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Author Topic: Windmill suggestion  (Read 1106 times)

FearfulJesuit

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Windmill suggestion
« on: October 06, 2010, 04:53:47 pm »

I did send an e-mail to Toady One about this, but I want to see what you all think. (I'm new, by the way- so hi!)

Windmills are wonderful sources of power, but when your map has 0 wind it is a pain in the neck (and unrealistic). Here's a better idea: have each season of your year have a different wind velocity, with the stipulation that there is always one season with wind.

What do you all think?
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Bohandas

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Re: Windmill suggestion
« Reply #1 on: October 06, 2010, 09:11:22 pm »

Sounds good to me. However, it should not be random, it should vary around a set local baseline.
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FearfulJesuit

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Re: Windmill suggestion
« Reply #2 on: October 07, 2010, 07:10:27 am »

Sounds good to me. However, it should not be random, it should vary around a set local baseline.

Well, it would be constant- if you find out that your windmills are giving you 20 power the first winter, they will give you 20 power every winter.
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

Bobbias

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Re: Windmill suggestion
« Reply #3 on: October 07, 2010, 11:45:52 am »

Personally, I think that even that is unrealistic. What we should have is a much more fleshed out wind system. The wind should be variable, day to day and season to season. On top of that, the wind should also vary by height (higher Z levels having generally higher winds, like in real life), but the winds ultimately being decided by the surrounding regions (world map wise). I mean, if you happen to be behind a mountain range, you should get less wind, due to the shielding effects of the mountain range. Of course, there should also be local changes, depending on the embark region as well. Also, storms should also effect the wind.

Basically, I think wind needs to be completely redone. And it would be nice to be able to find out what the wind is like before you construct a windmill.
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Urist McMick

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Re: Windmill suggestion
« Reply #4 on: October 07, 2010, 11:50:20 am »

That's realistic. But all them calculations ain't gonna be good for our poor, poor framerates.
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FearfulJesuit

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Re: Windmill suggestion
« Reply #5 on: October 07, 2010, 02:31:19 pm »

I have thought about that, but you may as well not have wind at all under those conditions, because with the wind being variable like that, everybody will abandon windmills as sources of power.

Pff. I'm only proposing this because I have serious trouble figuring out how to make a tower reactor.
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

Farthing

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Re: Windmill suggestion
« Reply #6 on: October 08, 2010, 01:37:08 am »

It is not uncommon for certain areas of the world to have very little wind. I'm not sure how weather patterns work, but if there was a more thorough breakdown of climate at the embark, showing things like how often wind is active, wouldn't that help?

Max White

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Re: Windmill suggestion
« Reply #7 on: October 09, 2010, 07:05:20 am »

That's realistic. But all them calculations ain't gonna be good for our poor, poor framerates.

Well if each area had a certain windspeed per season then thats only one more calculation per season to do, as I'm sure that windmills referance to a constant for the area, rather then a seperate caculation for each constantly, so fps isn't an issue.

This would be a very good idea! I like it.