Decentralized Distribution of Steam (DDoS)

  • INCOMING TRANSMISSION....


    RE: Seekret Prodjekt
    Attached files: DDoS_Split_Reactor_Prototype.dwg , C00lm4ster.4/112.dwg


    Mwhahahaha! We've only got the thirty five second gap to deal with, milord! Project Boxed Set is progressing steadily. Results are promising, and we should be able to deliver this entire development as a single package once completed! Will need to double-up the cooling towers on each side of the main reactor, however.


    Using dual cells instead of quad cells would reduce the amount of fissionable materials required, and would significantly reduce the micro-cycle time to easily permit four HAYOcorp C00ld0wn 95 towers to do the job. However, EU output would be reduced from 1600 EU/t to a mere 640 EU/t. It would function as requested, however.


    The idea of putting a cooling tower on each of the four sides of the primary reactor is sheer genius, sir! This allows you to hook them up directly, reducing the pneumatic transportation system to an absolute minimal. Access ports on both sides of the Y axis permit maintenance and energy outflow. The whole thing can then be reinforced with explosion-resistant layers and installed as a simple cube nearly anywhere you like!


    I repeat my request for a MagicTech assistant to look into the Golemancy cell transferring system. Also, a... 'friend'... over at Applied Energistics has leaked a 'fuzzy bus' schematic which would also make transference of cells to be trivial.


    Requires more testing. Request one stack additional delta-class minions to site Whisky Tango Foxtrot Niner.


  • Wouldn't this design provide a little more cooling?
    Basically, I swapped the exchangers and component vents immediately above and below the top coolant cells with each other, so two of the component vents are adjacent to four components that store heat, thus giving a little more cooling potential.


    As to using golems... sounds promising at first, but keep in mind that they are living creatures, even if they are made from stone, forged on a stone table, and have souls typically extracted from helldirt. I doubt that, even with protective headgear, they could survive exposure to radiation for long.


    On second thought, CRCS reactors are typically run at low temperatures and cause little damage to their surroundings- but if one golem fails to do its job for even an instant, the reactor could quickly heat up and create a positive feedback loop by taking out the other golems. Then again, Buildcraft Co. has provided us with a very nifty solution to that problem as well.


    A second problem arises when one realizes that golems are surprisingly difficult to turn off- you don't want them to pull partially-heated coolant cells out of the reactor, or partially-cooled calls out of the cooling towers. Some sort of golem-Redpower hybrid system may be in order.


    However, I would be reluctant to leave any sort of living creature in charge of maintaining a reactor that cannot possibly cool itself in the case of a technical glitch. Adding a few Reactor Heat Vents to the reactor, perhaps adjacent to the cooling cells to avoid the direct heat of nuclear fission, may suffice.

    If you stare at my avatar hard enough, you'll notice that it consists of three triangular rings, interlocked in such a way that if you were to remove any one of them, the other two would be free to float apart.

  • Concerning cooling towers...


    The throttle placed on the cooling factor of a cooling tower is simply how much heat you can draw out of a cooling cell at any given time. As such, the choke-point are the golden heat exchangers. Each one can only draw 36 heat out of a cooling cell. Thus, three of these would make 108 potential cooling (assuming you have the OC vents available to deal with it) and the component heat vent makes for the last 4 to make 112.


    As you have only 36 heat per golden heat exchanger to deal with, having more than two OC Vents attached to each one is entirely wasteful, since each one vents 20 heat per second. Even then, you lose out on a potential 4 heat per vent, but that is an acceptable loss.


    Potential cooling cannot be realized if it cannot interact with the heat from the cells.

  • Hey guys, another question: how exactly do you work out how many coolers you'll need for a given reactor? I have heard that plutonium has been buffed in GT 1.5.1, and I was thinking of running a bunch of reactors like this, but I don't how many coolers I would need. So how would I work it out?

  • cooling reactors cooldown a certain amount of heat per tick (like normal reactors)
    this value is normaly around the desing writen.


    reactors produce heat,


    this value is in the reactor planner


    now divide the heat of the reactor through the cooling of one coolingreactor.


    now you have the amount of coolers ( always add some more to reduce risk)

    Change the scheme, alter the mood. Electrify the boys and girls if you'd be so kind.


