Posts by MJEvans

    So turning on if it has /at least/ 10eU/t in buffer... would solve all of our problems (since all storage devices output in 32eU/t or greater packets, and all non-tin generators output in at least 10eU/t packets).


    Actually 2 eU in buffer would probably be a better check. If you can't deliver another eU before the light consumes the first then you probably shouldn't be on, while if you can you'll either be balanced or eventually grow the buffer.

    Please update the mod for 1.337b, there is a charging bug in both batboxes and with battery-right click that is likely due to an API mis-match.



    java.lang.AbstractMethodError: ItemToolDigitalThermometer.giveEnergyTo(Lhm;IIZ)I
    at ic2.common.TileEntityElectricBlock.h_(TileEntityElectricBlock.java:127)
    at eh.e(World.java:1121)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:366)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:287)
    at ce.run(SourceFile:417)
    2011-12-11 19:23:32 [SEVERE] Unexpected exception
    java.lang.AbstractMethodError: ItemToolDigitalThermometer.giveEnergyTo(Lhm;IIZ)I
    at ic2.common.TileEntityElectricBlock.h_(TileEntityElectricBlock.java:127)
    at eh.e(World.java:1121)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:366)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:287)
    at ce.run(SourceFile:417)

    Yes, it is possible. Though it's /annoying/.


    As we've already demonstrated in other threads, ice cooling is bloody expensive; a CASUC breeder probably can't sustain ice-cooling for it's self. (The power eff is 1, but the heat eff is 5).


    Therefore you need to build what I explored in the later part of my CARUC thread, and what I'll likely do next in IC2 while waiting to find out if I need to abandon it until the new year, or if I should tough it out through the weeks till Xmas and a hopeful, at least partial, release that's 1.0.0 compat.


    The breeder should be designed to produce some multiple of 250 in heat every (stable time, short interval) seconds. You'll want an RP2 timer or l33t level normal redstone timer delivery buckets at /precisely/ the correct interval to keep it balanced. You're threading a needle between 9000 and ~9800 (it can get a bit hotter without damaging surrounding equipment, but not much and THAT hurts you too). The new 250 buckets actually /help/ in this aspect since it's now far easier to deliver a /measured/ burst of cooling instead of doing it every N seconds.


    I need to re-explore the design for this...

    DDR-III ram will likely remain dominant for at least another 2 years. However within that time expect today's high end to slowly become mainstream. Already DDRIII-1600 is recommended for optimal performance on shared memory systems (anything AMD Socket FM1, likely FM2 as well).


    However with hard drive prices currently very high and AMD and Intel hoping to release new chips; the spring is looking good.

    While I will agree it is /easier/ to measure on the parts of the system directly before storage/use, it is possible to get accurate-enough measurements even on HV links. It's just that the sample-period becomes really annoying. For any given link this is a good rule of thumb for sample accuracy: Measure for the number of energy-ticks that the fame size is for the link (E.G.: HV is 2048 so ~100 seconds or 2 min); If the number is > 10% of the link's packet size then you're accurate enough. If the number is less than that you need to measure for 10 / (the percentage as a number) times longer. (So if it's 1% of 2048 or ~20 eu/t you need to measure for 20 min to get an accurate reading in that spot; 5% would be 4 min).


    However, yes, it's far easier to just measure at the storage device or just before an MassFab.

    I've yet to see an actual /Flame war/ on here. Then again maybe having seen them on nntp (usenet) and other more drama prone messageboards my standards might be a bit high.


    My standards for a flamewar:
    * Both sides attack the other user
    * Optional: At least one side ignores the argument (this is more of a warning flag)


    Hum... US politics is a flamewar.

    Well they are not unstable because the max cooling such cooling system can make is so high it can run even full uranium reactors(ok now after the update its possible but still 1250/s cooling is a ton). But their output and eff is really bad.

    Well no, I /was/ running a starved CARUC (the cooling is fully reusable; nothing is 'consumed' in that it cannot be repaired) reactor, only it had this lovely pressure plate to make it skip incoming buckets so you could stay above 9K... Yeah that was a really poor idea.

    Working on the point of use design got me thinking about that prior suggestion for rotating reactors. However my goals are different:


    Thank you Talon for the excellent reactor planner which allowed me to so easily toy with designs and then collect these numbers.
    0) My Metascore = AverageOutput * Eff^3 / (1.5*Iron + 2 * LapisLazui + 4.4 * GlowStoneDust / Eff)


    1) Eff
    2) Power
    3) Component cost


    I'll determine runtime by diving the excess heat by the cooling rate; which then determines the number of reactors needed.


