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回報翻譯問題
Can't do much about it, I'm afraid.
It almost seems like the sun position is correct between client/server (hence why solars work properly *most* of the time), but when it comes down to capturing the raw data in a script to manipulate it (like these types of scripts for example), there is either raw information being passed on, or just the oppasite, being omitted, when trying to gab it in this method, something is lost, or additional carbage is added to it, throwing off the script.
Not sure how to fully explain it, best way is like this...when the solar panels are working by themselves, the power info is working properly, but as soon as something interferes with that flow of data (a script trying to read that info for example), its almost like the balance of that flow of data is disrupted, causing havoc with trying to utilize that data.
That would also explain why scripts that try to calculate the best position based off of power from the solar derp out on servers (like the stop at max power script), where ones that are item based (like Midspace's Experimental Solar Tracker) that use its own block to track the sun work just fine.
I dunno, maybe im just talking out of my arse...but the bottom line is still true...this is an issue only keen can fix.
Edit...really? a clean-worded version for a persons "rear-end" is filtered? haha, that made my night!
Solar tracking would work fine - it'd orient correctly, even if there was a planet in the way.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=572815295
Mods in use on this grid: Midspace's Experimental Solar Tracker, Freya 2.0, and extreme light and the day cycle is set to 20 mins.
Freya is set with default settings and the timer block is set at 1 second intervals. As soon as the solar panel looses power (sun sets), everything shuts down. Even by trying by forcing the batteries on, freya will right-away switch them back to recharge, thinking its still day light out, and everything goes dark. This continues until sunrise again. Short Version, she stays in daytime mode. It might be worth noting here that even with 1 solar panel, she reports 101% for solar and the solar output was only 113kW.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=572822351
Once the solar looses power, any theshold under 100~110 fails to kick it to night. There is a brief point when the sun sensor is pointing straight down, when freya will actually trigger to night correctly (with threshold set at 10), but as soon as the sun sensor moves roughly 5~10 degrees away from straight down, is when she will act up again. This also holds true when the sun sensor is facing straight up (high noon), freya will kick into night mode. At this point it might be worth noteing that the max solar output is at about 113kw and slowly ticking down, and the current output is at 0.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=572849266
When it gets to be about afternoon-ish (and the current output goes back up), she will switch back to day mode.
Tested this over a couple of cycles to be sure.
Correction: It almost seems like reguardless of the threshold setting, freya is ignoring it (at least, to some degree). I watched this during sunset when the solar's max and current power dropped below 100 (the threshold was set to 100), and refused to switch to night. It is not until WELL after sunset with a threshold of 100 when she will kick over to night setting.
For untracked solar panels, I think there will be a zero-out at dusk and dawn. If that's the case, I can do something about it.
To be honest, this is the answer I was most expecting. Yes, I do have a solar tracker installed on the server, and even then when just watching the solar panels output, when the sun drops below the horizon the panels output hits 0, and when the sun rises on the horizon, the panels begin outputing power, as you would expect.
With that said, reguardless of what is used, the script should work 100% as-is, no questions asked, but still gets odd results, like when it is "high noon" and the solar panel's output itself suddenly drops to 0, even though it is DIRECTLY FACING the sun?!? That right there made me highly question how the information on the server itself is being calculated. This is also the same reason why some solar tracking mods that are script-based and try to orientate themselves based off of the output of the solars simply don't work on servers, like this one...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=367344570
I have even done some tests (not as extensive, so no solid proof) with just a solar panel right on the station, no rotors or sun sensors used at all, and still got questionable results...they did make a little more sense, but only a fractional amount of sense.
The long and the short of it is this...for best solar/battery managment currently as of this post, is to use your battery fix mod and a sun-tracking mod (that works, lol). Your battey fix mod has made a big difference just by itself, simply because it will try to favor using the solar panel's power above the batteries/reactors power.
Now if I can just find a good tutorial on script writing, lol.
I understand the basics, or logistics behind writing scripts (just not fluent in writing actual code, but that I can figure out), once apon a time ago I played alot with AutoIT, lol. I just have no clue as to what calls are available to use (how to trigger the blocks through a script more or less).
It could also explain why you're getting kicked back into your night cycle if the timer checks the output before the batteries have a chance to receive the charge.
I'm not saying that's the case, since I have no experience with what you're attempting, but it's a variable that could explain some of the results you're getting. Let me know.
If my theory is correct, you would need a steady power sink greater or equal to your threshold to maintain your day cycle. This would work better with a lower threshold, of course, and could probably be easily maintained by something like a gravity generator, spotlight, beacon, or antenna if their inputs are high enough. Then, once your solar panel produces less than the threshold again (presumably night), your batteries should switch to discharge to maintain the power sink.
The real trick is getting your batteries back into recharge mode. If your batteries are still discharging when the solar panel is receiving sunlight, then I don't know how well your power sink would prioritize the solar panel to provide enough output to trigger your day cycle.