    [b][i][u][url=' [url='http://forum.industrial-craft.net/index.php?page=Thread&threadID=7745']HAYO CORP: Nuclear Power (FREE: Reactor Blueprints)

  • Hey guys, another question: how exactly do you work out how many coolers you'll need for a given reactor? I have heard that plutonium has been buffed in GT 1.5.1, and I was thinking of running a bunch of reactors like this, but I don't how many coolers I would need. So how would I work it out?


    Well, I would suggest going to the CRCS Seminar because it explains precisely this topic, as well as others.


    In effect, you are looking at two numbers: Micro-cycle time (that is to say, how long it takes for the cooling cells to explode) and Cooling-cycle time (how long it takes your cooling towers to cool down a cell from depleted to full). You must also keep in mind how many cooling cells need to be cooled versus how many each cooling tower can handle.


    Thus, let's take an example:


    Let us say that Reactor A has 12 cooling cells and a micro-cycle time of 173 (just to pull completely random numbers out of thin air, and not in the least bit related to any reactors I might actually have running at this time...). If you use the 6/95 C00ld0wn towers, this means you have a cooling cycle of about 630 seconds (rounding down for explosion prevention).


    So, Dividing that out, you get just over 3.5. That rounds up to 4. Now double that, since you need two cooling towers per cycle since you have 12 cooling cells but only 6 per cooling tower.


    But wait, I can already hear someone say, '3.5 * 2 is 7! You're needlessly building an extra reactor!'. And to this person who has done his math, I shall point out some simple things:


    Each cycle of the reactor expels twelve cells. Once you have six of them full, you only have one left to accept cells into. Which means six cells won't have anywhere to go. Which means you get a crater. Remember, not everything in real life likes to be divided. Besides... building a spare cooling tower you will never have to use costs you a moderate amount of copper and iron. Rebuilding the entire CRCS network will cost you FAR more. Which expense would you rather pay?

  • i find it easyier to just have a stash of 1-3 cycles of cooling cells in a buffer.


    so you need with a 12 coolingcell reactor you would need


    12 in reaktor
    x in the cooling towers
    + 48-60 cells in a buffer


    if now a reactor produces 2500 heat
    and you take the C00ld0wn® REV.2b-8///544/68 you have 544 cooling in 8 cells
    now from these you need 5 of these now you have another 40 cells


    the sixty are needed,
    on average the amount of cooled cells will be 48-60 but in peak the cooling reaktors are currently cooling 40cells and the reactor is chewing slowly threw your backup of cells.


    MURHPYS LAW, ALWAYS remember everything that CAN go wrong WILL go wrong.
    (yes even me as a reactor specialist, master of the extreme mathematics inside advanced reactors, has lately blown his whole base up because one lever wasnt fliped to the right side)


    also safety is a concern no one wants to disregard when building Reactors.

    Change the scheme, alter the mood. Electrify the boys and girls if you'd be so kind.


    [b][i][u][url=' [url='http://forum.industrial-craft.net/index.php?page=Thread&threadID=7745']HAYO CORP: Nuclear Power (FREE: Reactor Blueprints)


  • Hmmm... that's an interesting way to come up with those numbers. I come up with them in a slightly different manner, but I think we're ending up saying the same thing.


    I wholeheartedly agree that having a buffer of cooling cells is *never* a bad thing. That's why I'm so excited by the AE 'fuzzy bus' coming out in the next release. Basically, it lets you select a range of damage values rather than a single specific one. So you can, for example, say 'pull out every cooling cell with a damage value less than 1000', and AE works near instantaneously. It also can store your buffer at the same time, allowing you to reload it easily. You will want an Import Bus that tells it to keep it full of cells, and a fuzzy export buss that pulls nearly spent ones out. Then you have a fuzzy import bus hooked up to your cooling towers telling the system where they are supposed to go, and an export buss pulling out full ones.

  • neat what mod is AE?
    i think will automate my new test plant with that

    Change the scheme, alter the mood. Electrify the boys and girls if you'd be so kind.


