space engineers lcd panel battery manufacturer
Script that shows the charge of all batteries on the connected grid with LCD images. You can safely add new batteries to the ship/station without having to recompile the script.
This script was specially written to use my "LCD Inverted Percentage Bars 1%" Mod, that adds 101 images to show how much charge is on all the battiers on the connected grid.
Its a cool script. Kinda feel like the LCD image lets it down. Me and a friend are making a machine where it has multiple batteries and turbines on it but cannot find a script to make it easier for us to observe the machines power use/drain/charge.
Hi, is there any way to rotate the display? The texture is quite narrow and it"d fit quite nicely on a vertically placed wide lcd panel but it"d need an option to rotate it within it.
Hey, is this still working after the most recent Survival-Update? I cant get my Textpanel (small LCD) to display anything. I named it "LCD Battery", loaded the script into a programmable block and hit run. Images mod ist also loaded. Nothing happens. I can manually load the images into the LCD; but they only display for s second before it goes back to "online" Any help?
The script always keeps one battery in auto mode as a backup if you sit in the ship while being docked. This is necessary to avoid the script running out of power when undocking which could cause your ship to potentionally crash. If you however not sit in your ship while it"s docked, the script will charge all batteries. To manage fully automated drones, it is highly recommended to always keep one backup battery.
If your ship runs low on battery charge or the output gets overloaded, the script will enable the reactors and hydrogen engines to help out. If everything is normal again, the reactors will be disabled again. The activation can be adjusted in the config section:
There are four different scenarios, when a emergency device can be activated: low battery charge, overload, damaged batteries and no batteries at all. You can enable or disable each scenario, you want the emergency devices to kick in:
The script is able to turn on or off your ship"s lights based on the light level. In order to use this feature, your ship needs a solar panel. The lights are turned on if the light level is below the set percentage of the max read output of the solar panel and off if they are above that level. To use this feature, turn on light control in the config section:
The following topic explains, how to use LCD panels (regular and block LCDs) of my script. Whenever you add one of the following keywords to a block"s name, the keyword gets transformed to the universal [IsyLCD] keyword. In the custom data, you can then set different options about the LCD as well as the screen, the information should be shown (on blocks like cockpits, programmable blocks and so on). The custom data will look like this:
It is also possible to display informations of different scripts in one block by using this syntax (MMaster"s Automatic LCDs 2 uses the same syntax and all of my other scripts).
You can display all the main script informations like docking stats, battery stats and tank stats on the main LCD. Just add the following keyword to a LCD name:
Default font/-sizeEvery LCD, that you just assigned, get"s the "Debug" font and a font size of 0.8 by default. After the initial setting, you can change it to whatever you like. The default values can be changed in the config:
The script can display informations in the names of the used blocks. The shown information is a percentage of the current output (solar panels and reactors) or the fill level (batteries and tanks). You can enable or disable single statistics or disable all using the master switch below.
Nearly every feature of the script can be temporarily enabled or disabled without the need to edit the script. These commands are sent to the script by writing them in the programmable block"s argument field and pressing run or by pulling the programmable block to any hotbar (cockpits, button panels and so on), selecting run and typing in the arguments in the popup window.
Immediately after construction, the battery will contain 30% of its capacity, ready to be used by other blocks. When grinding down a battery, the necessary Power Cells components will become scrap metal. This means you cannot gain infinite power anymore by grinding and rewelding batteries repeatedly, you “pay” for the free partial charge in Power Cells.
You expected a battery to provide power, but it didn’t? You expected the batteries to recharge, but they didn’t? Check your settings in the Control Panel Screen!
Select Automatic to cause the battery to charge itself when there is excess power on the ship, and discharge itself only if there is not enough other power on the ship.
In Creative Mode, a battery has infinite charge, but still limited throughput. If a grid exceeds its power capacity, you still need to add several batteries, even in Creative.
However, in contrast to reactors and hydrogen engines, batteries have the advantage of not requiring a conveyor system to feed them, and as such, they can be fitted in spaces not connected to conveyor systems, or for short trips, possibly equaling/surpassing the power density of a conveyored reactor when used in large banks.
A fully discharged battery is just dead weight until it can be recharged using another power source. This means that large banks of batteries are not the optimal solution for long distance travel. If the battery is only needed to power a drone or shuttle for 15 minutes or less, the battery"s life (and power per weight ratio) is sufficient and you can disregard the dead weight issue.
Given that each kilogram of Uranium ingots generates 1 MWh of power in a reactor, one full charge on a small battery is roughly equal to 0.36 ingots and on a large battery about 1 ingot. However, recharging batteries with reactors only has a 80% efficiency, meaning you"ll need somewhat more uranium to recharge batteries than to fuel a reactor.
