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Solar panels are slow

Open Baughn opened this issue 10 years ago • 3 comments

...even with the PR I already sent you. It helped a bit, but not enough.

Note: By "slow", I mean that if there are three hundred solar panels then the simulator eats ~10ms of tick time. Which is fine, in single-player, but problematic if you're using EA as your primary source of RF power on a large multiplayer server. :)

I'm seeing a couple of possible solutions here.

  • Use more power-dense blocks, whether solar or otherwise. Not my preferred option, but a solar panel at 4x size would eat just the same amount of tick time.
  • Aggregate solar panels.

And possibly other blocks. Similarly to the existing line simplification, a group of solar panels has a predictable aggregate behaviour, and could be modelled as a single node in the simulation—hopefully, even when that group includes a few cables. This would mean expanding the simplification code quite a lot.

I'll be taking a few pokes at it, but it sounds more like the kind of change you should be doing.

Baughn avatar Sep 23 '15 11:09 Baughn

Na realidade o problema é outro, gostaria que testa-se o que vou falar porque eu cheguei a esta conclusão também. Se a potencias do total de painel solar fornecida(Potencia do Painel X Quantidade de Painéis) exceder a potencia total que o cabo suporta, por exemplo cabo de baixa tensão suporta 1000W, se exceder este valor os paneis não produziram mais que isso é sempre menor ou igual.

ghost avatar Sep 24 '15 13:09 ghost

Is this solved with 2x3 solar panels?

jrddunbr avatar Apr 06 '19 20:04 jrddunbr

They definitely help. Ideally I'd like to do something akin to cable optimization for them, though.

Baughn avatar Apr 16 '19 11:04 Baughn