    [b][i][u][url=' [url='http://forum.industrial-craft.net/index.php?page=Thread&threadID=7745']HAYO CORP: Nuclear Power (FREE: Reactor Blueprints)

  • neat what mod is AE?
    i think will automate my new test plant with that


    Applied Energistics I don't think the fuzzy buses have been pushed yet, so they're very picky about exact damage values, and thus not being very useful for automating a CRCS system, however it really is an excellent storage system, and once you get the resources, an even more excellent auto-crafting system. It's pretty much Logistics Pipes Done Right(tm).


    The auto-crafting system DOES require a significant investment of resources, apart and aside from your already existing storage network. To give you an example:


    A basic 4 x 4 x 4 block (3x3x3 being the absolute minimum) requires the following:


    * 32 ME Assembler Containment Walls. So, that's a couple of stacks of gold and iron right there, plus some quartz.
    * 16 Heat Vents which is more iron, but not too bad
    * 8 of either the Crafting CPU's (which require diamonds to create, but increase speed of crafting) and Pattern Providers (which increases maximum number of patterns your system knows).
    * Blank Patterns are needed per unique combine, so you have a recurring cost in glowstone and quartz.


    Also, the entire system needs to be constantly powered, or you lose access to it all. Including everything stored within.

  • I'm trying to build some sort of cooling tower,which use core heat exchanger.


    All the former cooling tower designs use compoent heat exchanger.so the heat need to be delivered via heat exchanger.That means this kind of super cooling module can't be turn into a cooling tower for DDoS systems,via common way.So I got my eyes on the core heat exchanger,which can exchange heat with the reactor hull,then with the OC vents.


    I'm still working on it,but it seems that this can work.


    Can this concept work?


  • In a word... no. Here's why:


    You're still capped by the amount of transference the Component Heat Exchanger can pass to the Core Heat Exchangers. So since you only have four component heat exchangers pulling heat out of those cooling cells, which means you are actually only cooling a total of 40/t in that system, which is insanely inefficient compared to the 112/tic version.


    Yes, core vents can transfer up to 72/t to or from the hull... assuming something can pass them that much heat. However you only have component heat vents passing them heat, and they are capped at 36/t.


    Also, an OC vent needs 16 additional cooling or it will melt itself (due to cooling 20/t but pulling 36/t), which means it needs to be surrounded by component heat vents. So even if it DID work, you'd melt your OC vents before cooling the cells.

  • All right,I got it.Thank you for stop me from making an impossible design.

  • Maybe I'm just Nuclear stupid, but try as I might I can't seem to get the eff7 version of this that's worth making... Mainly because this type of setup needs something to touch the fuel for it to work..


    Is it just not possible?

  • Maybe I'm just Nuclear stupid, but try as I might I can't seem to get the eff7 version of this that's worth making... Mainly because this type of setup needs something to touch the fuel for it to work..


    Is it just not possible?


    Correct, it is impossible to create a CRCS reactor with an Efficiency of 7. However, you CAN hit Efficiency of 6 while still having an output of around 2kEU/t, which isn't too shabby.


    Of course, if you don't care about Efficiency, a Tower of Power is probably going to be a better solution. CRCS reactors have been marginalized since the Tower of Power came out, because it pretty much beat it on every metric but efficiency. Better output, cheaper, easier to build, much easier to automate... just plain better for most uses.

  • it is possible just entirely useless, as usualy normal Reactor setups can Cool the Heat from a Eff 7 reactor.


    for a Eff 7 Crcs you need modules that take the heat out of the Hull, thats the bottleneck when you go over 600 heat.


    Hybrids would be more usefull as they have internal cooling and need only smaller cooling towers.

    Change the scheme, alter the mood. Electrify the boys and girls if you'd be so kind.


    [b][i][u][url=' [url='http://forum.industrial-craft.net/index.php?page=Thread&threadID=7745']HAYO CORP: Nuclear Power (FREE: Reactor Blueprints)

  • Eff 7s are just useless in general, they cost too much, if you use UUM to make up the copper the efficiency drops all the way to 3.41 (less with thick reflectors, I'm assuming good automation though), not bad per se but you can get double the output and an overall efficiency of 4.23, so why bother.