Space Engineers

Space Engineers

[VSI] Winds of Change
30 Comments
dRuPpI 25 Mar, 2024 @ 10:22pm 
cool
Darkmist  [author] 22 Mar, 2024 @ 8:53am 
Or rather if you are referring to the "copy construction" question, I don't know the details about that. Not even sure what he meant by that (maybe blueprint, but idk)
Darkmist  [author] 22 Mar, 2024 @ 8:51am 
It's working.
dRuPpI 16 Mar, 2024 @ 9:20pm 
so is this working now or will it crash?
1antonioorlo1 28 Aug, 2021 @ 2:13pm 
Hmm, with these mod when i try to copy construction with wind generator on it - game is crashing
But it was in world with many mods, so check it in solo by yourself
Darkmist  [author] 27 Jun, 2020 @ 8:08am 
Pushed a new update. It already worked fine with the weather changes, but now I take the effect of the current weather into account when calcualting the current wind speed. Also, now the "base" wind value changes into the new one gradually over 30 seconds not immediately.

Seeing how the new weather works, I think I'll keep all the functionality and would/will probably lower the frequency of these new extreme weather conditions because they affect wind speed too much. I still think that the wind turbine is overpowered, but the mod changes its effectiveness to almost 50% on average. However, any storm happening will raise it back to full, or even higher.
R-TEAM 26 Jun, 2020 @ 8:07pm 
would not bad, if we have additional "small" changes - but you are right - the weather system make nun the main part of the speed changes - but the other things (Angle penalty/underground check) are still highly welcome ;)
Darkmist  [author] 26 Jun, 2020 @ 6:45pm 
I believe the new weather system might have made this obsolete. At least the changing wind speed part. I'll have to check how the new system is implemented to see if my other changes would work.
R-TEAM 26 Jun, 2020 @ 5:04am 
work this with the last updates in SE weather system ?
(weather driven wind speed changes ...)
Skallabjorn 4 Feb, 2020 @ 8:34pm 
Noice!
Darkmist  [author] 4 Feb, 2020 @ 5:45pm 
Done. Also added a speed increase based on the block's altitude. Of course there is no such thing as sea level defined for planets, so I am using the average radius for that. Also wind turbines are capped at their optimal wind speed power generation wise, so going very high will still not increase its power generation above the max output of 400 KW. The block now displays its perceived altitude, angle penalty and current wind speed in the terminal.
Skallabjorn 4 Feb, 2020 @ 4:40am 
id go curve with padding
Darkmist  [author] 3 Feb, 2020 @ 4:09pm 
Ok, so this is basically done. What would you like the penalty for 90 degrees to be? We can do a linear coefficient going down to zero, so a horizontally placed turbine will not work at all, or a sigmoid curve with some padding. I am open to suggestions.
Darkmist  [author] 3 Feb, 2020 @ 2:57pm 
I know that in reality, upside down would also wear down the bearings but I think in this case I will allow "hanging" it provided that it's still close to vertical.
Skallabjorn 3 Feb, 2020 @ 2:13pm 
I like that idea... no more 90 degree wonky mounting :) I use a couple turbines ( small scale ) like this in my green power system ( along with solar ) at home and the bearings in them are not made for anything but proper level mounting with the turbine true vertical, other wise gravity affects it as well
Darkmist  [author] 3 Feb, 2020 @ 1:50pm 
I can do that. I wanted to another balancing pass anyways, to see if the average generated power is still viable and then I can do another coefficient for the angle. I am not promising to do it very soon as I am in the middle of another mod right now, but I'll make a note.
R-TEAM 3 Feb, 2020 @ 1:21pm 
Nice mod ;)
can you make an check if the windturbine block is in an min/max angle (as vertical as possible) - so placing it horizontale or other crude placements dont work ?
Darkmist  [author] 22 Jan, 2020 @ 2:52am 
Good to hear :)
Skallabjorn 21 Jan, 2020 @ 7:20pm 
It works ! no changes needed :)
Skallabjorn 21 Jan, 2020 @ 6:42pm 
I will try it out and let ya know
Darkmist  [author] 21 Jan, 2020 @ 6:28pm 
It should affect any block with the WindTurbine type. I haven't tried that mod, but I'll take a look at it later. If it uses its own game logic component, this might not work in its current form, but I think I have a solution for that as well.
Skallabjorn 21 Jan, 2020 @ 3:47pm 
Havent tried yet but will the script you wrote for this also affect the wind for the stackables turbine mod if it in game?
Skallabjorn 21 Jan, 2020 @ 7:59am 
Thus much scripting going into mods now to make things work the way they should cause of.... yeah... exactly
Darkmist  [author] 21 Jan, 2020 @ 5:58am 
Oh yeah. I don't really understand why they are so prohibitive. A lot of the classes could be made open. And wind turbines are even more closed than the usual SE block :( I would even risk saying that not opening up properties and methods is counterproductive, since now most modders are forced to find workarounds and thus have to create less robust code even though the correct "SE way" would be clear...
Skallabjorn 21 Jan, 2020 @ 5:40am 
Yup. Thought so. KEEEEEENNNNN
Darkmist  [author] 21 Jan, 2020 @ 5:18am 
Ok, so this is SE. The problem is in the code where wind turbines determine if a grid is fixed or not. Currently a grid is considered fixed if it's the root grid, or if it's attached via merge block, or attached via a locked connector. Normal sub-grids connected via rotor or piston are not considered fixed, so the shared component will calculate 0 wind speed for that grid.
Darkmist  [author] 21 Jan, 2020 @ 4:48am 
Oh, I see, the block is not working at all on a sub-grid. I'll take a look at it. Didn't think it would be problem...
Darkmist  [author] 21 Jan, 2020 @ 4:42am 
Thanks. Not sure I get what's not working on a sub-grid. Can you elaborate?
Skallabjorn 20 Jan, 2020 @ 5:06pm 
can you make it so they will work on a sub-grid?
Skallabjorn 20 Jan, 2020 @ 5:06pm 
nicely done....