Difference between revisions of "Wind/Tidal Generator"

From Zero-K
Jump to navigation Jump to search
m (Undo revision 3386 by HistidineBot (talk))
m (Reverted edits by HistidineBot (talk) to last revision by Sprung)
(2 intermediate revisions by 2 users not shown)
Line 26: Line 26:
 
<br/>
 
<br/>
 
The minimum wind is zero at the lowest dry point of the map. For fully flooded maps this is the sea level.<br/>
 
The minimum wind is zero at the lowest dry point of the map. For fully flooded maps this is the sea level.<br/>
The minimum wind at a map's highest peak at game start time is given by (2.5 / (1 + e^(4 - height/105))), where height is compared to the map's lowest dry point. Fully flooded maps are considered to have the highest peak at 1 elmo altitude.<br/>
+
The minimum wind at a map's highest peak is given by (2.5 / (1 + e^(4 - height/105))), where height is compared to the map's lowest dry point. Fully flooded maps are considered to have the highest peak at 1 elmo altitude.<br/>
 +
The lowest and highest points are determined at game start and will not change later (due to terraform or explosions).
 
The production at intermediate altitudes is given by linearly interpolating (or extrapolating) incomes at the highest and lowest points, though never more than 2.5 E/s.<br/>
 
The production at intermediate altitudes is given by linearly interpolating (or extrapolating) incomes at the highest and lowest points, though never more than 2.5 E/s.<br/>
 
<br/>
 
<br/>

Revision as of 06:29, 22 September 2018

The Wind/Tidal Generator is the cheapest energy-producing structure in Zero-K.

Wind/Tidal Generator (energywind)
Small Powerplant
energywind.png
Stats
Cost 35
Hit Points 400 (Tidal)
130 (Wind)
Energy (E/s) 1.2 (Tidal)
Varies (Wind)
Vision Radius (elmo) 273
Grid link range (elmo) 60
Weapons
None

Description

Wind generators produce a variable amount of energy, depending on altitude and wind speed. They are extremely fragile and chain explode when bunched, so consider their placement carefully. When placed in water, they become somewhat more sturdy tidal generators with a good, constant output.

Basic Mechanics

Turbines placed in water become tidal generators, producing a constant +1.2 E/s.

Else, they become wind generators, generating a variable amount of energy which changes periodically.
The maximum is always +2.5 E/s, while the minimum starts at +0 E/s at the lowest point of the battlefield but increases with height, up to +2.5 E/s.
The randomness is such that all turbines placed at given altitude produce the same amount, and turbines placed higher will always produce more than those placed lower.

Advanced Mechanics

The depth at which the wind/tidal change happens is 10 elmo.

The minimum wind is zero at the lowest dry point of the map. For fully flooded maps this is the sea level.
The minimum wind at a map's highest peak is given by (2.5 / (1 + e^(4 - height/105))), where height is compared to the map's lowest dry point. Fully flooded maps are considered to have the highest peak at 1 elmo altitude.
The lowest and highest points are determined at game start and will not change later (due to terraform or explosions). The production at intermediate altitudes is given by linearly interpolating (or extrapolating) incomes at the highest and lowest points, though never more than 2.5 E/s.

Wind strength is a global [0; 1] value. Individual windgens produce (Minimum + WindStrength*(2.5 - Minimum)) E/s.
Wind strength values are distributed uniformly and independently from previous values.
Wind strength changes in a 32-second cycle: it stays constant for 22s, then linearly arrives at the next target value over 10s.