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Everything posted by jakalth
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As Curunir said, the control rods only control how fast your fuel rods heat up. They act as a governor that keeps the rods from heating up faster then the coolant can pull the heat away from them. The % on them is roughly how much the heat is being suppressed. The higher the % on the control rods, the cooler your fuel rods will run, and the less fuel they will use up in a given time. The difference in fuel usage will be small though since fuel usage is controlled more by how irradiated the rods are then by how hot they are running. But, running the rods cooler does increase irradiation levels, but at the cost of total power/steam output. Another thing that effects heat is how much steam in buffered in your reactor. The more steam backed up in the reactor, the hotter the reactor will run. As well as, if your coolant tank, in the interface, is empty, your reactor will heat up quickly. so inputting enough water/coolant to keep this tank mostly full will also keep your reactor running cooler. TheFired3mon: Are you pumping out the condensed fluid building up in your turbine? If not, you should be. Otherwise the condensed fluid will act like a break, keeping your turbine from speeding up. And might just cause the turbine too shut down entirely. You'll need a separate fluid port for removing the condensed fluids from your turbine. In your case, that's just water, so you can just have it dump into a void fluid pipe. You should only need the one tesseract inputting into your turbine. The tesseract its self can transfer huge amounts of steam without any trouble, but, will only transfer the amount being used. My guess is your turbine has its internal steam limit set too low to speed up to full speed. In the turbines controler interface, there are two blue arrows and a steam input amount next too them. Your turbine might not have enough internal steam flow too speed up too 1800 rpm right now. Turning up steam usage in the interface should allow it to speed up quicker. Once it's nearly at 1800, you'll want to drop steam flow down to an amount that will stabilize your turbine's speed. With only having the 8 blades in your turbine, the most it will be able to use efficiently is 200mb/tick... Your second option isn't as nice of one... Your turbine might just have too much drag for the 8 blades to spin the turbine at 1800 rpm efficiently. The turbines I have required 437mb/tick of steam to run at 1800 with a single ring of enderium blocks. I haven't played with a smaller turbine so I don't know if the amount of steam needed will stay the same or not. If it does, then your turbine actually needs 8-12 more blades, or 2-3 more blade sets, to spin at a high enough speed to fully power up your enderium coil and still be efficient. The type of material used for the coil changes how much drag there is on the blades and how much total steam the turbine will need to run at a given speed. If you were to replace the enderium blocks with say gold blocks, the turbine would output far less power, but would require far less steam to do so since gold blocks cause less drag. Iron blocks would produce even less power and would also require less steam as well. So your option 3 would be to try different metal blocks for the coil, instead of enderium blocks. even using more then 1 coil might be doable. Curunir: The 5x5x7 is the external size. 3x3x5 is the internal size. The reactor only has 4 colums of cryothium coolent, 1 in each corner. with the 5 fuel rods taking up most of the space inside the reactor. It's probably not the most efficient setup, size wise, but it seems to work quite well. And I can always retract the control rods more and crank up its total output by quite a bit. I just need to match the steam usage with how much steam the reactor can generate with it running hotter or it will overheat and loose efficiency.
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fluiducts can move: 360mb/tick of steam 120mb/tick of water not sure on the others fluids... if larger amounts of fluid transfer are needed, use tesseracts or Transfer nodes/transfer pipes with speed and mining upgrades installed. I have pushed 4790mb/tick of steam through a single tesseract connection before. Have not found a limit too how much steam they can transfer yet. all I know for sure is they can transfer far more then the fluiducts ment to connect to them can move. have not tried using transfer nodes in chain with tesseracts yet, so don't know if that will work.
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Figured out a decent setup for a high efficiency Big Reactor. It's a 5x5x7 reactor using 5 yellorite fuel rods and gelid cryothium for coolent. The reactor it's self isn't high output by it's self. The reactor it's self is setup with the 5 fuel rods in the center in a + configuration. Each fuel rod has a control rod on top, with the 4 outer rods set to 80% and the center rod set to 60%. The reactor runs at only about 260 K, and outputs 1690mb steam per tick on average. But it runs at 410% radiation and has a fuel burn rate of 0.034. So it burns through yellorite very slowly. I have it fed using a transfer node(fluid) with upgrades in it to allow it to transfer 2,000mb/tick from an infinite water source. The steam is output by connecting a tesseract directly to an output coolant port. I have two 40 blade "Big Reactor" turbines setup near it that are fed steam by tesseracts hooked directly too their input ports. Each turbine turns two rings made of Enderium Blocks. Each turbine is set to use 845mb/tick of steam and runs just at the minimum efficiency band near 1800rpm. and output a little over 9900RF/tick, each. It's a pretty solid setup that isn't quite as powerful as an atomic science fission reactor, but is a lot easier to run and is a bit more efficient. I noticed that my turbines are not overly efficient. They could probably do the same amount of work with only 36 blades due to the turbine only using 845mb/tick. 36 turbines should be able to handle 900mb/tick without any loss.
