When you mention the lag between switching power sources that got me thinking. It may be a fun idea to put a timer between the battery and base and setting it up so that when the power switches to the battery (say if someone rockets your turbine), there is about a 30 second delay before the power comes back on. That should be around long enough for the raiders to see the downed turrets and lure them in. It'd be a nasty surprise if they are certain they took down all your defenses only to be surrounded by active turrets.
Honestly your electricity videos are on point. Electricity is the only part that really captivated me in this game. To bad you weren’t around years ago! Haha.
Hey ! I've been eating all your content the past few days (as I'm planning on setting up electricity in my base) and your content is really top quality ! I'm on a solo server but having a trio-space base so I can have enough room to work with. I'm planning on doing 8 to 12 wind turbines (depending on how many batteries I will put in). My plan was to setup multiple power banks that will be used to power specific segments of my electricity with a backup battery for each important one. So the method shown in the video is really good if you pair it with the backup battery system (I mean the v3, the latest one) right ? This way you have 2 backup systems
hey thank you for the video, but this solves one problem only to create another, because now you lose all power if the Or-switch is destroyed, which although is easier than a battery to hide , it is also much easier to destroy.
So, if I'm running a less demanding system, Solar Panel and small batt or 2 solar panels and a medium batt, for example; what would I want to configure the first branch to? Is there a formula? Would I just set it to whatever the requred Rustwatt needs are after the branch? Ie; Electrical needs of the base plus one for the OR switch?
Assuming that I'm understanding you correctly, yes. What dictates the Branch Out setting on the Power Loop circuit is the battery you choose to use. The first Branch Switch in the Power Loop circuit settings (not the Power Bank Branch): If Small battery (10 rW) -> 9 If Medium battery (50 rW) -> 49 If Large Battery (100 rW) -> 99 What you want is for both power sources (root and battery) to supply the same rust watts. This makes the circuit scalable to any of the batteries. All you need to do is make sure the root power sources are capable of producing MORE (a little extra to charge the battery) than what the battery will produce. Example: if medium battery which produces 50 rW, root power sources that add up to MORE than 50 rW. Technically, if you're not using all the available power of a battery, you can set the Branch Out to less than what the battery produces, and, so, get away with root power sources that produce less than the battery. This, however, could lead to issues if you change stuff so I'd recommend using the formula above. Hopefully this was helpful!
Hey man, Im super new to electricity because it was just recently added to the PTB on playstation. I’m the one in the clan that always does electricity. However, I have 3 batteries hooked up to two turbines and I’m constantly losing power. Is there one of your videos you can recommend to help me? (we have about 10 turrets, heater, and ceiling light)
I would say watch the following to get started: th-cam.com/video/tO4bD7MrhKw/w-d-xo.html th-cam.com/video/nX9tVUG1qVY/w-d-xo.html I'm happy to help you as you go along!
Do you know if it is possible to determine if a battery is fully charged? If you could there may be interesting applications where you can charge batteries faster by sending no volts to batteries which are already fully charged.
you could use a timer + blocker (clock) which increments a counter (or series of counters representing increasing powers of ten) when the battery is charging, and decrements when the battery is discharging. upon the highest-magnitude counter reaching a value that represents 24,000 rWm, you could then allow passthrough and that passthrough signal would represent the battery being fully charged. this would only work if you controlled the charging input to the battery to a given wattage. the discharge and charge rates wouldn't have to be the same as one another, because you could use two separate clocks whose periods were tuned to account for their relative magnitude of effect on the battery's charge level.
a large battery holds 1,440,000 watt-seconds (or joules). if the battery only ever discharges at 100 W and charges from 125 W (= 100 W of effective charge), that's 14,400 seconds of charging/discharging. a 100-second timer would need to count to 144 to represent a full charge, but a single counter can't count that high, so let's instead divide 14,400 by 10,000 using two counters (100 x 100), and set our clock period to 14.4 seconds. now, every 14.4 seconds, we increment the "times 1" counter by 1. when the "times 100" counter hits 100, that's a full charge!
Dude there is no reason a channel this polished doesn't have more views. Thanks for putting the electricity in layman's for us
Hey, thanks! And you're welcome. If you ever want something covered, lmk
Please keep making this kind of content!
I will!
When you mention the lag between switching power sources that got me thinking. It may be a fun idea to put a timer between the battery and base and setting it up so that when the power switches to the battery (say if someone rockets your turbine), there is about a 30 second delay before the power comes back on. That should be around long enough for the raiders to see the downed turrets and lure them in. It'd be a nasty surprise if they are certain they took down all your defenses only to be surrounded by active turrets.