    I produced these designs, targeting various runtimes using the best design I could deduce within a few moments; it might be possible to get a little more out of them, but the true advantage is in having enough cooling water cells, and enough IHDs touching them, that it's possible to constantly use all the water cells; thus absolute fine-tuning doesn't matter nearly as much as not leaving any hotspots. The formula for evaluating these was deduced after collecting all of the data and adjusted based on my goals to reach the correct range; no design was favored in the weighting.



    Edit:


    I noticed that 5 of my designs had issues with isolated cooling water cells. I -believe- I have reviewed and fixed them, but am not entirely sure. In any event, it turns out that the most effective design still is (it simply needed IHDs to replace hull-plating, since the hull-plating would eventually overheat and thus be consumed/suddenly make it explode).



    Winner:
    Chambers=Core + 0
    Eff=3.833
    Burst=460
    Ratio=1:14.86
    AvgPower=28.75 (1:15 ratio)
    http://www.talonfiremage.pwp.b…=1o10101001501521s1r11r10


    Assumptions: A torch beneath a block providing redstone signal from under the reactor will 'shut down' the reactor. (this allows for 24 blocks of water around the chamber.)


    Here's the forumas and table in CSV format, you can edit your weighting and re-sort to see which design works best for /your/ needs.
    =E2*B2*B2*B2/(1.5*F2+2*J2+4.4*L2/B2)
    =C2/(1+CEILING(D2,1))




    Edit (again):


    In case you were wondering how to limit the reactor; it /should/ be possible within a single 16x16x16 chunk (for SMP) even without RedPower 2; however RedPower 2 makes this /FAR/ easier and safer.


    If you do choose to set this up, remember to test the output with a torch and confirm it's doing what you want.



    http://www.minecraftwiki.net/wiki/Redstone_circuits


    (count 10) = 5 - clock + pulse limiter
    (count 16) = 8 - clock (modified 5) + pulse limiter
    (count 80 (via LCD of clocks)) = NOR gate the output of the pulse limiters


    T-FlipFlop Design H as a clock divider (double the length).


    D-FlipFlop C or F to hold the value of count 80 & TFF

    I've avoided point of use power generation for various efficiency issues and the headache of lugging around nuke components. However at the moment there prospect of shiny new toys are far more enthralling than the status quo. Thus, I look forward to a vision of frames...


    Exploiting both mods the most expensive machines (besides the mass fab) and the most powerful power sources team up in a self contained moving wall of industrial awesomeness.


    Power topology: Air cooled nuke powers a storage unit which outputs to miners. An MFE sounds best since there's an on site reactor and it's just buffering. Then duo pump+miner (it'll be in the middle). Quad upgrade is possible with reboosting or using glass fibre.


    http://www.talonfiremage.pwp.b…=101k101001501521s1r11r10
    Edit: Improved slightly: http://www.talonfiremage.pwp.b…=101k101001501521s1r11r10



    Eff: 3.66
    330eU/t ~6:29 to limit (will fill up an MFE in 2.5 min) Cooldown period (from 2.5 min up) is ~1820 (1/4th the 128eU/t output duration of the buffer)


    A small timed bypass circuit will check for power flow every so often; it might dump to a luminator, or just a batbox that then dumps back. (probably the luminator)


    Note: this is designed to run backed on a 'beam' with power out one side, and redstone signal in the other. Open air is required in all the other spaces around it. One extra safety space is provided for future use.


    Edit:


    For true mad science: http://www.talonfiremage.pwp.b…=101m101001501521s1r11r10 Run this on a ~ 1:18.9 ratio and power a single miner + a few luminators.

    You're missed the point I was trying to get across; instead of advanced machines, the product of advanced machines (iridum plating) would be used. This conserves natural resources and instead uses un-natural resources (energy), but lots of them. Plus the recipe would produce multiple lengths of pipe (like RP tubes or BC pipes).

    I like the idea in general, though I disagree with some of the construction steps.


    The Extreme level pipes should be craft-able in batch with iridium plating in a tin-cell configuration; or possibly ~4 by using refined iron around an iridium plate.


    Your heat per N numbers also reflect ticks instead of seconds. 10 heat per external pipe section's seen flowing water/sec sounds roughly correct, radiators are highly effective compared to cooling cells stuffed within a reactor vessel. If anything that number might be too low.