
Scenario 2) I build solar and acumulators at an "optimal" ratio Result 1) Assuming I have enough solar panels to power my base and fully charge my accumlators during the day to last the night, my base runs properly and fires laser defenses using the extra stored power. Interestingly if you have more solar panels than this ratio requires you actually require fewer accumulators since they will kick in later during dusk and stop providing power earlier in dawn.Scenario 1) I build solar and acumulators at a 1:1 ratio Looks like I could be aiming for closer to 1.2:1 if I want to minimize the number of solar panels. My solar-accumulator layout happens to be easy to implement prior to logistics bots and with just medium poles, but that's beside the point. That's why I investigated your numbers to start with - it seemed too far off the ratio I had been using in game. My current solar-accumulator layout is 6 panels per 4 accumulators which I've found to be slightly solar panel heavy, but not excessively so. Which if we plug in to your formula is 100 * P / (5 MJ) = 100 * P / (5 MW) = 20 P / MW. So accumulators need to provide P for 41.66+58.33 = 100s Multiply by two since they also do this at dawn. (= the point at which accumulators start to provide power)ĭuration of part of dusk where accumulators provide some power, ramping up to 100% of P: 83.33 - 25 = 58.33sĭivide by two since they linearly ramp from zero to 1 How long into dusk do solar panels provide 100% or more of P: 83.33 - 83.33/1.43 = 25s The only time accumulators provide P is for the entire duration of night, which is 41.66 seconds, no?
#FACTORIO SOLAR PANEL RATIO FULL#
This should all be correct now and usable for most electrical networks, though I'd recommend using the equation I posted later on this page if you really want to be perfectly accurate.įraktal wrote:though they are at full power for only 52s during the night. If a power spike does occur, the accumulators will run out of power before the solar panels can fully support the network, but the network will effectively reset every day at 79 seconds after midnight (when the solar panels can support the network independently), so there should be no long term effects.Įdit: Thanks to Khyron for catching some of my mistakes. If you're making a remote radar or outpost that isn't expecting any power spikes, this system should be perfect. You'll probably still want a few more solar panels and accumulators if you're using laser turrets or expanding your factories. If there are any mistakes or inconsistencies, please point them out so I can correct them. I believe that all my assumptions are correct. The number of accumulators needed is then the total stored energy over the storage of an accumulator, or 125.4s * P / (5 MJ) = 125.4 * P / (5 MW) = 20 P / MW. This is not a problem for the length of time that they have to discharge, for reasons I won't get into here. The effective time it is on solar power is 70% of that, so the amount of energy stored in a day is 0.43 P*0.7*416.66 = 125.4* P seconds.Īccumulators store a total of 5 MJ of energy each, but can only expend 300 kW of power. An entire Factorio day is 416.66 seconds. Solar panels generate 60kW of power each, so the amount needed is required power over the power each panel generates, or 1.43 P / 60kW = 0.0238 P / kW = 23.8 P / MW.ġ W of every 1.43 W of solar power is used by the grid, the other 0.43 W is stored in accumulators.

Solar panels must generate the inverse of their uptime multiplied by P, which is P/0.7=1.43 P. In this time, an entire day's worth of energy must be generated. This makes the effective uptime of solar power 0.7 days per day, or 70% efficient. Performance decreases linearly on both sides for 20% of the day each, and they produce no power for 10% of the day. For half the day, solar power is 100% efficient. The day/night cycle in Factorio can be found here.
