Інсталювати Steam
увійти
|
мова
简体中文 (спрощена китайська)
繁體中文 (традиційна китайська)
日本語 (японська)
한국어 (корейська)
ไทย (тайська)
Български (болгарська)
Čeština (чеська)
Dansk (данська)
Deutsch (німецька)
English (англійська)
Español - España (іспанська — Іспанія)
Español - Latinoamérica (іспанська — Латинська Америка)
Ελληνικά (грецька)
Français (французька)
Italiano (італійська)
Bahasa Indonesia (індонезійська)
Magyar (угорська)
Nederlands (нідерландська)
Norsk (норвезька)
Polski (польська)
Português (португальська — Португалія)
Português - Brasil (португальська — Бразилія)
Română (румунська)
Русский (російська)
Suomi (фінська)
Svenska (шведська)
Türkçe (турецька)
Tiếng Việt (в’єтнамська)
Повідомити про проблему з перекладом
and instead of the wires going from the panels (Which cause the problem with different snap points between wall panels and ground panels) a "battery pack" that is placed close to the panel and uses standard snap points like generators. (IE vertical is vertical and horisontal is horisontal) for wires between battery pack and panel you could use the same patent as the outlet to consumer.
http://krisdedecker.typepad.com/.a/6a00e0099229e8883301bb0820445e970d-pi
We encountered some problems in placement with the Panel mod on S+ structures, specially those with internal wireings, specially the Wall mounted panel snaps to rather ankward and silly looking positions, the Rest works fine, once placed it supplies even the internal wireings in the S+ stuctures with energy.
So it might just be a placement thing.
Wich isnt gamebreaking, so when theres time for it a lookover would be a cool thing, if not its still fine.
https://s-media-cache-ak0.pinimg.com/564x/c2/bd/26/c2bd267acbc0f9294d00b97ccc6e10cf.jpg
https://www.blogcdn.com/www.engadget.com/media/2011/02/solar-wind-bridge-02-04-2011.jpg
http://www.wind-works.org/cms/typo3temp/pics/Eole-Cap-Chat-1995-001-800x120_ee51397c71.jpg
Maybe smaller/compact floating/balloon type Wind turbing that u can launch into the air attached via cable to base on the ground with solar top skin.
https://s-media-cache-ak0.pinimg.com/736x/c9/22/4e/c9224e3dee351c488a72f21fd286b6e8.jpg
2.Hydro electric generators too for water bases and docks that work under water with outlets for them. Hybrid of Hydro and Solar would also be good.
3.Server Config would be handy also. Let us set the durability of the stuff.
1
Make both areas paintable: the blue area, as well as the other parts.
2
Also consider to make a sloped solar roof, paintable, transmitting wirelss energy. :-)
3
Solar Helmet - providing energy to units around where you are at the moment.
2. I will look at making a sloped roof panel at a later date.
3. that is the silliest idea yet, for a start how do you connect wires to a movable object like a helmet, how do you transfer the power to objects around you, but thanks for the suggestions.
And yes, i am known to breed out the most interesting, silliest ideas one can possibly hear about. :-D
Simply linking the "working" function to daytime. It should deliver energy while hitting 6:30 AM and stop providing any at 19:30 - this would be quite more realistic and immersive.
Then i would recomend Buildable battery packs for Additional battery power.
Combinable to adapt to growing power consumption of growing bases and such.
Try to find the definition of the solar panel, script a public classes which obtains info about day time, activation process/runtime and generally declare it with a if-statement (if gametime >= 650 && gametime <= 1950 runSolarPanelXYZ(); else ...).
Might sound complicated, but it is as easy as MSSQL PHP scripting.