Difference between revisions of "Battery"

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[[Category:Power Blocks]]
 
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Revision as of 01:07, 16 March 2020


Battery Icon.png
Large Ship Icon.png
Large Ship / Station
Battery
 
Components
Required

 

 
 
 
Mass (kg):
0
 
Integrity:
0
 
Build time (seconds):
40
 
Active power consumption (MW):
12
 
Max power output (MW):
12
 
Max stored energy (MWh):
3
 
Airtight:
Yes - all orientations
 
Power Consumer Group:
Battery
 
Power Producer Group:
Battery
 
Dimensions (W x H x D):
1 x 1 x 1
 
PCU Cost:
15
Battery Icon.png
Small Ship Icon.png
Small Ship
Battery
 
Components
Required

 

 
 
 
Mass (kg):
0
 
Integrity:
0
 
Build time (seconds):
20
 
Active power consumption (MW):
4
 
Max power output (MW):
4
 
Max stored energy (MWh):
1
 
Airtight:
No
 
Power Consumer Group:
Battery
 
Power Producer Group:
Battery
 
Dimensions (W x H x D):
3 x 2 x 3
 
PCU Cost:
15

Overview

The battery is a single block that has a similar function to the reactors in that it will power blocks on a grid. It does not require any materials to be powered, and does come with a small intial charge but beyond this it must collect energy either from Solar panels, Large Reactors, and/or Small Reactors before it can be put to use (or even other batteries).

With Update 01.105, a battery, once built, already has a 30% charge, meaning it can be used immediately. However, it is now no longer possible to salvage Power Cells from a battery, any power cells will be recovered as Scrap Metal, losing a significant amount of Nickel and Silicon.

Usage

The battery is a convenient solution to saving/reserving power, and using no fuel that reactors for example would otherwise require. Or in the case of an incident, provide emergency power while repairs are made.

The battery block may be placed anywhere and unlike Reactors does not need to connected to a Conveyor network for refueling.

Control Panel

  • Max Output - Maximum amount of power the battery can output to the grid
  • Max Required Input - Maximum amount of power the battery can receive when in recharge state
  • Max Stored Power - Maximum amount of power that can be stored on battery
  • Current Input - The amount of power that the battery is currently drawing from the grid
  • Current Output - The amount of power that the battery is currently providing to the grid
  • Stored Power - The remaining amount of power that is stored within the battery
  • Fully Depleted In - Time remaining till the battery is depleted of stored power
  • Fully Charged In - Time remaining till the battery is fully charged.

Indicators

Charging State Discharging State Block Deactivated
Indicator Amount Status Indicator Amount Status Indicator Amount Status
Charging from 0% Air Vent Front Indicator Green.png Air Vent Front Indicator Green.png Air Vent Front Indicator Green.png Air Vent Front Indicator Green.png Below 100% Air Vent Front Indicator Red.png Air Vent Front Indicator Red.png Air Vent Front Indicator Red.png Air Vent Front Indicator Red.png Not Enabled
Air Vent Front Indicator Blue.png Above 25% Air Vent Front Indicator Green.png Air Vent Front Indicator Green.png Air Vent Front Indicator Green.png Below 75%
Air Vent Front Indicator Blue.png Air Vent Front Indicator Blue.png Above 50% Air Vent Front Indicator Green.png Air Vent Front Indicator Green.png Below 50%
Air Vent Front Indicator Blue.png Air Vent Front Indicator Blue.png Air Vent Front Indicator Blue.png Above 75% Air Vent Front Indicator Green.png Below 25%
Air Vent Front Indicator Blue.png Air Vent Front Indicator Blue.png Air Vent Front Indicator Blue.png Air Vent Front Indicator Blue.png 100% - full Air Vent Front Indicator Red.png 0% - empty

Recharging

Although a newly constructed battery will have some charge already available, providing power instantly once complete. The main purpose of the battery is to store and discharge power as needed. A ship may also recharge its battery through Connectors by drawing power from the other side while docked. This does not cost extra power. However, recharging from any source will only work at 80% efficiency rate which incurs a 20% penalty on recharging, meaning the block needs 20% more power for the amount of power returned to the grid.

