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But you lose energy in the process because there is a penalty when a battery is charged.
To give you an example, take two large grid batteries: Each one has 900 kW hours for a combined 1.8 MW hours. However, if you transfer all of one battery into the other (set one to recharge; the other to discharge) you end up with only 1.6 MW hours. Reverse them so that all the energy flows back into the first battery and you get 1.3 MW hours. That's a pretty substantial loss.
After I have all of that, I will try and add turbine support, and then reupload the full thing to the workshop myself, with credit to all the relevant scripters of course.
I'm currently abroad and my thoughts are bouncing between about 12 different things at any given time, so it might take a while, but it is in the works now. Anyone with questions or anyone with coding experience who wants to help, shoot me a dm.
batteries.RemoveAll(battery => battery.CustomName.Contains("[YOUR_TAG_HERE]"));
And then just change the tag to whatever you want to set your exemption tag to. Just tested and I had two batteries with this tag that were higher power but completely ignored by the script. That took me way too long to work out. Love the script btw, once I find out which asteroids have what in my SP world so I can reliably gather mats it will be really handy
Second, it would be nice if you implemented the new self updating code to this script just to get rid of that timer and make things a little bit more stable on servers.
heres a short version of the code if you don't know it already:
public Program()
{
Runtime.UpdateFrequency = UpdateFrequency.Update10;
}
It will make the program update itself every 10th tick,
i did put it in there myself but i do think that others would apreciate it as well.
Thanks for the script and piece of mind <3
No idea if this is going to be harmful, but it'd be nice if there was a way to keep charge from bouncing around among batteries like crazy.
I think this is the closest thing to a power management script that I remember using several months ago. I was thinking of making some modifications to it as well.
Specifically, to allow turning off of non-vital systems. I'm just thinking through it now, but tagging systems to describe at what battery level they should run. Like Refinery [p80], Assembler [p60], solar rotors [p0], doors [p0], programmable blocks [p0].
Also, to prioritize some batteries over others, to maintain a quota type system for battery charges (Battery [p90] would charge that battery to fully before allowing other systems to activate and drain charge), addressing pounce's issue.
Just thinking out loud here.
Basically i think just an tag [Exempt] or so that makes Power managment not touch theese batteries.
I have plenty solar power on my station and plenty of batteries (booth in the 150 mwh range) but power managment still drains/loads batteries all the time even if solar power way outperforms needs (while batteries should be at 100% loaded because power from solar > need. Not sure what the issue is.
So it is on an constant drain/load cycle when not needed (batteries are at 99.9 full and it drains some and loads some and switches all the time while solar power outperforms need by a large margin for long time.)
It feels as if the script has to drain some batteries even while not needed
My welding flea has ONE battery and it is kinda ackward if it is not charged fully and i have to switch off powermanagment and wait for it to full load (or forget to check and explore new frontiers in an mini ship, as said, ackward)
As far as the size limit I'll have to look into that, it'll probably need to be re-written to pull chunks of batteries at a time. Try with the latest version and let me know if the changes optimized the complexity at all
if your charging batteries your supposed to lose 20-30% of the total power.
has to due with efficency
I think it's currently batching as much as it can, I may be able to make it less efficient in order for it to scale better.