That... is an amazing idea lol
@@AustinKlailaGames Please tell me you are working on this!!!!
@@jasongreen2114 I am!
Honestly your electricity videos are on point. Electricity is the only part that really captivated me in this game. To bad you weren’t around years ago! Haha.
Hey thanks! It's one of my favorites things about RUST as well
Awesome man great video ty so much for putting it out
No problem at all. Let me know if you have questions and/or want something else covered
Hey ! I've been eating all your content the past few days (as I'm planning on setting up electricity in my base) and your content is really top quality !
I'm on a solo server but having a trio-space base so I can have enough room to work with. I'm planning on doing 8 to 12 wind turbines (depending on how many batteries I will put in).
My plan was to setup multiple power banks that will be used to power specific segments of my electricity with a backup battery for each important one. So the method shown in the video is really good if you pair it with the backup battery system (I mean the v3, the latest one) right ? This way you have 2 backup systems
Thank you! Pairing this with the battery backup is a great idea.
It’s my favorite circuit to start my solo base 98 volts with backup nice video
Good work
Same. You can really deck out a solo base with 98 volts
hey thank you for the video, but this solves one problem only to create another, because now you lose all power if the Or-switch is destroyed, which although is easier than a battery to hide , it is also much easier to destroy.
The assumption is that you're placing your circuits in the core / TC room where, if breached, is the end of your base anyway.
So, if I'm running a less demanding system, Solar Panel and small batt or 2 solar panels and a medium batt, for example; what would I want to configure the first branch to? Is there a formula? Would I just set it to whatever the requred Rustwatt needs are after the branch? Ie; Electrical needs of the base plus one for the OR switch?
Assuming that I'm understanding you correctly, yes. What dictates the Branch Out setting on the Power Loop circuit is the battery you choose to use.
The first Branch Switch in the Power Loop circuit settings (not the Power Bank Branch):
If Small battery (10 rW) -> 9
If Medium battery (50 rW) -> 49
If Large Battery (100 rW) -> 99
What you want is for both power sources (root and battery) to supply the same rust watts. This makes the circuit scalable to any of the batteries. All you need to do is make sure the root power sources are capable of producing MORE (a little extra to charge the battery) than what the battery will produce. Example: if medium battery which produces 50 rW, root power sources that add up to MORE than 50 rW.
Technically, if you're not using all the available power of a battery, you can set the Branch Out to less than what the battery produces, and, so, get away with root power sources that produce less than the battery. This, however, could lead to issues if you change stuff so I'd recommend using the formula above.
Hopefully this was helpful!
Hey man, Im super new to electricity because it was just recently added to the PTB on playstation. I’m the one in the clan that always does electricity. However, I have 3 batteries hooked up to two turbines and I’m constantly losing power. Is there one of your videos you can recommend to help me? (we have about 10 turrets, heater, and ceiling light)
I would say watch the following to get started:
th-cam.com/video/tO4bD7MrhKw/w-d-xo.html
th-cam.com/video/nX9tVUG1qVY/w-d-xo.html
I'm happy to help you as you go along!
Do you know if it is possible to determine if a battery is fully charged? If you could there may be interesting applications where you can charge batteries faster by sending no volts to batteries which are already fully charged.
Currently the only way to know is to look at the battery, but wow would that be useful. I'll drop that one on their suggestions page!
you could use a timer + blocker (clock) which increments a counter (or series of counters representing increasing powers of ten) when the battery is charging, and decrements when the battery is discharging. upon the highest-magnitude counter reaching a value that represents 24,000 rWm, you could then allow passthrough and that passthrough signal would represent the battery being fully charged. this would only work if you controlled the charging input to the battery to a given wattage.
the discharge and charge rates wouldn't have to be the same as one another, because you could use two separate clocks whose periods were tuned to account for their relative magnitude of effect on the battery's charge level.
a large battery holds 1,440,000 watt-seconds (or joules). if the battery only ever discharges at 100 W and charges from 125 W (= 100 W of effective charge), that's 14,400 seconds of charging/discharging. a 100-second timer would need to count to 144 to represent a full charge, but a single counter can't count that high, so let's instead divide 14,400 by 10,000 using two counters (100 x 100), and set our clock period to 14.4 seconds. now, every 14.4 seconds, we increment the "times 1" counter by 1. when the "times 100" counter hits 100, that's a full charge!