Suggestion: [eu/t monitor/manger]

  • Name:
    eu/t monitor/manger


    Describtion:
    well im builder a green power plant in IC2 for 1.0.0 i was thinking they s not much in IC2 for control rooms i was thinking world it be useful if they a mischance that could tell you you total power left in batterers and what is the total avg eu/t ware if the batterers ware at 100% and 1 road was running out of power it could switch anther road to the batterers and Marge 2 lines.


    Recipe:
    to have a new type of cable called data cable i can't think of anything easel

  • Batteries charge/discharge with zero loss; At the moment there is a meter for batteries; it's called a batbox.

  • This request seems so not worth it that I don't even know why I'm replying... however.


    What does that matter? You have N full batteries and 1 partial (which you can use a little before/after math to figure out the charge level in). Apply your own math or divide the remainder by the number of full + partial battery and you get the average. However honestly I /never/ use batteries this way. Partial charge stays in batboxes and batteries are either full, empty, or on their way to returning to one of those two states.

  • I think what he meant was a sort of sensor that could tell how much power was left in a batbox/MFE/MFSU and a data cable to transfer that information between the sensor and a central control panel. The idea is sound but the implementation of it will probably be denied.

  • I think what he meant was a sort of sensor that could tell how much power was left in a batbox/MFE/MFSU and a data cable to transfer that information between the sensor and a central control panel. The idea is sound but the implementation of it will probably be denied.

    that is what i want thank you for making it clear



    i think this will make ic2 even better
    it world make the powe plants more like real power plants

  • Oh that's a completely different thing. The best forward-compatible way of doing that I can think of would be to have batboxes/etc support RedBus (if RP2 is detected) once RP2 finishes developing an API for it.


    In that case, I'd like to see these functions exposed over RedBus ( http://www.eloraam.com/?p=152 :(


    Register (hex offset)/Address:Function
    0-3: (32-bit little endian value of stored eU)
    4-7: (32-bit little endian value of output rate limit (the maximum of this versus the hardware limit will take effect; a full 32 bit register is reserved for future uses)
    8-b: (32-bit eU collected since last read; value may wrap and first-reading is undefined)
    c-f: (32-bit eU dispensed since last read; value may wrap and first-reading is undefined)
    ff: redbus reserved?


    A register for the minimum block size of energy to dispense would also be useful (it currently isn't needed but /could/ allow for the last few eU to be pushed out instead of buffering it).
    Possibly a set of registers for defining redbus interrupts when triggered going above/beneath values, but just glancing at the details here I'm not exactly sure what the interfaces will look like. From the description it sounds like everything will be memory mapped but the address space is an open question for me (The wikipedia page did say that the program counter was 16 bits, so a 64K window of addresses wouldn't leave many devices, however there could be windowed-memory expanders, repeaters, etc.), esp useful would be various forms of transceiver links.

  • I would love to have this as well... but I also imagine that it would come as part of the initial functions of the CPU block...

    Would anyone like to try a Slowpoke Tail?! Only 1 Million Yen!


    Quote

    this isn't about arrogance or ego, I have a block that I put a lot of freaking work into


    Every Mod Author, in existence. And yet, you STILL say otherwise.

  • Have a look at Wiremod for Garry's mod. If we can have render targets in MC then making displays and such would be quite possible.


    Wiremod is solely docused on the physics and electronics of Garrys mod. Very much similar to RedPower. It has gates (NOT, OR, AND, NOR, NAND etc) and wires and you hook them up together to make user controllable contraptions such as planes, robots, road vehicles etc.
    It's mighty fun!


    Now to the point as to why i bring it up, Wiremod also adds a CPU that has instructions. You program it is assembly (but there is a high level language for it too much like C)
    Wiremod is written entirely in LUA on top of Garrys mod API which is written on top of Gold src using it's SDK. All the source is available to be read and inspired from.


    But why am i talking about how awesome it is when i can show you?


    http://www.youtube.com/watch?v=wghkhmVLCrQ&feature=related (Early development of a CPU)


    http://www.youtube.com/watch?v=A9vHZx2iF8w&feature=related (A minigame using the GPU)


    http://www.youtube.com/watch?v=WstRiSIHHPU&feature=related (Another minigame using the GPU and E2, Wire Expression)


    http://www.youtube.com/watch?v=AWRbsov3cIo (Just something random that i liked because it's so awesome)


    http://www.youtube.com/watch?v=kvi8eP0hHQE&feature=related (A gun shop, the reason i picked this is because of the control panel and i couldn't find any better examples at the moment)


    So yeah, it's all about the displays here really. Being able to transmit data through cables and displaying it on a screen. Obviously being able to read information from a bat box/MFE/MFSU


    P.S.
    If anyone want's to goof around with Wiremod i am more than willing to do so. Shoot me a PM.

  • it sounds like a good and possible idea but it will have to be a diffent mod
    to do this we world have to get a team together