Space Engineers

Space Engineers

Survival... Impossible
Boo_Got_Shot 27 Nov, 2020 @ 7:57pm
Power and Wind turbines
Common issues with power generation from wind turbines and steps to resolve them.
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Showing 1-5 of 5 comments
Boo_Got_Shot 27 Nov, 2020 @ 8:13pm 
++ Not enough power?

Many people have reported problems with wind turbines capping out at 1KW no matter how many you place down. It doesn't seem consistent however. I initially had 2 turbines placed 9 blocks high and 8 blocks apart(the standard optimal configuration) and my Basic Assembler just would not run. With one turbine it output 1KW to the grid and with two it was also 1KW.

Some people suggested you add an additional power generation device like a Solar Panel, but that didn't seem to do the trick for me either. But what did work was ensuring I had a Battery on the grid. Now the turbines output enough to run the thing with some power stalling, but it was the battery that was essential. A Basic Assembler will idle with 1KW, but it can't do anything else, so I suppose the battery on auto charge mode runs on a pretty quick duty cycle of charging for a task and running it, but does so faster than you can easily observe.

++ You don't like the power nerf?

Others had questions about unerfing power. Well you can. It's limited by the wind speed of the planet Omicron. If you change the value there, you can reload your game and the planet will have faster wind. I don't like hydrogen generators because the electrolysis of H2O and recombining it back into H20 for power hurts my conservation of energy sensibilities, so I changed mine from 25 to 45 to only half nerf the turbines.

Edit the following line in your install location: SteamLibrary\steamapps\workshop\content\244850\1898681794\Data\PlanetGeneratorDefinitions.sbc

<MaxWindSpeed>25</MaxWindSpeed>
Zarentha 28 Nov, 2020 @ 2:22pm 
If you have a problem with wind turbines, there was a explenations done by me in comments to the mod. It's some bug that will not start wind turbines at full capacity unless you have other source of power on the grid - be it working solar panel (so wind turbines will also not work at night) or battery. If you have battery then your problems are solved and everything is working fine.
uximer 10 Dec, 2020 @ 3:49am 
I was stuck with the same issue for a while. Now that I look at it, its obvious. Turned out I just needed enough turbines/solar panels. The sum of Max Output has to be more than Max Required Input.
keyspace 14 Jan, 2021 @ 4:16am 
Since one of last year's updates (around "Sparks of the Future", most likely the "Server Optimisations" one) Keen has re-worked the power sub-system calculations.

Previously - and as seen in Splitsie's series' start - a grid with insufficient power to start a consumer (refinery/assembler/O2/H2 gen/etc.) would cycle on and off repeatedly, multiple times a second. It could effectively produce its output without consuming the full required energy input.

On mentioned update, the cycle duration, check order, and likely other aspects have been changed. Now, if a block can't be fully powered, then it will remain in "stand-by" mode (1 kW consumption for most blocks). If there is no battery on-grid, then a wind turbine will also show an output of 1 kW, because no more power is required from it.

I'm using BuildInfo to get a read-out on the possible output levels of given turbines/panels at their locations, without the need for looping power through a battery.
Tilleen 6 Dec, 2022 @ 8:25pm 
@BooGotShot, you could add the mod which makes the h2o generators work at about realistic values, but that may cause issues with the hydrogen powered ship that are used by the other mods. It is able to be tuned.
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