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Because it was still working yesterday...
it no longer works sadly
Usage of #pragma warning is prohibited
It is performing absolutely pefect on planets if you set it up the right way. I have a world with 6 t-shaped arrays . Those 3 in the middle of the screen have 160 solar panels each. And they are producing enough power to recharge batterys for the night and power the whole station with all sorts of power draining stuff. Not a single reactor is used there.
If you have trouble setting up your arrays, feel free to puplish it on the workshop, so i can have a look at it.
const bool ControlCustomTimerAtMaxPower = true;
const bool ControlCustomTimerAtLowPower = true;
and set both to false. It's at the very bottom of the list of settings right before the script actually starts.
If it still doesn't work after that, please upload your world to the workshop, so i can have a look at it.
And maybe a total output produced?
Everything else on your setup is done correctly.
https://steamhost.cn/steamcommunity_com/id/xirsoi/screenshots/
I plan to build another one, which should put my peak power at about 1.4 MW in full sun. I'm gonna build more batteries to take advantage of the surplus :)
There are two problems here. First of all you have to set both
const bool ControlCustomTimerAtMaxPower = true;
const bool ControlCustomTimerAtLowPower = true;
to false. You dont have those timerblocks, and thats why the script throws an exeption.
Second problem is your modded solar panels has half the max power output as the vanilla one.
So i dont know why you are using it, since this one is more than double the size while producing just half the power, but setting
const float HighPwrValue = 119.4f;
to
const float HighPwrValue = 58.5f;
it works just fine.
You will need *** (DX11) Solarpanels *** mod
http://s000.tinyupload.com/?file_id=22228686859150529296
I keep getting a Caught Exception error : Object Reference is not set to an instance of an object