОтветитьYou can tie this system into your grid with another controller and your batteries so that if the batteries are above 80%, the H2 engines cut off to save Hydrogen. The new AI blocks make stuff like this so much easier!
ОтветитьПолезно. Приятно улучшает качество выживания
ОтветитьI don't get why you didn't do this via a battery charge level instead. This could be for if there is a high load like a ship charging.
ОтветитьI'm happy that someone figured this method out. I use a similar method where my base runs on solar panels during the day and batteries at night. If the batteries drain too quickly for any reason (mostly when I have all 7 of my vehicles are docked), I have H2 engines to recharge the batteries. It does take some configuration to do, but the return is worth the time.
ОтветитьThis setup is a very large waste of ice. I disagree with the whole thing. Setting up a battery and a much better solar layout with the event control set to ONLY use the Hydro engine when the battery is low is way better than this.
Ответитьthis is just a video game tell me how to do it in real life
Ответитьbit of a stretch but id love to see a missile that prints only when there are threats within range of the base
ОтветитьThanks for the video, I was curious about this. I just hadn’t figured it out myself yet.
ОтветитьI play on keen servers and i just cant make a reliable autonomus mining drone. I have made it to go to to waypoint start minig and thrust forward but cant make it back out of a hole when its driled any tips for that?
ОтветитьThis viseo is missing something VERY important.
ОтветитьI loved the idea, but what if instead of spending the Hydrogen just because there's no input from the Solar Array, we could activate the engines to activate only when the batteries are lower than some amount... ;) making them an Emergency Power system ;)
ОтветитьI have one philosophy when it comes to power generation on any grid
If the solar panels don't produce enough power to cover the energy needs of all your refineries and O2/H2 gens running, then you don't have enough solar panels and if they do add a few more
I'llbe honest I prefer a mix of solar and batteries when it comes to a base, not a big fan of the hydro gens all in all.
ОтветитьWhat an adorable base, so pretty and cute
ОтветитьThese are really wonderful uses for the AI blocks, I'll be sure to use all of them
ОтветитьThanks for the video. The event block opens up all possibilities. Im thinking of combinjng this with setting my auto mining rig on an ice lake to start mining when ice reserves get low.
ОтветитьSpace Engineers already does this. If the power consumption exceeds what the solar panels can produce the Hydrogen Engines will automatically activate. According to the Space Engineers Wiki power sources will be used in this order: Solar Panel / Wind Turbine, Hydrogen Engine, Large Reactor / Small Reactor, Battery / Small Battery. So if solar panels can meet demand, the Hydrogen Engines will draw no hydrogen.
ОтветитьI don't know why people build their solar arrays and turrets like that. While ships don't have "balance" according to thruster or gyro placement, they DO have balance according to wheels, rotors, pistons, and hinges. If you want them to move smoothly and quickly, you need to make sure that the CoM of the sub-grid being moved, is in the center of the hinge or whatever point of motion is the case.
It'll greatly improve your turrets' accuracy, as well, because you'll be able to use lower strength settings that give more precise motion with less shake.
Uh mine is shaking now after i left and went back on
ОтветитьThanks for this! If you are still working on things, I'd enjoy more tutorials, since I know how to play, just returning after 9 years and need to know all the new stuff. :)
ОтветитьOk, I've worked out how to reliably set up back up generators to turn on and off regardless of the sun or power grid draw.
Required
2x Event controllers
2x Timer blocks (doesn't work without these I tried)
1. Set One timer Block to turn the Hydrogen Engine ON and the other block to OFF
2. Set the first Event controller as Power Output (Less Than) 0% then in the left slot to Trigger now "ON and the right slot Trigger now "OFF"
3. Set the Second Event controller as Power Output (Greater Than) 95% then set the action slots to directly turn the hydrogen engine on and off
Now this setup is reliably working on a quick mars creative game i've been toying with as I needed something reliable for my main work as Im playing without batteries.
As for the timer blocks it was a stab in the dark to fix the problem of power not turning back on on sunrise if the power draw exceeded the solor panel output which thankfully worked.
SIDE NOTE, moving the sun position too quickly in creative mode will still turn the base power off, seems it needs a steady delay.
nice video!
Ответитьonly saying this joking ley but what if you dont have ice yet LOL
Ответитьthis kind of setup works for automatic lighting at night too, but the issue i found at the time is that my lights kept going on and off when all my batteries get full, instead i tied my hydrogen engines to my batteries stored power precentage, but not sure if the lights flickering on and off has been fixed with the solar panels once all batteries are charged. the solar panels would go from 100% power output to 0% on and off on and off, while the sun was there. anyone else got this issue before?
My work around for the exterior lights going on and off, was to tie the event block on the rotor attached to the solar panel, turning it into a sun dial, setting the lights to go on when it reaches the night angle on the rotor, and off when it reaches the morning angle. For storms, i used a wind turbine as a storm detector as the power output goes to 130% so i put the event block to trigger lights and back up power in the event of a storm, then off when the turbine is at its usual power contribution.
hope this helps anyone who experiances the lights flickering issue once all batteries are charged at 100% and your solars start wondering if they generate power or not every second
I tried to use event controller to turn on a warning light when oxygen tank level reduces to certain % but it doesn't execute this simple instruction to turn on the light block when conditions are met. I don't understand why it doesn't work. Game seems to be full of weird stuff like this that ruins my plans.
ОтветитьI tried a different style for this tutorial compared to my previous ones. Let me know which style you prefer, the old or the new?
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