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Messages - Volumunox

#2
Bugs / Re: Battery Storage is bugged.
December 02, 2015, 01:42:30 PM
you're right, i've done the math on it after the other explanation was giving about the ticks.

Personally, i think it models the physical world awfully, power is not a fixed amount on a macro scale, it's fluent.

Also the majority of wiki's needs to be updated to reflect how a battery actually stores power, which is what my presumption build upon.
It's been hard to find anything "official" outside of player experimentation, which also was limited.
For example:
http://rimworldwiki.com/wiki/Battery - "When connected to a power grid which produces more power than is consumed, the batteries will start charging up. Batteries charge at 50% efficiency, which means that only half of the available surplus energy counts towards charging them. Batteries need a connected power line to charge or power equipment."

http://rimworldwiki.com/wiki/Power - "If a power generator's output exceeds appliances power consumption, excess power will be distributed evenly amongst all non-full connected batteries, charging all batteries at the same rate. Likewise, if power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap."
#3
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 01, 2015, 03:50:14 AM
I'd recommend viewing this for specifics in regards to this post "Battery Storage Bug"

This mod got me started on testing out power in general. The game has some issues with storing power and power generation that this mod exacerbates.
Where in the vanilla game the storage rate started to decline at around the 3rd battery, this mod follows an exponential decline in power storage, so each added battery reduces the efficiency of the battery storage intake rate by 50% of the surplus power in the grid. e.g. 50% - 25% - 12,5% etc.

I don't know if it's intended as the normal vanilla power sources (Geothermal Gen. and wind turbine) is still affected as in the above mentioned link.

I'd recommend people doing decentralized power storage with this mod. If anyone is willing to test it out further or contribute with more data please post in the above mentioned link, if there is truly an issue with power it needs to be fixed or if it's intended wiki's everywhere needs to be updated.
#4
Bugs / Re: Power Output is bugged.
November 30, 2015, 07:16:45 PM
It shouldn't be varied when the solar panel is in it's peak hour.

And pausing the game at exactly the right time would be very difficult to master. instead i've done the same thing over and over with the same result, reinstalling the game to ensure a clean file and it's been tested on another computer with the same results.
The power displayed doesn't change. So unless there is another way to view power, it's flawed.

EDIT: also the numbers are still way off, even 100's of ticks off.
#5
Bugs / Battery Storage is bugged.
November 30, 2015, 07:11:49 PM
As a follow up to my previous thread "Power output is bugged" I've found another issue, in this case a decline in power stored for each increase in the number of batteries.
Basically the more batteries you have the less surplus energy is stored.

My methodology is as followed: X = Battery O = Power source
Setup : XO   XOX   XXOX   XXOXX   XXXOXX   XXXOXXX

The test is started with each battery at 0. All batteries begin charging at the same time and the test is stopped when the single battery (control) hits 100w stored.
All totals should equal 100w, spread across the number of batteries, as that is the assumption.

The below numbers are:
Amount of power in each battery X Number of batteries = Total stored power

For the Wind Turbine the following statistics for each battery, in order of increasing number of batteries:
100x1=100
50x2=100
28x3=84
21x4=84
16x5=80
13x6=78

For the Solar Panels the following statistics for each battery, in order of increasing number of batteries:
100x1=100
50x2=100
33x3=99 (most likely because of odd number, assume 100)
19x4=76
16x5=80
14x6=84

For the Geothermal the following statistics for each battery, in order of increasing number of batteries (only had 5 vents):
100x1=100
50x2=100
33x3=99 (most likely because of odd number, assume 100)
25x4=100
20x5=100

This shows a fundamental issue with having a large networks and the storage needed, unless the colony only uses Geothermal energy.
#6
Bugs / Power Output is bugged.
November 30, 2015, 06:46:40 PM
So, i love data and statistics and all that nonsense and i thought, why not make a power chart for everything to better manage power flow.

What i found was weird, to say the least.
Our presumption is that Batteries store 50% of the surplus.

If the time is switched to 1 minute intervals and the game gets to run for 1 in game hour, then the output should be the total (daily) output divided by 24 (hours) and corrected for the battery efficiency as the stored medium.

In order to test this, the methodology is as follows: X = Battery O = Power source
Setup: XO
Timeframe: measured for one ingame hour at peak output (Wind turbine ignored, due to number of variables)

Solar Panel output should be 1700W divided with 24h equals 71W (rounded)
Solar Panel battery = 25W
In this case it gives a battery that is only 32,9% efficient instead of 50%

Geothermal output should be 3600W divided with 24h equals 150W
Geothermal battery = 52W
In this case it gives a battery that is only 34,69% efficient instead of 50%

Given that they have different values in regards to percentage, one can assume that the power output itself is off in this case.
The results has been confirmed on two different installs of Rimworld.

You can also go look at the thread "Battery Storage bug"
#8
19th episode - Berzerk
20th episode - PoulThomsens Shoe
#9
15th episode - Chickens & Power
16th episode - Thrumbo
17th episode - Siege, Prisoners & Hauling
18th episode - Commando Squad
#10
Video / Re: A Random Alpha 12d - Second beginnings
November 21, 2015, 09:40:16 AM
36th EP - Snipers Nest
37th EP - Forfeit (End)

I give in Randy, you're mean. Read main post for more info.
#11
Video / Re: A Random Alpha 12d - Second beginnings
November 17, 2015, 07:51:04 AM
32th EP - Ancient Tombs
33th EP - Short Lived
34th EP - Making Friends
35th EP - Number Four
#12
Video / Re: A Random Alpha 12d - Second beginnings
November 14, 2015, 10:48:36 AM
29th ep - Aftermath
30th ep - Weird Rhino's
31th ep - Alternative Defence
#15
Video / Re: A Random Alpha 12d - Second beginnings
November 10, 2015, 05:02:36 AM
Twenty eigth Episode - Devastating Mechs