Barotrauma

Barotrauma

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Automatic Reactor Controller HTS
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18 Oct, 2022 @ 6:38pm
28 Mar @ 11:30am
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Automatic Reactor Controller HTS

Description
UPDATED: March 28th, 2025. Modified the HTS PF variant so you can safely add fuel rods whenever without the auto-calibration going haywire. Keep in mind this will still temporarily but potentially massively increase output whenever turbine is higher than required for output, so it is best to disable 100% turbine mode and wait for turbine to come down before adding rods. When you optionally wire the docking hatch to the 8th input pin, it turns it off while docked, this allows you to more safely use it at start of round because it will reset the turbine to 0, and only slowly climb back when the round has begun.

UPDATED: September 16th, 2024. Added a variant (HTS v2 PF) with improved performance (see video for new slider movement) and overvolt circuitry built in. This is now the preferred circuit and is displayed in the video (with 100% turbine and overvolting not used) and images. v2 Box was kept due to a differently functioning performance mode that may be preferred by some, older versions have been removed.


A new automatic reactor controller (ARC) designed specifically for the Hoist the Sails update with auto-calibration that can be built during a campaign and does not require the sub editor.

This is primarily a fission-based controller, but unlike every other controller that locks turbine at 100%, this one keeps turbine only as high as it needs to and has asymmetrical response patterns, giving very quick power drops to protect your junction boxes, but being slower on the way up, more akin to fuel efficient controllers. This provides it with mostly the efficiency of an efficient controller and the response rate of a fission-based one. Opposing needle movement further enhances response rates both on the way up and down, allowing response rates to be even faster than a full fission-based during wild power swings both up and down when starting with high output.

Additionally, it comes with circuitry for both overvolting as well as an input pin for turning it into a full 100% turbine fission-based controller should you so desire for sudden idle to high power situations in the near future, and you can safely switch between modes without overheating or any other problems.

Maximum power output is automatically calculated and no configuration is required, but you may want to change the overvolting component before use. It is set at 1.7 by default, this may be too high or low for your liking and/or submarine.


For reference, after installing this mod the following item assemblies will be available:
Automatic Reactor Controller HTS v2 PF (you will probably want to use this one)
Automatic Reactor Controller HTS v2 Box


Specs:
- 20% per second power drops
- Up to 20% per second power increases
- Self-calibrating continuously, no need to figure out the reactor's maximum output
- Works for any max reactor output
- Never overheats and does not suffer from brown-outs (with exception of fuel changes..)


Important things to know:
1) You must turn on the reactor itself (but not mess with sliders) before you turn on this circuit's on/off switch to avoid overheating during start-up.
2) You must adequately lower fission rate manually or turn off the circuit while adding more fuel rods to avoid overvoltage, to minimize having to do this, it is recommended (and safe!!) to just use 4 rods at all times. This is now only needed if you are running it on 100% turbine mode.
3) It cannot be used together with the built-in automatic control. They do not mix.
4) While this works flawlessly in singleplayer, desyncs in multiplayer can break down the auto-calibration mechanism by randomly jumping temperature around. :/



If you enjoy this design, please leave a like to help it get rated. Thank you.

=======================
FOR V2 BOX ONLY (old but included):

Performance mode can be tweaked by changing the output value of one of the OR components, you can recognize the component by the default value of 1500 (Bottom right component, or connected to the 6th input of the Circuit Box).
Valid values range from 0-5000, every 50 will pre-slide the turbine by an extra 1% on top of current load. This does not affect power output but makes it more responsive on the way up at cost of efficiency. A value of 5000 locks your turbine at 100% and will make it behave like a simple fission controlled system.


Works best with more heat potential, at least 150 is recommended but more is (slightly) better. Using only a single Thorium rod reduces the drop of output per second by about half!!
======



Link to Reactor Torture Device: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2835949658 used in video
54 Comments
Lammert  [author] 8 Jun @ 4:47am 
They just mean your navigation terminal isn't getting enough power and you will generally experience this anytime the power requirement goes up very quickly, it's nothing unique about my controller in particular.
Batteries can usually help out here to cover the shortage until the reactor catches up.
DEVNZ.Smalljaw 6 Jun @ 2:21am 
Hey Lammert! Loving the power system, gonna use it on every sub I make now.

I had one question, the micro-second power flickers that occur when you go from small energy requirements to high energy requirements, like starting the engine moving. Are they just part of the function of the system, or have I wired something in wrong?

No trouble at all if they are, as I love this system it has made my Power system worries just fade away and makes life easier.
DEVNZ.Smalljaw 3 Jun @ 6:36am 
Hey! I used your power system in my newest creation, and I must say.. it is bloody amazing. Keep up the good work.
PapaFenn 6 May @ 3:30pm 
Now i just need to figure out how to convert this to the 40k mod since the 40k mod doesnt want to play nice
PapaFenn 6 May @ 3:26pm 
Also thanks for the extremely quick response Lammert
PapaFenn 6 May @ 3:26pm 
I figured out the problem, ALOT of the wiring and code was removed because i was using the 40K conversion mod. AS SOON as i went back to vanilla, the circuit box was working. I've been banging my head on a wall for the last week trying to get it or any other reactor controller to work and yet a simple fix was all i needed.
Lammert  [author] 6 May @ 1:41pm 
I can't really tell where you've gone wrong just from that, sorry.. Try the assembly in the sub editor so you don't have to build it yourself and/or use the electrician's goggles to find out where the problem is.
PapaFenn 6 May @ 12:43pm 
For some reason, this never works for me. I have followed the wiring guide and steps but it never activates
Biggis Dickus 10 Feb @ 11:12am 
I found a solution to my problem if anyone else has it. I used the blueprints mod and copied the item assembly in the sub builder, I was then able to use that it import the circuit into a circuit box in my game and build the circuit and setup the reactor.
Biggis Dickus 10 Feb @ 10:27am 
I don't understand, why cant this circuit box be built at the fabricator?