Space Engineers

Space Engineers

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ASP - Automatic Solar Peaking (ON HOLD)
   
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4 Jan, 2015 @ 8:19am
19 Mar, 2021 @ 3:43pm
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ASP - Automatic Solar Peaking (ON HOLD)

Description
THIS MOD IS ON HOLD UNTIL FURTHER NOTICE

This code segment will manage your entire solar grid. It will peak your solar array to give you maximum power output, as well as report on system health. It will also do the same for Oxygen Farms. This is a total system tool and as I work on it more features will become available.


There is extensive documentation in the code file, so you can easily read it while in game, to see how to configure all the necessary components.


This controller is highly configurable to meet your individual needs, and is easily expandable as your power grid grows. Unlike other Solar code segments this one is very easy to add new rotors and panels to your network. In fact, all you have to do is build them and name them. Then once you reboot the program block, the system will pick them up and use them automatically.


2015.07.06: Added support for Oxygen Farms & an optional LCD display.
2015.07.07: Fixed a bug caused by non standard solar panels.
2015.07.11: Clean up some code, and fix up the output to the LCD and Beacon.











While looking into making a nice LCD output for this I came across a very nice LCD information display scrip. Rather than try to make one as nice as his, I will just direct you to his script. Mine will give you the basic information, but this script is far and above anything I had intended to make.

http://steamproxy.net/sharedfiles/filedetails/?id=407158161&tscn=1436295293

You can compare the generic output of the ASP script, to the highly detailed and formatted output of this script, in the screenshots. I can't say eneugh good things about this LCD script. Just get it and tryt it. You will like it.










You can Download test craft files from the workshop with example solar arrays to help you understand how it all works.


A quick and easy "Vanilla" Blueprint.
http://steamproxy.net/sharedfiles/filedetails/?id=369257367


The ship I designed !ASP for in the first place. (Mods used in the construction)
http://steamproxy.net/sharedfiles/itemedittext/?id=370029047
And a World File version so all mods are included.
http://steamproxy.net/sharedfiles/filedetails/?id=370034431



and another designed by Aramid
http://steamproxy.net/sharedfiles/filedetails/?id=369857199 (Blueprint only)
http://steamproxy.net/sharedfiles/filedetails/?id=369806968 (World File - All mods included)
34 Comments
Leon 26 Mar, 2016 @ 9:07pm 
pity that you, the time does not have because it is very easy to perceive the program and it does not go jetzte EMHR shame really but thanks for the info much success here in real life .... sry i can not good english google translater xD
Volg  [author] 29 Nov, 2015 @ 6:28pm 
Ok i have found the cause of this and have bad news. They removed this function from the scripting... Unfortunatly i do not have the time right now to figure out a new way to accomplish this task. i am sorry to say this mod is going to be on hold until i have time to figure a new way to do this. My real life does not allow me much time for things like my SE Mods, and thus i can't give you any time frame. I am sorry for this, but i just do not have the time right now to fix this.
CBFasi 23 Nov, 2015 @ 4:41am 
I am getting the same error here too :(
Mainframe 22 Nov, 2015 @ 2:00am 
Compilation error line 343: Type or namespace name IMyPowerProducer could not be found...etc
Volg  [author] 20 Nov, 2015 @ 11:04pm 
thanks for the update.... i will look into this as soon as i can
Volg  [author] 30 Aug, 2015 @ 6:00am 
This script is 100% functional on my system. If you have problems with it on your end please upload the world so i can figure out what is wrong. Be sure to upload a "clean" world with no mods used other than !ASP. Link to it here, and i will check it out.
Volg  [author] 30 Aug, 2015 @ 5:49am 
Since I have had 2 people say it is not working i have reuploaded the script to steam. Please read the directios for setup. Ensure you own all the blocks involved, and above all, besure you recompile "Check Script" everytime you make a change.
Volg  [author] 30 Aug, 2015 @ 5:11am 
the rotor is not supposed to stop. it will always oscillate around the peak spot. and unless you are on a stationary platform in a world where the sun does not move, this is necessary. if you are on a station in a world where the sun does not move, after the panels are peaked just disable the rotors and they will then remain in the peaked position.
Leon 27 Aug, 2015 @ 6:01am 
Rotor No Stopet