[Addon v1.95]Rocket Science v0.89 - flying autominers, missiles, and nuclear fusion!

  • Since you mentioned having a research system planned, then you should incorporate that into different types of fusion reactor.


    The main reason why we do not (as of 2013) have a working, positive gain fusion reactor is lack of knowledge of the specific motion of the fusion plasma in a Tokamak. The ITER (not finished yet) should be large enough to average out most of the instabilities, and supercomputers (like TITAN) are currently being used to attempt to simulate the instabilities to account for them before the ITER is turned on. <-- This is very good for large installations that need to produce and consume large amounts of power, but needs very good computer to run.


    The reason why we do not have a Polywell reactor as of 2013 is a combination of lack of funding (we are fairly certain a large enough tokamak will work, polywells are still unconfirmed) and a lack of the required electromagnets needed to generate the field geometry which will contain the electrons in the centre of the chamber, the actual fusion part will be contained electrostatically, which can be done very very easily (can make it work for low power in a bell jar, the problem for higher power is decay of the inner negative grid, hence using contained electrons). <--- This gives good prerequisite technology for propulsion system (see below) but does not scale as well as the above, and requires superconducting electromagnets.



    Example: A polywell reactor (electrostatic inertial fusion confinement + magnetic inner electron "grid" confinement) would require more advanced electromagnets (and arrangement thereof) than a Tokamak, but would require much less in the way of computer simulations. Both are scalable, though the Tokamak might be better scaled for extremely large devices, both also have a minimum starting size, though the polywell requires much lower starting energy, and no need for a heating system, just need for a small high voltage power supply to maintain the electric field for acceleration.


    Also: the polywell reactor technology will be very applicable to a propulsion system, as utilizing the same electron confinement method one could build a high flux ion drive engine (plasma thruster, but higher specific impulse than the normal kind), and not worry about the current problem of grid decay.


    This gives two main types of reactor: The tokamak design for ground based, high power systems and the polywell design for the ship.

  • Javascap:
    -The space suit is a nice first draft, but it could use a bit more detail. The back is also a bit asymmetrical. Other than that, nice job!
    -The Mechanism is planned to be a purely mechanical component. There will also be various circuit boards, so there's no need for wires. I can see how multiple gears would be an issue - if that proves too difficult, maybe a gyro or other nice-looking mechanical gadget?
    -The RS drills are intended to be superior pickaxes that consume fuel as a balancing mechanism. They'll still break, unlike IC2's drills, but their durability and mining speed are significantly better than a pickaxe of the same material. When crafted, a drill has no engine, so you'll need to install one using a Tinkering Bench before you can use the drill. Different engines and fuels grant different bonuses. The bench can also be used to install up to four upgrades ("Fragment Vacuum" and "Computerized Deposit Locator" grant Fortune I and II respectively, "Jackhammer Piston" grants Efficiency III, "Superconducting Bearings" grants Efficiency I and Unbreaking II, "Polymer Lubricant" grants Unbreaking II, etc.) with cumulative enchantment effects, plus effects that don't exist in vanilla enchantments (once you unlock nanotech in a future version, you can create self-repairing tools). Engines and upgrades can be retrieved from a broken drill before it's scrapped. Currently there are five drills planned: iron, steel, diamond-tipped steel, superalloy, and hybrid (diamond-tipped superalloy).


    Thutmose: Heh, I appreciate you taking the time to type out that lecture, but I already know all of that. Recently got my recent Master's in nuclear engineering. :)


    (But yes, there will be multiple varieties of fusion reactor in RS, all of which will be large multi-block structures. Once I have time to resume the project in earnest I'll go more into detail about the power plant mechanics I have planned)

  • Javascap:
    -The space suit is a nice first draft, but it could use a bit more detail. The back is also a bit asymmetrical. Other than that, nice job!
    -The Mechanism is planned to be a purely mechanical component. There will also be various circuit boards, so there's no need for wires. I can see how multiple gears would be an issue - if that proves too difficult, maybe a gyro or other nice-looking mechanical gadget?
    -The RS drills are intended to be superior pickaxes that consume fuel as a balancing mechanism. They'll still break, unlike IC2's drills, but their durability and mining speed are significantly better than a pickaxe of the same material. When crafted, a drill has no engine, so you'll need to install one using a Tinkering Bench before you can use the drill. Different engines and fuels grant different bonuses. The bench can also be used to install up to four upgrades ("Fragment Vacuum" and "Computerized Deposit Locator" grant Fortune I and II respectively, "Jackhammer Piston" grants Efficiency III, "Superconducting Bearings" grants Efficiency I and Unbreaking II, "Polymer Lubricant" grants Unbreaking II, etc.) with cumulative enchantment effects, plus effects that don't exist in vanilla enchantments (once you unlock nanotech in a future version, you can create self-repairing tools). Engines and upgrades can be retrieved from a broken drill before it's scrapped. Currently there are five drills planned: iron, steel, diamond-tipped steel, superalloy, and hybrid (diamond-tipped superalloy).