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More information; atomic science reactor cells don't always connect correctly when you stack them. Sometimes they stay as separate cells. when this happens they need more then one cell to reach full heat... not sure what the fix is, other then taking appart the stack of reactor cells and rebuilding it. Only way you'll know this has happened, is when you place a fuel rod into the reactor, only one of the cells in the stack will show the green of the fuel rod. all of the cells should turn green in the middle when a single fuel cell is added, if they linked properly. The time of day does have an effect on how many turbines a reactor can turn. During the day time your reactor will be able to turn about 15-25% more turbines then during the night time. for example, during the night, a 3 stack of reactor cells can turn turbines in a circle with a radius of 4, but during the day time, the radius jumps up to 5. it's odd, but kinda makes sense. Also, haven't confirmed this yet, but the type of biome may have an effect as well. The reactor setup I was testing the in hot desert biome seemed to be able to turn more turbines then the one in the cold tiaga biome I was also testing. I have a picture of how many turbines a stack of 3 reactor cells can turn in a 3 blocks deep water pool. HERE From some testing, this stacked reactor burns through a single fuel rod in about 800 seconds. That's far less time then a single reactor cell takes to use up the same fuel rod. a single reactor cell takes 2500 seconds for a single fuel rod. But. a single reactor cell can only turn 4-8 turbines, while a stack of 3 reactor cells can turn either 71 turbines during the night or 88 turbines during the day. That more then makes up for the cost to operate.
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as stated, atomic science is in transition into a different play style. Some things, like cool rods, don't really work the way they are right now. So I think meltdown may have been turned off for now. The change from 1.2.7 and even 1.2.8b too either 1.2.8c or 1.2.8d has some big changes in how the reactor cell works. due to this, they don't like to work right away. I've found that after changing over too 1.28(c or d), your reactor won't work right away. letting the map load, then restarting the map again should get it working again. as for the temp thing, there are issues with how it reads temp atm. It says the reactor is already warm, even though it has been turned off for a while. just ignore this for now. later versions of the mod are sure too have this fixed up and working. New trick that can be done with a thermometer. If you shift + right click on your reactor, with a thermometer in hand, the thermometer will save the coordinates of the reactor and give you the temp reading of that reactor from a remote location. So you can link a thermometer to each of your reactors and have the thermometer placed in a remote control room, letting you see the temp of each of your reactors from one central location.
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1: seems like a bug, I was running with no control rods as well. I'm guess the mod is in mid change with how control rods will be used so it's not working atm. 2: I thought a fully spent fuel rod always dissapeared. as far back as I can remember with this mod, that is how it worked. 3: Think the risk temp is somewhere above 2000. had a 3 core reactor running hot with 3 fuel cells in it. It's temp was hovering around 1800K. But once again, I think there is a bug tied with question 1. Control rods not changed to new format yet, so keeping a reactor below a certain temp isn't as much of an issue atm. Fusion builds are a bit lackluster atm in this build, and the last few builds as well. Due to changes in the mod and minecraft its self. The mod creator has big changes for the fusion reactors to bring them up to speed with the fission reactors. Time is all that is needed for those changes to be added. Using steam dynamos, or the mfs steam turbines allows you to produce power from a reactor, or any steam source for that matter, the same way as using a reactor turbine. The main difference is, reactor turbines(now called electric turbines) produce far more power, where as using dynamos or the mrf turbines allow you to pipe the steam around to where you need it, making them far more efficient. Reason? Sending power through a tesseract = 20% energy cost. Sending steam through a tesseract = no cost. Which is better? depends. The numbers: 1 turbine = 3995RF/tick = 1870steam/tick 1dynamo or mfr turbine = 80RF/tick = 40steam/tick so if you replace 1 turbine on your reactor with a steam funnel, you'll get 350steam/tick, which you can pipe wherever you like to power just over 8 dynamos or mfr turbines. which gives you 640RF/tick. far less then what you get from the 1 turbine, but it's more fun to have remote power nodes. On a fusion build, this is quite efficient. on a fission build, you loose more then you gain by piping.