Recharge Toggle

A Battery can recharge regardless of whether its Recharge setting is toggled or not, but if it's set to Recharge it will ONLY recharge and will not discharge or provide power. During this state, the battery will only draw power from the surrounding grid to store in its reserves. It will not discharge again till the player toggles "recharge" once again. Be aware that the charging process is not 100% efficient. Regardless of where the energy is coming from, only about 83.33% of the energy will actually be stored in the battery, the remainder being wasted due to an inherent inefficiency.

Discharge Toggle

Once a battery has enough charge in it it may be set to only discharge it's stored power into the grid, the battery should take priority over reactors (using fuel) but not active solar panels - this may vary due to subgrids and etc. A battery can discharge its stored power whether the it's discharge setting is toggled or not, but toggling the discharge means it will ONLY discharge and not at all draw power from other power sources such as other batteries or reactors.

When neither Discharge or Recharge is toggled

During this state which is the default state of a newly built battery, it will recharge automatically if there is any surplus power it can draw from and discharge automatically if there is a shortfall in power supply that is if there is more power being drawn that otherwise available without the battery's reserves. This is unwise as it may if Reactors are present quickly recharge and then discharge this stored energy, since the battery's charging is inefficient you essentially lose fuel in the process.

Semi-Auto Toggle

This mode will enable the battery to automatically recharge when at 0%, and then discharge when at 100%. In other words, it will automatically recharge and power the grid without player intervention.

Charging with Reactors

While reactors can recharge batteries, the efficiency is only about 80%, as noted above. Reactors due to high output can recharge the battery quickly, however this is considered very inefficient. Merely converting the stored energy in Uranium Ingots, to stored energy in batteries - which is not 1:1 conversion. Resulting in essentially losing 20% of the fuel in the process with inefficiency [3.60 MWh of Reactor output -> 3.00 MWh of Battery output after being fully charged].

Charging with Solar panels

While a single Solar Panel does not have the same power output as reactors, it is considered "free" energy since no fuel is spent to generate power. It will however be painfully slow with a single or a few panels being used and suffers the same efficiency penalty as do Reactors, a single large Solar Panel operating at peak effectiveness (120 KW) will take upwards of 62 days to be fully charged - so ideally a large array of solar panels should be used.

While 30+ panels appears impractical for a shorter recharge, its more logical to create such things as recharge satellites that your ships can dock with to recharge their batteries.

Example of a solar recharge station. A small ship is docked and recharging its battery

Power Output

Once charged, the battery can begin to power the grid it is placed on. It has nearly the same output capabilities as a small reactor with an output of 12MW on large ships/stations, and 4.32MW on small ships. The battery life can vary depending on power usage. On a typical small ship can last anywhere from 2-4 hours while in constant use (moving, mining, etc). Large ships will use far more power, and a single battery will only sustain a default red ship for 2 hours while idling, or 15 minutes of constant movement.

Example of a battery providing power to a small construction ship

Media

Small ship battery block
Large ship/station battery block
Battery block interface on a small ship
Battery block interface on a large ship/station

Tips

Known Issues

  • Reactors charging a battery will not calculate their remaining fuel time correctly and will cause no fuel warnings.
  • While the grid does correctly prioritize power sources for everything directly connected to it, once sub-grids (such as grids accessed through rotors, pistons, connectors, etc) also supply or draw power the battery can become confused. Such issues include:
  • Batteries will charge and discharge at the same time as they attempt to run all system energy through them. This will lead to an automatic loss of fuel through inefficiency.
  • Battery energy is not calculated as a part of a ship's energy output nor as part of its energy reserves.
  • If energy use exceeds the output of solar panels, solar power will shut down entirely and all energy will be drawn from the battery.

Programming

Update History

Update 01.105
  • Battery block's behavior changed
  • Battery block's Power cell component is no longer recoverable.
Update 01.096
  • Battery capacity and output increased
Update 01.041
  • Fixed cost of recharging battery is called "Sprint"
  • Fixed full batteries still using energy
Update 01.040
  • Semi-auto mode introduced
  • Fixed lags with batteries turned to charging mode
Update 01.039.010
  • Battery block introduced