Cities: Skylines

Cities: Skylines

Photovoltaic solar energy park
23 Comments
romannets 16 Apr, 2015 @ 4:26am 
All the solar power mods seem to be Un-realistically over-powered. Each row of these pannels would be about 20kW 12 rows would = 250kW or 0.25mW. i researched it form here http://www.ebay.co.uk/itm/10-kW-Solar-PV-Panel-System-Installation-Fitting-MCS-40-x-panel-FIT-13-99p-/321710634078?pt=LH_DefaultDomain_3&hash=item4ae772b45e
S.T.A.L.K.E.R. 6 Apr, 2015 @ 8:01am 
Hi, nice work but....

Wtf happens ?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=420698643
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=420698578

I tought this LOD problem it was fixed and now it's back ? same appears if i unsubscribe and subscribe.

Happen with your 2 versions : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=410354407
and this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=409354116

The 4x4 smaller versions N, S, E, W are okay no glitchy LOD on them.
Gordin 27 Mar, 2015 @ 12:18pm 
Was sad because there was wind- but no solar-energy, typed "solar" into the workshop-searchbar. Bam- there was your building. Really appreciate it. Someone asked before, but i gonna ask too: Is it possible to disconnect this from roads? I searched for the option in the asset editor, but didn't find anything.
Olec 24 Mar, 2015 @ 4:48pm 
Maybe for future modding: one 8x8 m² tile which is covered with PV-panels equals 0,718 of "ElectricalProduction" in the asset editor. But that is the "German value". If anybody wants, I can calculate it for other countries.

To get an idea what those values mean: If you cover a big 2x2 km² tile with solarparks you can provide round about 70000 Cims.

Another thing is: If you apply all those calculations not for electrical energy but to primary energy, you could only provide 11000 Cims (factor 6,4 for Germany). But nobody wants to heat with PV or hydropower or wants to drive with nuclear power. ;)
Olec 24 Mar, 2015 @ 4:37pm 
Hi makemakey,

that four 4x4 versions would be great.

To the calculations: I´m from Germany, so I used values from "here". A German needs an average of 850 W eletrical power (600 TWh/a, 81e6 people, means: not only privat consumption but also the "periphery" like industry, infrastructure etc.).
4x15 tiles of your parks are covered with modules, so it has 3840 modul-covered m².
I watched some let´s play videos to get a number of the Cim power consumption. It is an average of 9,5 "ingame"kW/Cim. Your park has 6 MW.
A modern PV-park in Germany has an average poweroutput of 15 W/m² ("Solarpark Brandenburg-Briest": 65 ha with 89500 MWh/a).
A real solarpark of that size you made would provide 68 Germans, ingame your park provides 632 Cims. So the factor between both is 9,3.

Blueloopstah 24 Mar, 2015 @ 1:12pm 
Love it. Makes a great option at the start of the game.
fullmetalDev 24 Mar, 2015 @ 12:56pm 
This have to be plooped along roads?
makemakey  [author] 24 Mar, 2015 @ 12:01pm 
Hi Olec, you are right, compared to real life these pv parks are crazy overpowerd, but for gameplay reason I kinda had to buff them :)
Adapting both to landscape or direction of the sun is as far as I know not yet implemented :/
I was already thinking of making 4x4 versions facing each 4 directions so that it becomes much more convenient and less ugly to make parks on slopes. (able to place on both side of roads)

And indeed a 4x16 park is basically only about 4096 m^2 ground surface. If we presume a PV coverage of maybe ~0.7, (using 40 deg) a module efficiency of ~18 % and typical circumstance of 1000 W/m2 incident solar energy, the max output would be only 0.50 MW. however a day only has about i think 10 sun hours? so on average actually 0.21 MW ?
Olec 23 Mar, 2015 @ 8:52am 
Hi makemakey,

First: Really nice model! I apprreciate it a lot, because I´m an engineer for PV and want my cities to have some really big PV-parks. Maybe if I build enough I can see myself. ;)

Second: I made some calculations concerning the poweroutput in relation to area consumption in Germany. For those who want the challenge of "real-sized" PV-parks set the values in the asset editor as follows:
ConstructionCost = 1078
MaintenanceCost = 17
ElectricalProduction = 43 (the game shows 0 MW, but it is correctly calculated)

Contact me for calculation.

Third: Is it possible to change the model so that it adapts to the landscape? When I place it on a hill, the hill is sometimes modified in a strange way and the last row of panels is buried. Or maybe a smaller model, just 4x8?
GER-Sheppard 22 Mar, 2015 @ 1:54am 
Nice
Sevi 21 Mar, 2015 @ 9:57am 
Awesome mod! Deserves more attention
makemakey  [author] 19 Mar, 2015 @ 10:01am 
LOD seems improved now :) (maybe thanks to patch??)
makemakey  [author] 18 Mar, 2015 @ 4:09am 
The updating was not that straight forward, but I think replacing it with the new one worked
Cleveland 18 Mar, 2015 @ 2:57am 
Can you update this one with the new LOD instead of making a new file? Thanks.
makemakey  [author] 17 Mar, 2015 @ 7:29pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=409685181
For the new version with low LOD model, the transition from high to low is not yet seamless, any ideas how to improve it, especially color seams to change. But it does look much clearer now from far distance, thanks for the tip. I made the low LOD with 72 tris, seems fine indeed
JAB 17 Mar, 2015 @ 2:31pm 
You can provide a LOD model with the suffix _LOD. I think it's supposed to be <=100 tris?
makemakey  [author] 17 Mar, 2015 @ 1:31pm 
Yea thats a bit unfortenate, no idea yet how to override the automatic level of detail reduction, since it seems to mess up the model a bit indeed. Maybe trail and error on changing the PV texture might be a possibility, but would be nice to hand the game with some user made zoomed out model or so....
kitworks 17 Mar, 2015 @ 10:15am 
Great asset, but it looks super wonky when zoomed out.
makemakey  [author] 17 Mar, 2015 @ 9:42am 
Thanks for the feedback, the thought behind the cheap $ per week was to be an analogy to real life (no workers needed or mechanical moving parts like wind). From gameplay balance perspective: It is its upside to compensate for the downsides of more area needed (3-6 times more then wind) and the construction cost (1.5 times more then wind).
Owlchemist 17 Mar, 2015 @ 9:18am 
Any thoughts on adjusting the cost for balance? Right now it's twice as cheap as the solar-thermal power plant. About $5 per MW vs $10.
Owlchemist 17 Mar, 2015 @ 7:29am 
Exactly what I was waiting for! Thanks for sharing.
AndyNumbaWan 17 Mar, 2015 @ 6:13am 
please add cost, power in the description.. ty
iPhillos 17 Mar, 2015 @ 5:26am 
Looks nice and I would definetly use it if it was more efficient...