    Thutmose: Heh, I appreciate you taking the time to type out that lecture, but I already know all of that. Recently got my recent Master's in nuclear engineering. :)


    (But yes, there will be multiple varieties of fusion reactor in RS, all of which will be large multi-block structures. Once I have time to resume the project in earnest I'll go more into detail about the power plant mechanics I have planned)

    Cool, Good to know it is being made by someone who is already very well acquainted with the field.


    one question: do you know whether they are still planning on using a graphite substrate for the beryllium/lithium in the ITER or have they found a better way to plate it? Last time I had access to the info they were still researching the sputtering effects with graphite.

  • For the Rocket Science Drill (Engineer's Drill? Rocket Scientist's Drill?), I think this should suffice.
    I think maybe Java could do the modelly textures. I have absolutely no grasp at all on any sort of model textures and would probably just end up painting it solid yellow.
    I did a sort of TF2 scrap metall-y type texture for the "Mechanism". It's more "Unrecognizable lump of scrap" Than mechanism, but at least it looks kinda mechanism-y... In all fairness, I made it from with a very wide zoom, so it looks better from far away...
    Also, I tried my hand at an item texture for the Spacesuit Helmet. It turned out quite well.
    EDIT: Just realized that the drill was the one I used before and consequently oversized. oh well.

    Images

    • Engineer'sDrill.png
    • Mechanism.png
    • SpaceSuitHelm.png
  • Kentngton, I assume you didn't get my private message, so I'll share the general contents here.


    I also took your advice and touched up the space suit.
    1. Centered the air tank, extended the "pipe" into the helmet. I'm debating with myself whether I should move the tank down one pixel or keep it there.
    2. Added knee pads.
    3. Filled in a missing band near the hands.
    4. Textured the front a touch, removed reddish tint, only white-black shading, experimented with decals, but couldn't think of anything nice.
    5. Textured the top of the legs/bottom of the torso dark.


    I also whipped up this mechanical part in about 10 minutes, quite untextured. Let me know what you think of the shape. I am assuming the mechanical piece is going to be made of gold and redstone, but if I am incorrect, I can change the colors to accommodate. Because there is a limit to five uploads in any new message, you can find the mechanical part in your private messages.


    I also made sprites for the four parts of the space suit, as seen below. Hope you enjoy em.


    For what it's worth, I think you should go with Engineer's drill, it looks better than anything I came up with.

    Images

    • iron_1.png
    • Space Helmet.png
    • Space Suit.png
    • Space Legs.png
    • Space boots.png
  • I recommend you actually make the faceplate transparent and instead add a few... shadings, I guess, to indicate the glass-ness. The whole "Opaque Faceplate" thing really isn't that, well, nice of a texture.
    Also, I think I should do the item textures, just sayin'. And as for the faceplate, maybe use orange tint instead. It's more modern.
    Plus, It really doesn't look like you put much work into the actual armour textures. It looks like you made white armour and painted it slightly. Add
    -Shadow
    -More detailed overlays
    -Deviate from standard procedure *REFERENCE*
    No, but what I did with my "SpaceSuit Helmet" was:
    -Get the texture for a diamond helmet
    -Add a solid orange faceplate
    -Shade the helmet in beige
    -Add shadow effects
    -Highlight some bits
    -Recolour outline to "Account for ambient lighting conditions" (If you can get that reference, I'll be impressed)


    Not saying I'm better than you, but I think I should do the item textures...

  • Sadly, Minecraft doesn't support translucency in the armor textures, it was the first thing I tried. If you try to use a translucent piece, it simply becomes entirely transparent. Here's a semi-translucent faceplate...



    May as well upload the mechanical part, while I'm here.

    Images

    • iron_1.png
    • Mechanical_part.png
  • Hey. As you might've guessed by now, my workload hasn't let up in the past month. I can't remember the last time I played Minecraft - or any game - let alone had the spare time to work on personal projects. I don't want to disappoint you guys again, especially considering how abruptly I had to cancel the first Rocket Science, but nor can I promise any progress at all on RS2. My current project at work ends in the next month or so, but it's anyone's guess as to whether I'll be assigned something similarly taxing afterwards. I'm sorry it has to end like this, but until further notice, assume that development has stopped.


    I'll be sure to let you know if the situation changes.

  • I am so stoked for this mod. For me the older version was all about getting that fusion reactor online. What an accomplishment! And it was much more fun to operate than a stinky old nuclear reactor (at least, before Alblaka reworked the mechanics).


    If we can get some cool sound effects I imagine this new future stuff can be awesomesauce. I'd expect something like thisfor the gauss rifle.


    We're super stoked for your mod, Kentington, and we totally understand that work & home life comes before games, so please take your time and make sure everything is set before you come finish the mod.

  • help:


    The rest is in the next post. Look down!

  • Not sure if you have the ability to read, but could you tell me for which version of Minecraft and IC2 this addon is?

  • To Kentington:
    How are you planning to refine Titanium? A thermite reaction, perhaps? Just a suggestion.

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