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Batteries can usually help out here to cover the shortage until the reactor catches up.
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.
Video if you want to see: https://drive.google.com/file/d/1yXM2-fbPeobOTvEq8HrzdLDBGTLD32HI/view?usp=sharing
This suddenly just began happening and i have no idea why. On this clip, everything was wired up a while ago and it worked correctly at the time. Any ideas?
The game runs at 60 updates per second, and the reactor sliders can change 5% per second, 4.1 * 60 makes 246 (out of 5000), or just short of that 5%. Rounding does not permit me to make it 4.166.. exactly, and using a number other than 5000 (2500 would be possible, but has worse rounding) would further increase component count for negligible benefit.
While the turbine slider setting can only change by 5% per second through circuitry, output can also be increased or decreased by temperature assuming the turbine setting requirement is met, and this has a limit of 1000 degrees per second instead, where 100% output can be reached with 5000 degrees.
Can you please clarify?
"thus drop with a maximum speed of 20% per second (vs 2% per second for vanilla, or 5% for turbine controlled designs) while maintaining the efficiency the 100% turbine controller sacrifices"
HOW does this controller somehow work "faster" at adjusting the temperature or output faster than any other reactor controller? I was under the impression that the change rates for Reactor Controllers was hard-coded by the devs to a certain cap in an attempt to neutralize the Bang-Bang controller.
Also, the two OR Components feel like an odd inclusion, as they are only receiving input from one wire, why not just make them signal checks? They would fulfill the same function. :/
@Dragon832967 There are no changes required for any reactor up to 25 000 output, above that the auto-calibration mechanism breaks because the divide component cannot be clamped to a value higher than 0 but lower than 0.1. This could be remedied through the use of a few extra components, most simply by adding a really small value to temperature before sending it into the divide component and removing its clamp value.
@SelkN It uses all the same formulas you can find on the barotrauma wiki for reactors; but for your convenience:
2 * heat potential * fission rate = heat generated
temperature = heat generated - turbine rate * 100
I've installed v1 in my Typhon2 I am making to finish my campaign, will see how it goes.
The quickest way a reactor can respond now is by setting the turbine on max, and moving just the fission slider. This design can do just that by setting the performance setting really high, but there are simpler designs if that is the only thing you will ever use.
The beauty of this one is that it is configurable for the full spectrum of turbine settings, and thus gives a flexible trade-off of efficiency vs responsiveness.
On the way down it should always be quick, but you have to make sure you put a lot of fuel rods in. The slider can always only move 5% per second, you want that 5% of fission change to be as meaningful as possible for the best responsiveness.
I've tried V2 with Typhon2 and I dunno, maybe I simply need to get used to it. I just don't understand why it wont really work without Performance thing turned on, I thought it could work without it turned on... and it just doesnt. But that may be due to me messing someting up, although I checked everything and I am pretty sure I did assemble it correctly.
In any case - thanks for details, I will toy with this more. Maybe paste the circuit in sub editor too, just to be safe that I have not made any mistakes.
I hope it will work for you now. Both versions should be in there with the full compact circuit and an explanatory one.
If you do not like how v1 one works, you might not like v2 as it is functionally the same concept with the addition of the automax calculation and getting rid of a few components by using a different number base.
Other things you can play around with are clamp values on the adder to set a minimum/maximum turbine configuration, multiplying load before going into the circuit for over- or undervoltage, or combining it with vanilla automatic mode (some caveats to that.. can't use performance mode and need a lot more heat to have decent functioning of fission drops).
I have been trying setting up v1 and v2 using screenshots, and I got v2 to work once :) I am now doing it again, since I wanted to try v1, and did not like how it worked, so I am back to toying with v2 again.
Thanks for explanation, will toy with settings some more.
You cannot increase the turbine slider by more than 5% per second through circuitry. A temperature controlled reactor with the turbine always at 100% can do 20% per second if you have sufficient rods installed. The performance mode in this design is a configurable hybrid.
New play-through with mates and we've gone through 3 different arc's so far. This one wins and is staying on the sub. Really easy picture to copy the layout and wires for adding in during a campaign.
Cheers for making it.
I'm really curious about how it's exploding your reactor. Well I guess that's answered and I now know one of the pitfalls to avoid.