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= Power Sources = == [[Supermatter| Supermatter Engine]] == The supermatter is a giant pile of exotic material capable of emitting both ionizing radiation and (flammable) gases. While the generation of these elements is normally rather low, the supermatter can be "activated" into releasing more by, well, most anything: even gasses can start the delamination process if they hold enough energy (heat, usually). You see where this is going? That's right, self-induced chain reactions. Your main job as an engineer will be to cool the supermatter down to prevent it from exploding (luckily a very easy job), while simultaneously exciting it to harvest arcs of electricity. It's not an unforgiving engine, some would say it's even too stable to sabotage in a timely manner; read the [[Supermatter| Guide]] carefully and it will be hard to mess it up. == Singularity/Tesla Engine == {{Important |Title=Tesla and singularity engines have been removed! |Note=As of August 2020, tesla and singularity engines have been removed from /tg/station. A singularity can still be formed from a [[Supermatter]] delamination. <br>See the Pull Request [https://github.com/tgstation/tgstation/pull/52873 here].}} [[File:Singularity_engine.png|thumb|300px]] === [[Singularity Engine]] === The usable power emitted by a singularity takes the form of ionizing radiation pulses. These can interact with the mysterious substance called "plasma" so as to generate electricity. The more plasma available, and the stronger and more frequent the pulses, the more power is generated. The net power output can be measured directly by using a multitool on the collector's wire, checking the first SMES unit connected for available power, or by looking it up on a power monitoring console (though the latter will give skewed results if other power sources such as solars are connected). === [[Tesla Engine]] === This giant ball of incandescent energy regularly regurgitates power in the form of electric arcs. These arcs can be partially captured by tesla generators, and will generally flow along the most conductive/least resisting path. Metal structures are prime target for its strikes, and grounding rods are the safest there is, drawing arcs to themselves and subsequently dissipating them into the whole station. The latter are regularly used to direct lighting through tesla generators, and are best deployed between the engine and anything you hold dear. == Solar Arrays == [[File:Solars.png|thumb|300px]] ''See [[Solars]].'' The solar arrays act as a secondary power source. They are composed of 60 panels per array and there are 4 arrays on the station. Each panel can produce 1.5 kW of power for a total of 90 kW per array. The solar arrays only produce power when directly facing the local star. (The star is off-screen from the station and cannot be located by the player directly.) A solar tracking module can be wired into the solar array circuitry and, with the help of a solar power console, the solar panels can be made to automatically track the local star, which maximizes the power generation for each panel. However, as the station revolves around the star (which, again, is unseen by the player), the solar arrays often land in the shadow of the station which negatively affects solar power generation at the affected arrays. This effectively gives the solar arrays a solar day-night cycle, where it generates power during the day cycle and does not generate power during the night cycle. Because of the solar cycle, a given array will be able to generate power about 50% (estimated but unconfirmed) of the time, which can be translated to an average 45 kW per unit time, rather than the full 90 kW. The solar panels themselves can be, and often are, broken by debris floating in space. Each broken panel reduces the total power generation of the array. The solar arrays can typically power the entire station on their own, once the arrays are wired properly. {| class="wikitable" |+ Solar Power Generated ! colspan = "2"|Maximum !! Average |+ ! per panel !! per array !! per array |- | 1500 W (1.5 kW) || 90000 W (90 kW) || 45000 W (45 kW) |} === Connecting Solars to the Grid === There are two main schools of thought when wiring the solar arrays: * use the Solar SMESs to distribute power into the grid * wire the solar array directly into the power grid ==== Distributing via SMESs ==== Distributing solar power through the SMESs is the generally preferred method of wiring the solars, mainly because it provides a steady power output and requires no extra wiring. One benefit of the pre-laid wiring to the SMES is that during a night cycle of the solar array the Engineer does not need insulated gloves to wire the solar array. The maximum power generation of a typical solar array is 90 kW, and it is advised to set SMES inputs to the maximum 200 kW. The output on the SMES should be at most 50% of the 90 kW generated by the cells due to the revolution of the station around the local star (percentage estimated but unconfirmed). Since the solar has to collect enough energy in the day cycle of the array to output for both day and night, it's usually good to round down a little more. Additionally, if the solar is initially wired during its day cycle, it typically won't be able to collect enough to keep it charged for the first night cycle, resulting in a little bit of lag in the output of the solars. For example, if solar cells generate 85500 W (85.5 kW), the output shouldn't be bigger than 42750 W (42.75 kW). Typically, 40 kW is a good round number for long-term power output. If more power storage is desired, say in the initial stage of the set-up, the engineer may want to reduce or even eliminate power output for the first few solar cycles, before setting the long-term power output. Once all four Solar SMESs are adequately charged and outputting long-term power, they will provide a very dependable power output with almost no oversight needed. In our example, the station would receive 160 kW (4 arrays x 40 kW SMES output) from solars, which is usually more than enough to sustain the station on its own without the engine. This system is also modular, so that even if only three out of four Solar SMESs are used, the total power output is reduced accordingly but still completely steady. That being said, if unchecked, power sinks can drain the solar SMESs, which if depleted would need to go through a solar cycle again before being able to provide steady, adequate power to the station. '''Pros:''' Steady power supply, no additional wiring necessary, stores power, modular, does not require insulated gloves. '''Cons:''' Lag due to first night cycle and initial SMES charging, prone to being set up improperly, some power loss to correct for potentially broken panels, can be drained by power sinks. ==== Wiring to the Grid ==== Wiring the solar arrays directly to the grid is often used as a more straight-forward approach to hooking up the solars, which benefits the Engineer by bypassing the intricacies of the SMES and generating a generally larger power output but at the expense of a less steady, less modular electrical source. This is often helpful in the emergency circumstances where the supermatter crystal has delaminated, taking out the whole of Engineering with it, or when the Singularity or Tesla gets loose. To achieve this, the Engineer usually just wires together the cable leading from the array directly to the cable leading out from the solar maintenance room. Typically, insulated gloves are a necessity since the Engineer will need to tap the solar power lines into the main power grid. However, as easy as that sounds, rookie Engineers tend to mangle the wiring so much that the array power lines never make it to the grid. Once all the arrays are wired, and because of the day-night cycle, on average, about two solar arrays worth of power will be generated at any given time, equating to about 180 kW of power. However, the exact number will fluctuate depending on how much light reaches individual panels. Additionally, if not all of the solars are wired to the grid, the output will be drastically lower and may cause brown outs in the station. On the plus side, wiring the solars directly to the grid prevents wiring sabotage since anyone cutting the wires also needs insulated gloves. Also, power sinks pose little risk as the solar power is immediate and not distributed from an SMES. '''Pros:''' Straight-forward explanation, avoids setting SMES, deters sabotage, acts as primary power source, not prone to power sinks. '''Cons:''' Minor fluctuations in power if fully implemented, severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired. ==== Dual-Wiring: The Best of Both Worlds ==== There is another, less used option that utilizes the benefits from both wiring ideologies while mitigating the risk: dual-wire the solar arrays both to the Solar SMESs and directly into the grid at the same time. Initially, the Engineer would want to charge the SMESs enough to where they could give an adequate supply of power. Then, if the Engineer is skilled enough at wiring, both the SMES and the solar arrays can be wired to the grid at the same time. Since the station only draws about 150 kW, but the solars wired to grid produce 180 kW, there's a spare 30 kW to split between the Solar SMESs for recharging. Setting all four Solar SMESs to charge at 6 kW is feasible (reduced from 7.5 kW to account for broken solar panels). The output setting on the SMES can be any value so long as the station draws full power from the solars wired directly. This effectively makes the Solar SMESs a backup power source. The drawbacks though are that the Solar SMES input levels should not be put higher than 6 kW since a Solar SMES located at an array going through the night cycle will attempt to draw power from a Solar SMES higher upstream in the [[#power queue]], cannibalizing the power from that SMES. Also, the 2 conventional Backup SMESs can't be charged for the same reason of the power queue. However, since the 4 Solar SMESs act as backups, this trade-off is in favor of the dual-wiring of the solars. The Solar SMESs will still be prone to power sinks, but since the solars are wired directly to the grid it doesn't matter much. The drawback that all solars must be wired directly to the grid to prevent severe fluctuation. The same is not true of the SMES-side of this set-up. Each SMES acts like an independent backup, so any undesired SMESs don't have to be set, making the system semi-modular. '''Pros:''' acts primary and backup power source, deters sabotage, resistant to power sinks, semi-modular, resistant to brownouts '''Cons:''' severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired, requires initial charging and follow up on the SMESs before implementation == Gas Turbine Generator == [[File:Incinerator.png|thumb]] ''See: [[Incinerator]]'' The gas turbine generator is a tertiary power source that was recently installed in the incinerator. By utilizing the temperature differential between very hot air and very cold air, the turbine generator is able to create a nominal amount of electricity. The hot air is created by burning plasma and oxygen gas mixtures. The cold air is creating by passing air through cooling tubes located in space. Although it's usually the last power source set up on the station, it's the only power source that can be accessed by Atmospherics (only). Also, they're the only ones who can turn on and mix the gas feed needed to sustain the generator without the use of gas canisters. The exact gas mixture for optimal power generation is unknown at this point, but some Engineers have reported values as high as 100 kW and in typical Engineer fashion forgot to write down their recipe. Be prepared to field questions from <s>overprotective</s> proactive [[AI]]s who notice plasma in the mixtank. == Portable Generators == Portable generators are failsafes when all other systems fail. They require fuel that is fed directly into the generator by hand. The type of fuel is dependent which type of generator is being used. Portable generators can be upgraded using parts created by a protolathe. {| class="wikitable" |+ Fuel Required by Portable Generator Type ! Type !! Fuel |- | P.A.C.M.A.N. Portable Generator || Plasma |- | M.R.S.P.A.C.M.A.N. Portable Generator (removed) || Diamond |- | S.U.P.E.R.P.A.C.M.A.N. Portable Generator || Uranium |} One PACMAN generator is located in the normal engineering storage or secure storage, with plasma located in secure storage, and it will be needed when you take too long to set up the supermatter and there isn't enough juice left in the SMES to power the emitters, or when, during a powersink, you need power to an isolated room. == Power Cells == Power cells are used to power devices smaller than the station such as APCs and cyborgs. Constructed with a protolathe, typical power cells come in several different flavors, in increasing capacity: the default power cell, the high-capacity power cell, the super-capacity power cell, or the hyper-capacity power cell. There are also atypical cells such as a potato cell and a slime core cell. {| class="wikitable" |+ Power Capacity by Type of Cell ! Type !! Capacity (J) |+ ! colspan = "2" style = "text-align:center;"| Typical Cells |- | Power Cell || 10000 |- | High Capacity Power Cell || 15000 |- | Super Capacity Power Cell || 20000 |- | Hyper Capacity Power Cell || 30000 |- | Bluespace Power Cell || 40000 |+ ! colspan = "2" style = "text-align:center;"| Atypical Cells |- | Potato Cell || 300 |- | Yellow EMP-proof Slime Core Cell || 5000 |- | Yellow Hypercharged Slime Core cell || 50000 |}
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