Difference between revisions of "Wind/Tidal Generator"
Line 17: | Line 17: | ||
Turbines placed in water become tidal generators, producing a constant +1.2 E/s. | 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. | + | Else, they become wind generators, generating a variable amount of energy which changes periodically.<br/> |
− | 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 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.<br/> |
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. | 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 == | == Advanced Mechanics == | ||
− | The depth at which the wind/tidal change happens is 10 elmo. | + | The depth at which the wind/tidal change happens is 10 elmo.<br/> |
− | + | <br/> | |
− | 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 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. | + | 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 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. | + | 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/> | |
− | Wind strength is a global [0; 1] value. Individual windgens produce (Minimum + WindStrength*(2.5 - Minimum)) E/s. | + | Wind strength is a global [0; 1] value. Individual windgens produce (Minimum + WindStrength*(2.5 - Minimum)) E/s.<br/> |
− | Wind strength values are distributed uniformly and independently from previous values. | + | Wind strength values are distributed uniformly and independently from previous values.<br/> |
− | Wind strength changes in a 32-second cycle: it stays constant for 22s, then linearly arrives at the next target value over 10s. | + | Wind strength changes in a 32-second cycle: it stays constant for 22s, then linearly arrives at the next target value over 10s.<br/> |
{{Navbox buildings}} | {{Navbox buildings}} |
Revision as of 03:52, 24 January 2018
The Wind/Tidal Generator is the cheapest energy-producing structure in Zero-K.
Wind/Tidal Generator (energywind) | |
---|---|
Small Powerplant | |
| |
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 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.
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.
The images and links on this page may be broken at the moment. The cache on this page points to the test wiki.
Please purge the cache to try to restore images and fix those links. This will work only if the page is not on the test server (where this box should appear for now even when cache purging is not needed), which may lack the actual images. This page thinks that it resides on test.zero-k.info right now. |