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This is a quick list of changes you will see when using atomic science mod in tekkit 1.2.8c Fission Reactor: 1: They are now called reactor cells. 2: they can be stacked on top of each other to make a single taller reactor. Not sure of how high they can be stacked, but I've stacked up to 6 in testing. 3: Each reactor cell added to a stack increases the amount of heat generated by a large amount. 1 core heats a 3x3 area on average. 2 cores heats about a 7x7 area. 3 cores heats about an 11x11 area. The area heated is effected both by the depth of water and the material used to create the pool. Not sure what effects the materials have on the reactor other then a snipit from calclavia. Heat transfers faster/farther through solids then liquids. Heat does not travel well through the air. 4: The more reactor cells in the stack, the faster it seems to burn though the fuel cell. Each stack of reactors can take more then 1 cell. Using more then one cells seem to increase the amount of heat generated and slows down how quickly a cell is used up. But the stack runs just fine on a single cell. 5: If you do not do something with the toxic waste from your reactor, the reactor WILL dump it into the surrounding area, making the whole area toxic. 6: toxic waste kills the effectiveness of your reactor. 7: heat from your reactor cell travels out in a roughly circular pattern. so it will no longer evenly heat a square block of turbines. Fusion Reactor: 1: They are now called plasma heaters 2: They still require being surrounded by electromagnets. There are two type of electromagnets now. regular electromagnets, and accelerator magnets. They each can only be used for 1 device now. The regular ones are only for plasma setups now. the other one is only for particle accelerators. The magnetic glass can still be used for both, it seems. 3: Plasma generation is speratic and unpredictable. Even worse then it used to be. this makes large plasma generators ineffective. Later versions of atomic science will address this, but for now, fusion reactors should be built smaller and more efficient. 4: piping steam is pointless atm. Only a tesseract can move enough steam to power a single small turbine. But the small amount of steam you can collect from a plasma generator setup is not enough to make it worthwhile. Just place your turbines directly over the water until later versions of atomic science address this. 5: hook your chemical extractors directly to your plasma heater using waterproof pipes or liquiducts. You no longer need to make an endless supply of cells for your plasma generator. It accepts deuterium directly. Tritium production seemingly is available for the plasma heater, but I lack the knowledge at this time to advise on it's use. 2 chemical extractors is sufficient to keep your plasma generator setup running non-stop, if you allow it to get ahead of the plasma heater initially... Fulmination generator: 1: Still seems like a toy instead of a power generation method 2: That is all... 3: no really, that is all. 4: ok, maybe I have not played with them that much... 5: ummm....... Thermometer: 1: shift + right click on a location with the thermometer in hand sets it's reading to that location. 2: with a location set, you can place the thermometer anywhere and still be able to read the temp of a reactor you right clicked on. 3: the location set does not need to be a reactor. it can be anywhere on the map. 4: it's easier to setup complex reactor designs since the thermometer does not need to be directly in contact with the rector core anymore.
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stack those reactor cells. each core in the stack vastly improves the number of turbines it can spin. just make the water deep enough to submerge the number of cores you have stacked. 3 stacked cores for example will turn an 11 x 11 "circle" of turbines, for example. Even just 2 cores can turn a minimum of 20 turbines, but is able to turn more then that on ocasions, depending on the materials used in the construction of your reactor setup, you might get many more to turn then just the 20 or so above it. a stack of cores still can be run off a single fuel cell. But adding more cells, it increases efficiency slightly and increases heat by quite a bit. more heat = larger area of turbines that can be spun. But also higher risk of malfunction/explosion.
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one uses the lighting effects, the other disables the lighting effects on the suit.
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1.2.8c. No noticable crashes or issues as of yet. atomic science seems to work. Mffs is still good. nothing else jumps out and says I'm broken. looks good so far.
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Unless I was missing something that allows them to be rotated vertically... kind of annoying since the transition planes cost so much more.
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terrain smashers use no energy to operate... where is the fun in that? Besides, they both seem to operate at the same speed, so it's just a matter of preference when it cmes down too it. and cost. probably cost as well. Also, you can not point terrain smashers down. they can only point forwards. On a side note: I did find out what was really the problem with remote controlling it. Wireless redstone locks up when moved by the carriages and looses it's link with the set channel(resets back to channel 0 even though it still says it's on the channel set). So, it was not the wiring after all.
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Yep, checked all three, they do work with treecapitator.
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Rebuilt design. this time using template carriage blocks. I'm not completely sold on this design though, it has limited the machine to only being able too move in 2 axis. Compaired too the 3 axis free movement of my previous design. View of the cutter head: This time it is a solid 11x11 square of transition plains. View of the side of the machine: It only looks different around the cutter head, where I now have a channel for water too flow through so lava can't solidify on top of the machine. The water can be turned on or off from inside using a switch. View of the side of the machine with water turned on: When the plunge bore is in the ground, the water flows completely around the channel in the cutter head, unlike in this picture. It works quite well in operation completely preventing the machine from getting stuck in lava. And as a bonus, it converts some of the lava under it into obsidian so I can still collect some of the good stuff. View of the inside of the machine: The switch in the center controls the water in the cutter head. The me system auto processes the ores as they come in and stored them nicely for use later. The carriage engine is auto cycled when descending into the ground by the timer and switch controls above it. The button on each side of the engine moves the whole machine left or right. There is a second timer-switch setup under the engine so the ascent back out of the ground is auto cycled as well. I can still use a translocator too move the whole plunge bore too a new location if I want too. the block it needs too be attached too is on the outside of the machine though. It requires a piller up too 11 blocks high being built to allow the machine to translocate without being buried in the ground. This does mostly make up for the fact that the plunge bore can only move up/down, or left/right. But it's not really the same... : Does the computercraft controled carriage allow 3 axis movement? If so, I will eventually need to learn how to learn how to use that and figure out how to actually program the computer. Programing is not something I am all that good it....
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The cutter head is applied energistics transition plains. The directly transfer blocks that touch their black side into your me network. But in doing so, they also act like a pickaxe. so blocks like redstone ore become redstone dust in your me network.
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sounds good. I'll run through the mod once it's up and see if everything is good to go.
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Single player. creative. the not placing issue was a bug in release 62. there is a fix for it in release 63 making the thermometer place able again. but now the fission core it's self does not work. I'll keep trying and see if I can find the reason for this now... On a side not. Fusion reactor setups are working just fine. They have been plugging along without any serious issues since the release of 1.2.8b Ok, update on fission reactor issue. Found the solution here. You have to remove any and all fission cores from your map, save the game, completely exit minecraft, then restart minecraft and load the map. Now when you place the fission cores back into place, they should work again. They also work quite a bit differently. a single core will heat up to 12 water blocks in a diamond shape, but the turbines will only run at half speed. if you stack your fission cores on top of each other, they combine into a stronger core. You need water that is as deep as the stack of cores. how the cores heat water is a bit interesting as well.
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Tekkit 1.2.8b atomic science turbines causing crash too desktop = fixed. mffs force field projector, right-click crashes too desktop = fixed. New issue though: atomic science thermometer can not be placed in the world. Without the thermometer, there is no way to control fission reactors. So, once again, atomic science is broken... surprise surprise...
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Ok, wow... I feel dumb now... made an exact copy of my plunge bore using template carriages. Clicked to lock the pattern to a single carriage block. then filled in the design. Works better then I could of hoped. Now I can add in "water injection" too nullify lava and make the tunnel bore impervious to pretty much any terrain type. I'll upload pics of the new design when I have it finalized. One question for opinion sake(and cause I haven't figured it out yet). What would be a workable way to remotely control the mining bore? Tried using wireless redstone and project red wires, but the wireing kept getting signal lock causing the carriage motor to repeatedly cycle when I only wanted one cycle.
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[ and ] only let you select which morph you want to be, you still need to change into that morph by mouse clicking or hitting enter.
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The state of "Atomic Science" in Tekkit 1.2.7b...
jakalth replied to jakalth's topic in Tekkit Discussion
it's compairing the difference between having a fission reactor in a 3x3 pool of water vs having it in a 5x5 pool of water. And, comparing between the control rods being down or being up. The math stated is just comparing the number of water blocks not being replaced by parts of the reactor. Hence the number of water blocks you could place a turbine over and receive steam from. -
The state of "Atomic Science" in Tekkit 1.2.7b...
jakalth replied to jakalth's topic in Tekkit Discussion
I "think" a tesseract can handle the input from a large turbine. but outputting it on the other end needs to be done with at least 3 connections too the tesseract per large turbine inputting. The tesseract would need to be directly connected too the turbine with no conduits. -
you might have too many blocks connected together. otherwise, there might be an issue somewhere where the frames are connecting to the surrounding material. are all the outside faces of the frames set to not connect(right click with rim screwdriver)? try digging around the bore so that no solid block is in contact with any part of it, other then what is supposed to be touching it of course.it still does not move then, then there is either too many blocks or some of the blocks inside it are not being supported by the frame.
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The state of "Atomic Science" in Tekkit 1.2.7b...
jakalth replied to jakalth's topic in Tekkit Discussion
doing the math, large turbines produce about 4.3 times the power of a single small turbine. But large turbines use 4.8 times the steam. When placed over water, the steam usage is pointless and doesn't come into play. So your just down to 4.3 times the power. But since 1 large turbine is made from 9 small turbines, and 9 small turbines produce 9 times the power of a single small turbine. then the 9 small turbines produce more then 2 times the power of the large turbine they are combined into. In conlcusion: 9 small turbines is better then 1 large turbine. aah... silly mathmatics...