Space Engineers

Space Engineers

(DX11) Vas's Solar Panel Rebalance
113 Comments
Vas  [author] 5 Jul @ 1:48am 
This mod was last updated 10 years ago. If someone wanted to make a new version, they could have. The models are all just flat squares. I no longer have a modeler who can update things for me. I can't get the textures to look nice anymore as I'd need a texture artist as well. Mostly all I did was do the math to re-calculate the game's solar panels to be more accurate.

If you're using 10 year old save files, you should have known you'd have lots of issues.

Furthermore, the links are all there to see who made the parts that are in my mod. You want to continue their work, go to their profiles to ask for it.
cgw 4 Jul @ 6:20pm 
I'm saying that you've screwed us, friend (your mod doesn't work).
If you've abandoned your mod, then pass it on to others, and give us a link to it so that we can continue using the mod.
Vas  [author] 23 Jun @ 6:34am 
I can't even tell what you're saying dude.
cgw 7 Jul, 2023 @ 2:22pm 
Exist analogues mod? Link indicate?
Vas  [author] 7 Jul, 2023 @ 2:14pm 
Any what?

No, there's no updates to this, and I won't be updating it. I don't have modders to help me update it.
Vas  [author] 7 Jul, 2023 @ 1:46pm 
Yea, this is long dead.
cgw 7 Jul, 2023 @ 1:45pm 
MOD_CRITICAL_ERROR: (DX11) Vas's Solar Panel Rebalance, in file: Unknown
load only 1 Vas's Solar Panel Rebalance
HVollMilch3 10 Jun, 2020 @ 12:40pm 
Nice
Vas  [author] 10 Nov, 2018 @ 5:57pm 
Unfortunately I still need a modeler and such. :P
DMMWolf 10 Nov, 2018 @ 5:09pm 
@Vas Looking forward to seeing what you do with a rebuild on this, was one of my mainstay mods for the longest time
VelxraTV 7 May, 2018 @ 2:57am 
Hope to see your series revived! =)
Vas  [author] 8 Mar, 2018 @ 6:27pm 
I'm likely to rebuild this mod from scratch at some point and start over, with everything thats wrong in this one, I can't fully fix without breaking things. So I'll leave this up for anyone who still happens to use it.

Once a new version is out, I will see if I can make a tool to upgrade to the new version for any saves that still use this one. Once subscriber count drops below 1000 or a year has passed, I will delete the mod.

Could use a modeler, possibly a texture artist, to help though.
R4KK4H 10 Dec, 2017 @ 7:07pm 
When you actually read the description to realise they require more but are cheaper to produce lol
R4KK4H 10 Dec, 2017 @ 12:49am 
@Vas Awesome pack very well balanced and developed
GobboMnk 23 Nov, 2017 @ 4:59am 
Do you think you'll be updating this with perhaps some alternate color panels at any point... say black or white ones. Athletically loads of small ships... *cough* tie fighters *cough* ... would benefit from added pallet swaps.
Vas  [author] 30 Sep, 2017 @ 4:42pm 
yes
DaVinci 30 Sep, 2017 @ 1:51pm 
it's for small ships available too?
Vas  [author] 26 Apr, 2017 @ 4:10pm 
Thats because it hasn't been updated in more than a year. If there are new solar panels, I have no idea when they were released, as I stopped playing Space Engineers for the time being for being a game of magic and fairy tails instead of science and exploration.
Nighe 26 Apr, 2017 @ 3:47pm 
Seems to have replaced the deault solar panels with the older model of solar panel :o
Vas  [author] 22 Oct, 2016 @ 3:36pm 
I dunno what you mean. This mod was made prior to planets existing.
Starship Owl 14 Jun, 2016 @ 3:09pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=404328404

