Architect Archive

Thread: Energy Production: Basic but important questions

I_Banzai
Wed Aug 20, 2003 1:40 pm
#1

Forgive me if this has been covered in a primer, if so please point me in the direction of it. I look thru the first 15 pages of posts and couldn’t find some answers to some basic questions I have regarding power production.


Here goes, if you have insight into any/all of the subject please pipe in so that I may understand this galaxies I live in a little better:


1)When surveying what is a normal % value for patches of energy yielding resources (solar, wind, fusion)? I’ve found patches around 50% and I’m not sure how high or low the curve goes.


2)What are the differences in the output power resources container values? Is the key attribute potential energy or overall quality? Will wind power do things that solar will not and like wise radioactive?


3)Fusion sits on radioactive patches correct? Do they also take a power flow in? I know they generate power but I’m curious if I have to manually take the power it produces and feed it back in or is it self sustaining without my influence?


4)In the spectrum of radioactive material is the class relevant? For instance is a Class 2 element better or worse than a 5 by nature or do they just provide different ratios? Do the different types serve different functions? Are they all interchangeable? If so will the over all quality make a better final product for crafters or will potential energy make something last longer?


Thank you in advance for any insight you may have, this is a confusing time for me as a novice.



Banzeye




Got Rads? - FULCRUM POWER
- Coronet, Corellia at -172 -5555
- Kaadara, Naboo at 5668 6235
- Bestine, Tatooine at -586 -4165
(current market value: 1 Credit for every 1 unit of power, potential energy explained upon request)
I_Banzai
Wed Aug 20, 2003 1:41 pm
#2

Forgive me if this has been covered in a primer, if so please point me in the direction of it. I look thru the first 15 pages of posts and couldn’t find some answers to some basic questions I have regarding power production.


Here goes, if you have insight into any/all of the subject please pipe in so that I may understand this galaxies I live in a little better:


1)When surveying what is a normal % value for patches of energy yielding resources (solar, wind, fusion)? I’ve found patches around 50% and I’m not sure how high or low the curve goes.


2)What are the differences in the output power resources container values? Is the key attribute potential energy or overall quality? Will wind power do things that solar will not and like wise radioactive?


3)Fusion sits on radioactive patches correct? Do they also take a power flow in? I know they generate power but I’m curious if I have to manually take the power it produces and feed it back in or is it self sustaining without my influence?


4)In the spectrum of radioactive material is the class relevant? For instance is a Class 2 element better or worse than a 5 by nature or do they just provide different ratios? Do the different types serve different functions? Are they all interchangeable? If so will the over all quality make a better final product for crafters or will potential energy make something last longer?


Thank you in advance for any insight you may have, this is a confusing time for me as a novice.




Got Rads? - FULCRUM POWER
- Coronet, Corellia at -172 -5555
- Kaadara, Naboo at 5668 6235
- Bestine, Tatooine at -586 -4165
(current market value: 1 Credit for every 1 unit of power, potential energy explained upon request)
EdOWar
Wed Aug 20, 2003 2:00 pm
#3

1) For wind or solar, 50% is a good concentration. The highest solar concentration I've seen so far is 66%. For radioactives (fusion generators), 50% would be good but towards the low end. It should be fairly easy to find radioactives in the 70-90% range (myFGs are on a 91% radioactives spot right now).


2) Power is power. As far as powering harvestors and factories is concerned, the stats of the power doesn't matter. Radioactives might be different because I think they can also be used for crafting, but for powering structures it makes no difference. For powering structures wind is just as good as solar or radioactives.


3) Fusion generators sit on top of radioactive spots, but do not require power of their own (only maintenance, which is 1440 credits a day). They are basically super efficient harvestors that specialize in harvesting only radioactives.


4) The different classes of radioactives might make a difference for crafting (I'm not sure, I'm not a crafter myself), but as far as powering structures there is no difference between them.


Hope this helps you out.


Slim Vargo, Corbantis

I_Banzai
Wed Aug 20, 2003 2:01 pm
#4

Slim, you are the man. Thanks for your input.



Got Rads? - FULCRUM POWER
- Coronet, Corellia at -172 -5555
- Kaadara, Naboo at 5668 6235
- Bestine, Tatooine at -586 -4165
(current market value: 1 Credit for every 1 unit of power, potential energy explained upon request)
SamloSalar
Wed Aug 20, 2003 2:01 pm
#5

I can only answer your first question. I've found Wind deposits as high as 85%, so I'm lead to believe that they go up (and down) to the samelevels as regular resources (99% or 100%).
crobsahm
Wed Aug 20, 2003 2:08 pm
#6

One more question on radioactive please. If a fusion sits on radioactive does it give you the same resources as if you put a mineral harvestor on radioactive? That is can I use the radioactive produced from my mineral miner as power ?
I_Banzai
Wed Aug 20, 2003 2:25 pm
#7

Thank you SamloSalar



Got Rads? - FULCRUM POWER
- Coronet, Corellia at -172 -5555
- Kaadara, Naboo at 5668 6235
- Bestine, Tatooine at -586 -4165
(current market value: 1 Credit for every 1 unit of power, potential energy explained upon request)
Dhraven
Wed Aug 20, 2003 2:27 pm
#8

1) I've seen Wind only as high as 60%, and thats often "high". Solar is about the same, but will result in more resources per harvester. I would concider 80% to be a "jack pot".

2) When it comes to harvesters, all power is equal. (that I know of)

3) Haven't used a Fusion before, not sure.

4) Also, don't know this one. Sorry.




-- Uncle Tom [Miner/Merch/Architect] Radiant

Braindoc
Wed Aug 20, 2003 2:33 pm
#9

Yes you can crobsahm, but your mineral generators require power to run. So the part of the power you produce willhave to fed back into the harvestor to keep it running.
Mocras
Wed Aug 20, 2003 2:36 pm
#10

All power is equal. Consider yourself lucky if you find Wind/Solar above 60%. Fusion does not take power to run and are placed on Radioactive Minerals (that you can find 80+% pretty easily). All generators cost the same amount per day in Maintenance (1440 credits) no matter the size. Wind are 4 spec rate, Solars are 8 spec rate, and Fusions are 13 spec rate.
I_Banzai
Wed Aug 20, 2003 2:40 pm
#11

Thank you everyone so far for the contributions. My knowledge base is growing by the post!



Every account is helpful, thank you.




Got Rads? - FULCRUM POWER
- Coronet, Corellia at -172 -5555
- Kaadara, Naboo at 5668 6235
- Bestine, Tatooine at -586 -4165
(current market value: 1 Credit for every 1 unit of power, potential energy explained upon request)
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