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feat(balance): Solar power bump #4155
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Made regular solar panels generate 100 power instead of 50 and advanced solar panels generate 200 instead of 100.
I have no idea why this doesn't work, can someone please help? |
I have no idea what power units this game is in since 80 is an arbitrary number, but some real world data: So the average commercial solar panel is 1.75m x 1.03m and is a 500 watt panel. Given advancements of course that will go up and we set BN in the future. We can calculate the power per meter squared from this if we want. Though it's also worth mentioning nothing is in it's proper wattage including refrigerators. The whole grid system is arbitrary. https://www.solarreviews.com/blog/500-watt-solar-panels |
That's a good idea, but I'm too burnt out today to figure that out. Maybe tomorrow. |
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If you don't do this, your following commits will be based on the old commit, and cause MERGE CONFLICT. This PR is complete and I don't want to edit it anymoreIt's safe to ignore this message. I edit this PR through web UIYou can ignore this message and continue working. I have no idea what this message is talking aboutYou can ignore this message and continue working. If you find any problem, please ask for help and ping @scarf005. |
I remember a similar discussion either here or on CDDA repo with links to insolation maps and panel power outputs... |
I hate the vehicle power tests I swear XD |
Made regular solar panels generate 80 power instead of 50 and advanced solar panels generate 160 instead of 100.
Purpose of change
Solar panels are rather weak ingame currently, and struggle to properly recharge vehicles and power grids.
Describe the solution
The power generation of all solar panels will be increased by roughly 60%.
Describe alternatives you've considered
Reimplementing quantum solar panels.
Testing
Additional context
Checklist