This is the one I use. It works flawlessly. Mind your rotor weight limits!
Vas  [author] 6 Jun, 2016 @ 1:13am 
I believe that there may at some point be a way in the game to have sun tracking or a mod that would do this. However, you can set up some sun tracking automation of your own using computers, I believe. A program in the game that would tell your panels to go to a specific position at a specific time and then rotate slowly as time passes, then reset after. Its been ages since I played but I recall that they added programmable computers in.
BarelyEvolvedApe 5 Jun, 2016 @ 4:00pm 
The retexture is beautiful, and i wish i could use it but I just can't, especially on planet. No fault of the mod, but realistic numbers just don't work when there's no way to angel the panels efficiently.
FEEÐBACK 20 May, 2016 @ 4:29am 
solved, just put your mod in first loading list ( sorry for my bad english i'm french )
Vas  [author] 20 May, 2016 @ 2:24am 
There is either something wrong with your game, or a recent update disabled my textures.
FEEÐBACK 19 May, 2016 @ 4:23am 
No textures =/...
Shroom 12 May, 2016 @ 7:37pm 
Will do. I'll post the results after I try it.
Vas  [author] 12 May, 2016 @ 7:10pm 
I'm not sure. Make a backup of your save, and try. I've been out of Space Engineers for a long time now, just don't have the will, skill, or internet to continue.
Shroom 12 May, 2016 @ 4:07pm 
If I load this mod to my server to replace the standalone Eikester solar panels mod, will the IDs match up seamlessly?
Hugh Manatee 2 May, 2016 @ 3:42pm 
@Vas Forgot to say, you have good reason to feel proud. =)
Hugh Manatee 2 May, 2016 @ 3:39pm 
@Vas That's disappointing to hear, especially since your mods are amazing. I've only been playing SE for a few weeks and it's currently my 'game of the moment'. It will remain so, until the next 'game of the moment' comes along (have a feeling it'll be No Man's Sky). It always baffles me when I return to a previous 'game of the moment' to find many of the same modders still producing work. How anyone could enjoy playing the same game for years at a time, with no break from it is beyond my understanding. However, it's easy for me to understand why you would lose interest. Anyway, many modders here seem to be happy to update a popular mod if someone loses interest. Perhaps if you openly inform the community that you've lost touch, they'll be willing to pick it up. Anyway, I used the small ship square flat 1 tile panels earlier and can confirm they are still working.
Vas  [author] 2 May, 2016 @ 10:52am 
I'd update if I could, but I've lost touch with Space Engineers for a while and just eh. I dunno what to do anymore. This is still my proudest accomplishment of m modding history in any game. Or it was till DX11 came around and fucked it up. :/
Hugh Manatee 1 May, 2016 @ 8:25am 
Your mods are sexier than, ummm... me. Trust me, I'm pretty damn sexy.
Vas  [author] 13 Mar, 2016 @ 3:21am 
We were talking about FTL type travel methods. Warp Drives, could be used for such, however the faster you want to go, the more energy is required. This is a method of propulsion that does not use thrust. Warp travel, moves space around you. Anyway, this is all unrelated to this mod, so I'm going to end the discussion. Suffice to say, I can not mod for a while, because I do not have the net access I need to do so.
RUSHER0600 13 Mar, 2016 @ 1:05am 
Sure, we could easily reach 30% C with a atomic fission/fusion engine, the problem would be the high acceleration, we would need giant shock absorbers and I think also putting the crew in cryosleep would be neccessary.
Vas  [author] 12 Mar, 2016 @ 12:35pm 
Antinov, you can do warp drives at 50% C or even 25% C in SE without breaking the engine in any way or severely delaying travel. It'll probably still be instant travel to anywhere you want to go unless you st some super far distance. Instead, overlay a warp field on your screen and set an "in warp timer" based on the distance and speed you chose before letting you control your ship again. So normally at most a 5 minute wait would be the time.

Rusher0600, we won't be able to do light speed warp drives. Something about requiring too much energy or even negative energy. But slower than light warp is theorized to be possible with our current technology.
RUSHER0600 11 Mar, 2016 @ 11:31pm 
Well at a light speed of 300000 km/s you would travel 2000 km (jump drive max distance) in 0.00666666 s, It's also easier to program it as instant teleportation. Multiplayer already has some issues, I think it would make MP worse if the host also had to calculate a light speed travel of client.
Antinov 11 Mar, 2016 @ 5:19pm 
Eh, I've got the upcoming Star citizen for more realistic spaceflight, with logical limits on max acceleration values, and G blackouts, also thrust vectoring. I never really expect SE to go that far, since it's based on a cube system.

I doubt the engine allows for many complex things without serious rewrites. But it's just a limitation of cube based systems.
Vas  [author] 11 Mar, 2016 @ 3:35pm 
We are experimenting with warp drive technology in real life right now. However, it has been years since I read the article so I don't recall where it is and such. Slower than light warp drives are much more realistic than instant teleportation.

I managed to work out a good realistic system a while back and was in the process of testing a new method of ore mining and stuff before I lost my normal internet access and couldn't upload. Nor would an author on the workshop let me use his textures so.