Other power producing blocks (solar panels, wind mills) don"t lose efficiency when recharging batteries. So the optimal use for Batteries is when you have solar panels or wind mills to charge them, otherwise it"s a waste of uranium.
When providing power, batteries are given medium priority. Grids draw power first from solar panels and wind mills, then second from batteries. Reactors are only used if the output of the higher priority options is not sufficient, in order to conserve their uranium fuel.
Electricity is a system and resource in Space Engineers that is used to power most devices. It is created using a Large Reactor, Small Reactor, Wind Turbine, Hydrogen Engine, or Solar Panel. It can be stored in a Battery and discharged to the grid it is built on. Any device that has a direct block connection to a power source will be powered by that power source; that is, if a reactor is on a ship, all devices attached to that ship should receive power - provided there is enough power to supply all active blocks on the grid.
In Space Engineers the rate of energy transfer and energy conversion is expressed in watt (W). The unit watt comes commonly prefixed to kW or MW, as seen in the table. An amount of stored electricity is expressed in watt hours (Wh), which can be thought of as the product of a rate of energy transfer and a time this rate was sustained. If, for example, you need 500 W for 5 hours, a battery storing electricity to the amount of 500W*5h = 2500 Wh = 2.5 kWh will suffice. Typically you will encounter Wh, kWh, and MWh units in the game referring to stored energy in a charged battery or in fuel like uranium ingots. Conversely, W, kW, and MW units describe a rate consumers (e.g. refineries) and producers (e.g. reactors) of electricity work at.
A Battery is special in that it doesn"t generate electricity, it merely stores it for later use. It"s wise to combine renewable electrical generation from solar panels with batteries and not reactors since a battery charging from the latter is only 80% efficient. This efficiency penalty means that a battery needs 20% more power (Wh) for the energy it will store and return. That is while it will return 3 MWh (for large batteries) charging at a maximum rate of 12 MW, the battery will require 3.6 MWh for a full charge, thus 600 kWh will be wasted. A Large Ship battery continuously drawn on at its maximum output rate of 12 MW, beginning at full charge of 3 MWh, will deplete in 15 minutes.
In Space Engineers, electricity sources are ranked in order of which of them will be used first to fulfill electrical demand as a sort of automatic intelligent power management sub-system. The purpose of this is to utilise power sources intelligently, for example if there is both a Solar Panel and a Large Reactor available to use. Instead of equally distributing a load across them the grid will attempt to utilise all of the output of a solar panel, before using the reactor and use the reactor to make up any difference in demand that the solar panel cannot provide. Thereby saving Uranium, instead of needlessly letting solar power go to waste.
(*) Solar Panels have a maximum output depending on their angle to the sun and the amount of actually lit surface. Given values are the maximum achievable output with perfect conditions, therefore efficiency and output may vary.
Comparing them directly, the small reactor provides far more energy for the space it takes up; for example, 20 Small Reactors is equal to the output of a Large Reactor with only two-thirds of the space used. Despite this the large reactor offers greater economies of scale, requires less Conveyor complexity and in general is more useful in a variety of important applications especially as Powerplants for Large Ships, being both lighter and requiring fewer resources to construct. This makes Large Reactors ideal for ships that can take advantage of their reduced mass and accelerate or decelerate more easily, and therefore use less Uranium Ingots. Small Reactors are therefore ideal for stations that do not need to move, situations where physical space is precious or presents relatively light power needs that would not require a larger more expensive reactor. For example, a large reactor only needs 40 Metal Grids while a small reactor needs 4 Metal Grids at approximately 10 Small Reactors (150 MW) you would start to see economy of scale benefits clearly when using the large reactor. Between them however, they use Uranium Ingots equally as efficiently neither one will manage to extract more energy than they would otherwise have to.
I still got that problem. I cant play on any dedicated server. Everywhere I built, my solar panels doesnt charge my batteries at all. The batteries even discharge, while having 600 kW input and 7 kW output.
I got that problem on several dedicated servers now, making online game impossible for me. I couldnt find any problem at all in the savegames. When I download them and run them locally, everything works fine. When I upload it again on the server, the battery is not charging anymore. So it is a problem with the dedicated server somehow. And it is linked to the character. no matter where or what I built, the batteries doesnt charge. So its not a problem of a special grid.
I really cant think of a logical reason for that. Even when I give ownership of my batteries and solarpanels to another player, they dont charge. There is no strange entry about it in the sbc file, everything is just fine.
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