How does reactor planner work ?

  • Does someone know that ? It is based on the IC code or it just applies rules described in wiki ?


    Some examples:
    1. made by Rick - http://www.talonfiremage.pwp.b…=1o10101001501521s1r11r10
    2. made by me (it is horizontally flipped Rick's design) - http://www.talonfiremage.pwp.b…=1o10101001501521s1r11r10
    notice that original design can run 25.00 cycles and flipped one can do 25.06 - nothing actually changed in design


    1.made by dezuman - http://www.talonfiremage.pwp.b…1k101010037ps011111101110 (not sure if it has to be right-top or left-top corner)
    2.made by me (again it's only flipped) - http://www.talonfiremage.pwp.b…1k101010037ps011111101110
    in this case, cooldown time is reduced by 5 seconds, which actually affects effective EU/t - again, nothing changed in design


    One may say those differences are unimportant, but they are there. I'd like to know then: Do certain flipped designs actually perform better or it is caused by wrong reactor planner calculation ? / Will reactor design work same ingame as it does in planner ?

  • Because the core of the planner is IC2's reactor code and that the IHDs interact with each of it neighbours in turn. Flipping the design causes the IHDs to interact with it's neighbours in a different order.


    My applet hasn't got the most gracful code and it could be written much better, but it only started off as a side project of mine so I could teach myself the basics of applet GUI design.

  • i didnt know that, thanx for bringing that to my atention

    right, time to get serious...
    i wil be offline for weeks and possibly months at an time. if you have anything to add to an post i made, and would like me to know. you are welcome to pm me, and i wil reply as soon as i am able to do so.

  • Because the core of the planner is IC2's reactor code and that the IHDs interact with each of it neighbours in turn. Flipping the design causes the IHDs to interact with it's neighbours in a different order.


    My applet hasn't got the most gracful code and it could be written much better, but it only started off as a side project of mine so I could teach myself the basics of applet GUI design.

    But reactors ingame should perform exactly the same as the reactor planner says?

  • Well, as long as you dont plan on building a breeder, that depends on timing in a range of a few seconds, you should be fine.


    Im learning Java right now and i might make a new applet, cause im missing a couple variables and illustrations from the current one.

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  • But reactors ingame should perform exactly the same as the reactor planner says?

    yes rick, it actoualy should.


    but since reality is hard to simulate inside of something there might always be an small "miscalculation"
    this might be fixed to by making the entire planner to work with the same base codes, i dont know anything about it.. somebody prove me wrong? :P

    right, time to get serious...
    i wil be offline for weeks and possibly months at an time. if you have anything to add to an post i made, and would like me to know. you are welcome to pm me, and i wil reply as soon as i am able to do so.

  • ]yes rick, it actoualy should.


    but since reality is hard to simulate inside of something there might always be an small "miscalculation"
    this might be fixed to by making the entire planner to work with the same base codes, i dont know anything about it.. somebody prove me wrong? :P

    Breeders work randomly a little.