Posts by INSANEcyborg

    Here are some Mark V's I posted in the other thread. They're expensive, but have high efficiency.



    Cheap
    Active Eu/T: 410
    Average Eu/T: 227.777
    Cost: Iron 216, Copper 676, Tin 14, Gold 48
    Running costs: 0 UU
    Efficiency: 4.1
    Overall efficiency: 4.1
    Timing: 5 seconds on, 4 seconds off



    Mid-Grade
    Active Eu/T: 420
    Average Eu/T: 233.333
    Cost: Iron 293, Copper 1340, Tin 138, Gold 76
    Running costs: 189.6 UU
    Efficiency: 7
    Overall efficiency: 4.13
    Timing: 5 seconds on, 4 seconds off



    Premium
    Active Eu/T: 560
    Average Eu/T: 248.888
    Cost: Iron 304, Copper 1412, Tin 140, Gold 80
    Running costs: 201.6 UU
    Efficiency: 7
    Overall efficiency: 4.71
    Timing: 4 seconds on, 5 seconds off

    I saw this thread, came up with a few designs, and then forgot to post them here :rolleyes: . Anyway, here they are:



    Cheap


    Active Eu/T: 410
    Average Eu/T: 227.777
    Timing: 5 seconds on, 4 seconds off



    Mid-Grade


    Active Eu/T: 420
    Average Eu/T: 233.333
    Timing: 5 seconds on, 4 seconds off



    Premium


    Active Eu/T: 560
    Average Eu/T: 248.888
    Timing: 4 seconds on, 5 seconds off



    They cool down fast but can't run very long. They're best used with a timer.

    It has to do with being in creative mode. Normal Isotope cells are empty and charge up, while ones spawned in creative mode start at full. If you get the components and craft your own, it should work like normal.

    The wiki is up to date, you don't use water or ice in this version, and the LZH is the new Consumed-on-use item, which is why you have to replace it. As for your design, Urainium cells will transfer all their heat to an adjacent compent before the reactor itself. So the LZH's are getting all the heat, and there's nothing left over for your vents to cool. Or what I assume to be vents... For future reference, it'll help to label stuff if your not using the default texture pack, or use the Reactor Planner to post your design.

    I think its time we had some mark V's on the list:


    Cheap
    Active Eu/T: 410
    Average Eu/T: 227.777
    Efficiency: 4.1
    Cost: Iron 216, Copper 676, Tin 14, Gold 48
    Running costs: 0 UU
    Overall efficiency: 4.1
    Timing: 5 seconds on, 4 seconds off



    Mid-Grade
    Active Eu/T: 420
    Average Eu/T: 233.333
    Efficiency: 7
    Cost: Iron 293, Copper 1340, Tin 138, Gold 76
    Running costs: 189.6 UU
    Overall efficiency: 4.13
    Timing: 5 seconds on, 4 seconds off



    Premium
    Active Eu/T: 560
    Average Eu/T: 248.888
    Efficiency: 7
    Cost: Iron 304, Copper 1412, Tin 140, Gold 80
    Running costs: 201.6 UU
    Overall efficiency: 4.71
    Timing: 4 seconds on, 5 seconds off




    The idea is that instead of trying to manage the reactors heat level, you let the overclocked vents absorb it all, and time it to prevent the vents from melting. The reactors are set up in 9 second cycles, and to have no heat after 5 seconds. This way the vents can only absorb the 180 heat they're capable of cooling, per cycle. The first two designs have enough vents to absorb all the heat generated per tick, so they run for 5 seconds. The last one produces extra, so it only runs for 4 seconds.

    I have a possible upgrade for this design:


    Link: Mark I EA
    Eu/tick: 160
    Efficiency: 4
    Cost: Iron : 207, Copper 351. Tin 63, Gold 24
    Running costs: 9.6 UU



    It costs a little more iron and tin to build, but less copper and gold. More importantly, the running cost is a lot lower, 9.6 instead of 24. Overall efficiency is 3.78

    The tutorial thread mentioned that breeding speed doubles for every 3000 heat, so wanted to see if it was possible to get a 12000 heat breeder. First the good news, I was able to maintain a reactor at 15000 heat. The bad news... well, it didn't seem to recharge cells any faster than a 9000 heat breeder. It still took half a cycle to charge, not the expected 1/8. At least it's still a decent design at 9000 heat.



    Here's the 9000 heat version: http://www.talonfiremage.pwp.b…vslc3yanwrhl17ls420o0mnlt


    Here's the 15000 heat version from my experiment: http://www.talonfiremage.pwp.b…oovhpf12zjf41i8mey9jji0ap


    The reactor produces 54 heat a tick, and the Integrated Heat Dispenser can only take 25 a tick. With 29 external cooling, the hull temperature stays constant. Any heat added stays in the hull and doesn't get transferred to the cooling system. This makes it easy to preheat with lava, and allows for the high temperature.


    Now for the cooling system. Every tick the dispenser transfers 6 heat to each plating, which then transfers 2 heat to each coolant cell. The coolant cells next to 2 plates get 4 heat a tick, 3 after cooling. The cells at the tips get 2, 1 after cooling. The dispenser also heats up at 1 heat per tick, absorbing 25 but distributing 24.


    So you can get 1/3 of a cycle before parts start to melt. Best case scenario, at 9000 heat, is you replace the high heat coolant cells between 1/6 and 1/3 of a cycle, and the new ones will last until the depleted cells are done recharging. Worst case scenario, at 9000 heat, is that the high heat cells melt after 3334 seconds. Then the remaining cells will be at 3334 heat, and now have a net gain of 5 heat a tick. They'll last another 1334 seconds, melting 4668 seconds into the cycle. Next the reactor plating will start to heat up, but recharging will finish before they melt. So if set up right, the only risk is loosing 8 coolant cells.



    Some other notes:


    You can run this reactor for multiple cycles, but you'll need to replace the low heat coolant cells and the dispenser once per cycle. Having an unused reactor to let them cool off in helps.


    If you need to fine tune the heat, you can take out the dispenser for 25 heat per tick.


    Either watch out for radiation damage, or add extra plating.


    Here's a higher maintenance, but more compact 2 chamber version: http://www.talonfiremage.pwp.b…h89kdbh1msrz3u7smwn9ongu9


    It's important to have exactly 29 external cooling to maintain the hull temp. Don't forget that the first 2 designs I posted have solid blocks.




    TL;DR:


    15000 heat breeder isn't any faster than a 9000 heat breeder. Controlled heat by using only 1 integrated heat dispenser, creating a bottleneck.