I had some working systems that would have gone well for the game, I just can't do it anymore and can't keep up with the constant updates. Plus after KeenSWH shown that their mission statement is a lie, I kinda lost faith. http://www.keenswh.com/about.html
Antinov 11 Mar, 2016 @ 2:22pm 
SE was never, ever realistic anyway, building ships out of steel in space, fueless ion engines, not to mention just tossing uranium in a reactor and letting it go. I've been working on a decent realisem overhaul, but retaining thingslike jump drives and upping certain thigns to the point they are useful. I'll probably make jump drives require end game generation of exotic matter at huge energy cost, since no known elements hold the secret to folding spacetime.
Antinov 11 Mar, 2016 @ 2:22pm 
A jump drive isn't nesesarily bullshit, depending on just how it work. Something liek an alcubiere drive has some merit, though I do with that the gravity generator could be forgone for something more akin to energizing parts of the floor and hull for magnetic boots. but the game physics just doesn't support ladders or other adhesive surfaces yet, nor does it truely accomodate anything over 500 m/s.

without the jump drive, you have the choice of not exploring the map within your lifetime, or forging colision physics and just phasing through everything at high velocities. 2077 is likely way too early for alcubiere drives, but it's the only workaround to the engine physics limits. Let's also not forget the tiny, impossibly dence planets either. With the jump drives, and gravity manipulation alone, it should be set far ,far into the future.

Vas  [author] 11 Mar, 2016 @ 12:31pm 
I'll resume modding again at a later time, when the devs are finished shitting out new bullshit so I can make one big realism overhaul mod, overhauling everything including the power usage of all items in the game.

Right now though, I am on a very heavily limited connection. A bluetooth mobile phone tether that maxes out at 16KB/s and cuts off my connections a lot making it very difficult to do anything at all. I can't continue modding under these circumstances and there is no available internet out here. None at all, except ripoff satellite net.
Vas  [author] 11 Mar, 2016 @ 12:25pm 
My solar panels are based on realism. Not game developer random shit values that they shit out of their ass one day and added to the game for shits and giggles. I use real science real facts real physics. The game developers do not.
Vas  [author] 11 Mar, 2016 @ 12:23pm 
As for solar energy, really its supposed to be a station thing. I developed a station and battery powered ships in the past using docking charge methods to test it all out. People keep pushing W as if this is an on earth racing game where you gotta hold the gas constantly to keep going forward, burning more power constantly. I did quite successful with a mining ship with nothing but batteries on it, using another mod that deletes all nuclear reactors from the game. When I docked to recharge, all my resources got automatically transferred to the refineries and everything functioned great. Need more power for a longer duration of time? Add more batteries. Plan you designs well and everything will be smooth. However, I haven't played in more than a year so I don't know what all has changed other than the ridiculous jump drive bullshit.
Vas  [author] 11 Mar, 2016 @ 12:23pm 
Power hike? Well I haven't modded for the game in a long time now. If the devs increased power requirements for things in the game, call them morons for being so stupid. The developers don't give a rats ass about realism anymore, they just care about adding random shit to the game now so I lost faith in the game long ago.
Antinov 11 Mar, 2016 @ 11:51am 
The issue is, that rarely can you get a great angle for solars, and the power requirements of everything in game make them unfeasable at the game's default values for anything but stations, especially since the power hike.

Having them over realistic peek efficency makes up for poor angles, and lack of any automated solar tracking to keep panels at the optimum angle.
Vas  [author] 11 Mar, 2016 @ 11:45am 
Sorry, I can't update the mod lately. My net is in severe condition basically.
Plus, I don't want to add alternate versions of my mods until I can actively start maintaining them again.
Right now, my game's solar panels are about 80% efficient, which is stronger than anything we have in the world today with the top efficiency being bout 44.7% if I remember right. Black solar panels are only 2% more efficient than blue ones meaning even if it were used instead with the 44.7% efficient solar set, it would likely only increase it to maybe 50% tops. Depending on if black ones can be used the same way blue ones can.

My solar panels are already beyond what we think is capable for solar harvesting. The values are lower though, because I used the stats for being in the asteroid belt rather than what the game uses, which is in orbit around Venus at 100% efficiency.
Antinov 11 Mar, 2016 @ 10:34am 
Would it be possible to get a black version of this? Possibly higher efficency as well. More mdoern solar panels tend to be black.
HIGH_buddy 29 Feb, 2016 @ 2:53pm 
good work on this so far! i love it, and maybe u can get a non- nerfed ver out there it would be even better!
keep it up!
Fuchsbau1 21 Jan, 2016 @ 8:38am 
COOOOOOOOOOOOOLLLL:steamhappy: