SpwnX, not thousands. At least 3 coils at rotor and 1 main coil and several additional ones at stator.
There are also so-called "brushless" DC engines, that are looks close to AC.
Posts by Foghrye4
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"Difference between life and Industrial Craft 2 or GregTech", Greg.
I also add GT to topics name as well, because...
Did you know, that high power DC electric engine does not contain permanent magnets? -
Iridium is very hard, infusible and tough metal, also chemically stable, but using it for armor won't give you any profit in comparison to simple good steel. It have density an about 22 500 kg per cubic meter and breaking point 2275 MPa. And steel 20Х13 have density 7 670 kg per cubic meter and breaking point 830 MPa. So, an armor with same weight made from iridium will be 7% less tough in compare with steel 20Х13. And enormously costly.
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4. The whole glass fibre thing.
Yep, glass as well as diamonds - are perfect insulators. This will have some sense only if we use a generators of light radiation of some kind at energy source and photoelectric cell as reciever. And even so power loss will be unacceptable at any distance.
The whole cable tiers thing are nonsense, because max transfered voltage limited only by insulation type, not by kind of metal used. Thus, you can easily transfer up to 500 kV (kilovolts) via tin cable, insulated with XLPE (crosslinked polyethylene) or a proper amount of air. Rubber insulation, that a properly maden, can be used up to 10 kV. -
Some schoolboy playing IC2 may came to think, that industrial diamonds are actually made with silicon or that solar panels created with coal dust or something. This why i decide to create a thread to list a noticed differencies between real life and IC2. Everyone are welcome to join me in that. Of cource everything redstone related in IC2 absolutely magical, so there is no need to write about it.
1. Common technology of gaining industrial diamonds (at form of very tiny crystals):
1.1 Ultra hight pressure and temperature at pure carbon.
1.2 Implosion compressing (glory to Greg and GT! And yet - it still a thin dust)
1.3 Sedimentation from methane (gas) at 1100 C.
1.4 Sedimentation from molten carbon dissolved in metal.2. Vulcanized rubber are black, because it have artificially added so called «Carbon Black». Rubber, that are contain «Carbon Black» never used as electrical insulators, because adding it in compound will raising electrical conductivity of rubber. Rubber for electrical insulation purposes without any dyes are have dirty pale yellow color.
3. Creating incandescent light bulb with tin wire - bad idea. Tin is one of the most easily fusible metal. You need a tungsten and vacuum. Ok, there is no tungsten in IC2, but even iron or uranium makes more sense.
P.S.: Yep, i'm bored.
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I created testing circuits with two batbox (one fully charged and one discharged) and two MV transformers, placed like in picture below:
And it seems, when i use EU-reader to check voltage in cables between i've got those values:
32 EU/t
16 kV
For line between transformers and
32 EU/t
1 kV
without transformer.But when i use my TileEntities to check voltage with this code:
Code
Display Morepublic double injectEnergy(ForgeDirection directionFrom, double amount, double voltage1) { { this.energy+=amount; this.voltage=voltage1; this.total20TicksEUperV+=amount*1000000D/voltage1; int tickCounter = MinecraftServer.getServer().getTickCounter(); if(tickCounter-lastTickCounter<0) { lastTickCounter=tickCounter; this.total20TicksEUperV=0D; } int d=tickCounter-lastTickCounter; if(d>=20 && voltage>1D) { this.amperage=this.total20TicksEUperV/(double)d; lastTickCounter=tickCounter; System.out.println("Voltage, kV="+voltage/1000); System.out.println("this.amperage="+this.amperage); this.total20TicksEUperV=0D; } }
I've got those:
244.14 EU/V*10^-6
131.1 kV244.14 EU/V*10^-6
65.5 kVIt seems, that no matter if transformers are used or not, amount/voltage ratio is constant. I would like to know, from what depends voltage value in "injectEnergy" from IEnergySink interface?
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Pigs are "spent" lol, they are sacrificed in a demonic ritual to spawn a wailer
You solved a mystery? Congrats! -
Its a secret!
Although, i will give you a hint. This is related to pigs and bone pillar block. And you need only one bone pillar block and one pig to spawn one wailer. And pigs are spent in process. And that does not mean you need to kill pig with sword or bow. That would be probably enough. -
Wailers? They just flying around, making horrible sounds, and trying to kill you. Usually they spawn only in "The End" dimension, but i added a secret way to gain them in overworld. I wonder, did SpwnX or Greg find out this secret method?
Hey, SpwnX, you did decompile IHL to source code to find out this, or there is another way to spawn any mob in overworld?
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I see, a pedophilic inquisitions is on duty today. I'm a man of the old school, so i don't care about naked kids at all.
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So, 0.515:
- GlassBox now will drop what it contents.
- Wailer now have his/her own "hurt" and death screams.
I took some woman's screams from one sound library. -
Confirmed. Feature removed in 0.514. Thank for bug report, Pyrolusite.
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Hey foghrye, just a minor thing, the sound of the wailers when they get hurt definetely does not match the crying ones. It annoys me
I just take a one from Ghast. Any suggestions? -
Sorry, forgot to post new "EnergyTileLoadEvent". Now updated. Thank for bug.
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What about heat conductors? For electricity we have cables, and for heat - nothing - this effectivelly limits setups. I would suggest using cooper blocks as heat wires with loss let's say 2 HU / block.
Nobody use solid substances as heat conductors on relatively large distances IRL. Too much loss, too much metal you need, too big difference between temperatures at start and at the end of solid heat conductor on heavy temperature load.
IRL steam and hot water used for transfering heat, rarely - other liquid substances.Why you need a heat conductors? How absence of solid heat conductors limits your setups?
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However, its a bit redundant since you are supposed to centrifuge rubber tree sap.
An answer was answered.
Thank you, SpwnX. -
Hello there, I currently have implemented a TileEntity that can be optionally powered by EU. But I have a few questions:
Since sources always transfer 1 packet of their maxvoltage, do I really need to only return needed power when i need more than networkVoltage in EU?
You don't need to return needed power at all. You need to return power, that you don't need. Also EU/t != voltage.Code
Display Morepublic double injectEnergy(ForgeDirection directionFrom, double amount, double voltage) { if (this.energy >= (double)this.maxStorage) { return amount; } else { this.energy += amount; return 0.0D; } }
If you mean, that you want your machine to work only from certain voltage level, just add "|| voltage<minVoltage" to "if" condition, so it would be looking like this:Code
Display Morepublic double injectEnergy(ForgeDirection directionFrom, double amount, double voltage) { if (this.energy >= (double)this.maxStorage || voltage<minVoltage) { return amount; } else { this.energy += amount; return 0.0D; } }
And currently I post the energy tile load event in invalidate/validate, but i get: TileEntityXXX was added too early, postponing.
What would be the better way to solve this?
Write your overrided invalidate/validate method in this thread here. May be you called "super" validation function after posting event, or even forgot to call it?