• Questions RE:Wind and Wind Turbines
    4 replies, posted
Greetings all, The mechanics of wind do not seem to be matching up with the information I currently posses. Would greatly appreciate any insight or assistance that anyone may provide. Here is some initial information I have found... The wind that drives our balloons, the wind that we hear, and the wind that powers turbines appear to be three separate coding exercises. Balloon wind never changes direction or speed. It is purely altitude-based and fixed. The wind that we hear, and can change with the weather.wind admin command, seems to alter both audio and some environmental effects. Wind Turbines do not seem to adhere to either of these metrics. Some information claims that wind turbines produce more power at higher altitudes. This is not the case. I have placed turbines on a boat house at sea level that produces more power than one on a hilltop. The wind turbine direction constantly changes as well. A nice visual effect to be sure, but at odds with the balloon wind. The weather.wind command has no effect on turbine output. I have set it to 0% and all the way up to 100%, and see no change in output. So all this begs the question... What mechanics/code govern wind turbine efficiency/output... and can they be altered or searched for? Is it biome related? Map layer related? Is the seashore layer more productive for turbines? Do large areas of open water produce turbine wind? Until generators and water wheels hit main branch, turbines are it. I would prefer to get the most out of them if at all possible. Solar is good as a light switch and that is about it. Good for starter bases and outrider huts, but not to power a compound. Ignorance is not bliss. Knowledge is power... literally in this case. Thanks for your attention.
I tested it and I know that wind turbines are more efficient at high altitudes
Is that over the long term? I cannot make video recordings, but I have seen a turbine at sea level pumping out more power than a hilltop one at that moment in time. I have not tested power levels over time or total power delivered.
The wind strength does fluctuate, so it may be that you had strong wind when it was at sea level, then the wind dropped when you moved it up high, giving you unusual/coincidental results. I can also attest that a high windmill gives me a huge performance increase over a low one in the same location.
I agree with the general altitude findings. I have had multiple turbines up at the same time and teleported to them in turn. It's good to be king. Admin privilege is a helpful learning tool to be sure. It "appears" from limited experience, that SEASHORE makes a difference. Some sort of "trade wind" effect. Whether it is intentional or an unintended coding consequence is part of the answer I am looking for. Or it could be a small sampling error on my part. Not claiming to have any direct knowledge in this area... hence the thread. I would like to find out if the "three winds" will be melded in any way in the future. Or, if there is a way to modify the game in some fashion. I am quite aware that developers are very busy working, and would not expect a reply on a weekend for certain. But if there is a way for anyone with direct knowledge of this to chime in with any information, it would be helpful. Not asking for proprietary information or coding, just a general response in regards to the "three winds of Rust".
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