Posts by Tothlar

    Alright, I understand the concept now. Thank you sensei.


    But: you are applying one negative tick per 10.4 sec (104 ticks? wiki says 1 tick = 0.1 sec, no?) to keep them desynchronized, because BC notices one-tick delay on an engine and ejects another bucket? Or is it because you are just preventing overheating?
    What exactly I mean by the above; in the situation when the engines are placed under constant signal completely synchronised and then you turn sequencer on and it sends first 3 negative ticks (20.9 sec passes). Will it make them desynchronised? Or do you need to pick the engines up and then place them again under signal with sequencer on?


    I had an idea about high volume bucket flow based on what my friend showed me some time ago. Engines in series <]<]<] keep the desynchronisation and I am nearly sure the power gets transmitted instantly through previous engines without waiting for their pulses. If this is correct you can power extraction pipe with up to 104 redstone engines (104 ticks?). I am not very familiar with BC so I don't know if heat generation works similarly in this situation. It might require more frequent negative ticks or something.


    About your design: somewhat more than a week ago I explored it and then recreated from nothing to be sure about detailed mechanisms. Changes I introduced weren't really much about getting rid of RP, but rather about some other concepts. Although I am perfectly sure my first recreation of your design was working exactly in the same way as yours I might be wrong. Due to either of reasons there were flaws. Big ones - the ones you would call lethal to reactor. Bucket leaks in numerous places: bucket fillers' inlets, reactor inlets (double leak, still working on second one since buckets are getting shot in crazy surrealistic way) + infrequent leak by random buffer chest. Aside from that I got an impression your design supports only 4 bucket/tick flow instead of desired 6, because of presence of only 4 chests (1 chest = 1 redstone engine = 1 bucket/tick at inlet, you got 4 chests). There were other issues. If you like to design cooperatively, I am looking forward to discussing them with you, as I am aware I might have misdiagnosed some.


    I welcome posting my reactor as continuation to your reactor design, but it would be appropriate to make a new 'co-design' thread, as many things changed and reactor is likely to have different specs and different list of mods involved (Btw, do you insist on RP? I would prefer not to use it unless absolutely necessary and unavoidable).

    You've done all that, and you haven't yet tried RedPower2 tubes

    There are people who find large number of mods involved a huge negative point, as it reduces compatibility (my smp already stopped working in half of development of this reactor, but that's different story). Also, everything in RP can be made via traditional redstone circuits and what is more important RP is told to have some bugs with more advanced circuits and not to be compatible with software like MCEdit. Am I wrong?
    Also Eloraam's imperialistic ambitions aren't doing very good publicity for RP as well.

    At 8 ticks your desynchronizer pulses are hitting much to quickly. You'll note that in my setup I have my RP2 sequencer set to 2.6 seconds per pulse, which means each engine actually gets a desynchronization every 10.4 seconds. Much faster than about 9 seconds per desynch pulse and the engines lose core temperature.


    And to answer your other question ... yes my design requres the redstone engines to be running bright red (maroon red is bad, because all engines automatically synch when they get that hot).

    So what you are saying is that BC has some code that makes engines cool down if supplied with high frequency redstone signal?
    I should be able to reproduce that in traditional circuitry, but I don't perfectly understand your approach. Are you running it like this: an engine is fed with positive signal for 7.8 seconds after what it gets 2.6 seconds of negative signal. Isn't 2.6 seconds too long? Won't it affect extracting efficiency?
    Why do you have 4 phases? 10.4 / 2.6 = 4
    Shouldn't it go like: 2 engines on, 1 off and they cycle? Gives you 3 * 2.6 = 7.8
    And how do you know it's not cooling your engines? What if they go blue after 4 hours for example?
    Is it optimal or just first working try? Can't you desync them with something like that: 1 negative tick per 100 ticks (10 seconds)?


    In fact we don't even need to desync the engines, just like you said we only need to prevent them from going into red-flashing state. Just initially they need to be placed out of sync (will reloging break desync?). Did anyone specify conditions for this? The rarest possible anti-tick, 1 tick per 20 positive ticks, 100 ticks, 1000 ticks?


    I sort of realised the flaw of my build, it's just the flasher which has desynchronisation as its side effect. I need an engine cooling signal.


    If what I understood from what you said is correct then it should be technically possible to create up to 24 bucket/tick circulation system with your design, which you can actually trade for 12 bucket/tick + regaining the 5th chamber. Just imagine the efficiency, this sounds fantastic (900eu/t zomg?).

    Interesting! If I understand correctly, the main issue is that the redstone engine desynchronizer isn't working correctly? May I ask what addons and/or circuitry you're using for the task?

    Desynchronizer is working properly, mine is a little messy setup as tick periods between different engine pulses are not perfectly equal, but that should not be an issue. I left your extraction setup unchanged so far. 2 x three redstone engines on opposite sides and it can't even provide sufficient cooling for 21 fuel cells, which you could hardly consider an improvement :S
    What I meant is while looking inside the reactor I can see empty buckets stacking up, not being extracted fast enough to make space for full ones, therefore temperature rises. I can hardly come up with any idea why such deficit takes place, other than engines working on blue temperature. Are they meant to keep red/green state?
    I am certain this is not bucket deficit, since I made it so your design works at full efficiency with 28 buckets circulating (seriously) while being able to accommodate around 250. The problem lies in extraction.
    If you and anyone else will be unable to reveal the flaw I will have to upload the world for you guys to see, but I'd hate to do that since uploading not working reactor sounds like shameful practice :/


    EDIT: Ah yes, for this design I used: IC2, BC, Zeldo's AP, Pigalot's Bucket Filler, Energy converter addon, Thermometer addon.
    The desynchronizer is a little complex pulser with period of 8 ticks (it takes 8 ticks for same redstone wire to flash again) with cascade piston autoreset. I just planned for working desync, so its messy enough for different phases to be active for different periods of time + 2 out of 3 (wires/engines) are always active at a given time (you would have to see that, I myself am not perfectly sure how it's working). Can it screw up engines somehow?

    Greetings IC engineers


    I was working on a CASUC reactor for some days. However I am encountering some problems associated with redstone engines by extraction pipe. Basically the reactor is designed to support 6 (I have some plans on boosting it to 8 or 10 later on) buckets/tick flow in and out of chamber. As far as I know 6-bucket flow is supposed to be more than enough to keep at least 28 :Uranium Cell: cold (isn't it?) it doesn't seem to be a sufficient measure for some reason. You can easily see empty buckets removed not fast enough. Redstone engines are kept out of sync, but they are always on 'blue' temperature. If I heat them up on constant signal and then switch to pulse they cool down quickly, in other words I can't accumulate any heat on them. What am I doing wrong? How do you achieve better bucket flow with 4 buckets/tick than me with 6?


    My project is based on Irontygre's ingenious design, which is based on everyone else's design, so it is pretty much inspired by all CASUCs here. Compared to his design I improved flow rate, safety, introduced further compression, removed some bucket leaks and made it largely invulnerable to reloging. Due to mass request I received some time, my reactor is not dependent on RP and does not involve lag-intensive redstone engine powering towers. Main objective I wanted to achieve with it is dirt-house-compatible size while still being a monster CASUC. I think it would be worth being posted here, if not the issue with cooling.


    I can't move any forward without your expertise.