1: True but then IC2 Could not run by itself. So that solution is invalid.
2: So a laggy way of doing it.
3: that convertion is fine to me but i would increase it and make it a double sided thing (so two differend convetion ratios)
4: Yeah partly true but still its not easy to do.. Also max Input can not be done by RF since it has no Transferlimit api...
5: I AM TALKIN ABOUT THE API NOT INTERNAL STUFF FROM BC AND BC STUFF IS NOT COMPATIBLE TO OTHER MODS. Also for every connection request it has to access the tileEntities and compare them. With a TileEntity Parameter (which could be provided with this) would it be much easier...
6: How much energy went through cables (average per tick, or average in total or average in a since active), Entity Damage, and burning all parts if to much energy sends through? Because even in the April version it exploded only the first part of the grid that had to much. In IC2 it burns all parts that the energy flows through and they are to weak...
1. So IC2 could make their own cables.
4. Of course it has a transferlimit API! It's called "simulate".
5. Sure it is! All RF mods care about is whether they get energy from itself, or to itself, or nothing. RF does not care what the cable is, it can even be an entity flying through the block (Geko's Lasers). Also, what connection request? BC caches everything.
6. The April version had a bug. In Complication, everything burns. Entity damage can be done very easily and "how much energy went through cables" is easy to do, as BuildCraft already calculates the average per tick for rendering.