GreyArmistaad Posted September 7, 2014 Posted September 7, 2014 Hi there, I would like to ask if anyone else has had this same problem as me. Currently I am using a actively cooled reactor to power three 9x9x14 turbines at 2000 mb/t each. The reactor has 2 transfer nodes connected with upgrades to pump water into it. I also put the reactor and turbines directly touching each other in a plus formation with the turbines horizontal, with 1 fluid port providing steam from the reactor to the turbine individually, and 1 fluid port sending water back to the reactor. The problem I have is that whenever the turbines are reaching 1800rpm, the reactor suddenly stops taking in water and the amount of hot fluid output (steam) from the reactor starts to go above 6000 mb/t. Whenever this happens, my turbines start losing rpm and drops to around 1200rpm before it begins rising again. There should be enough steam in the first place since the turbines are using 2000 mb/t each, able to get up to 1700rpm in the first place. I encountered the same problem when I used tesseracts to transfer water and steam from the reactor to the turbines as well. I am not very sure if this is a bug or if there simply isn't enough water being pumped into the reactor. I hope someone will be able to help me figure out this issue.
Moderators AetherPirate Posted September 7, 2014 Moderators Posted September 7, 2014 (edited) Try upgrading to 3.4A2, if this is a single player game. I've heard of weird behavior when turbines cross chunk boundaries. Can you post pics if your setup? Edited September 7, 2014 by AetherPirate
GreyArmistaad Posted September 7, 2014 Author Posted September 7, 2014 (edited) Here you go! Unfortunately I am currently playing on a multiplayer server that is using Tekkit 1.2.9e, which uses v0.3.0a, so I am not able to upgrade. Edited September 7, 2014 by GreyArmistaad
Moderators AetherPirate Posted September 7, 2014 Moderators Posted September 7, 2014 (edited) Try breaking the reactor and let it re-form. Maybe turbines too. Does it happen to each turbine individually, even if the other three are off? Edited September 7, 2014 by AetherPirate
Curunir Posted September 7, 2014 Posted September 7, 2014 You need to put the image link into IMG tags to post pictures. It's a bit glitchy on this forum, so you may want to use the Image function instead of spelling the tags out.
GreyArmistaad Posted September 8, 2014 Author Posted September 8, 2014 @Aether Okay I turned the turbines on one by one, letting each one get to around 1790rpm before turning on the next one. It took a long time for them to rev up but it seems to have fixed that weird problem for now. I'm kind of hesitating to add more turbines to that single reactor in case the problem comes back again. @Curunir I tried putting the IMG tag, but the image still came up as broken. It worked when I put the "direct link for layouts" url from tinypic though.
Curunir Posted September 8, 2014 Posted September 8, 2014 I've also had trouble balancing several Turbines on one reactor core. I think this is an inherent problem of BigReactors in that early version, and for now we probably have to work around it. Unfortunately, most fixes and improvements are being aimed at Minecraft 1.7 by now, so we can't profit from them while we are still on 1.6.4 with Tekkit.
GreyArmistaad Posted September 8, 2014 Author Posted September 8, 2014 (edited) Guess I'll have to postpone my skyscraper of turbines~ Edit: I returned to the server after logging off with no one else in the area and the problem came back again. It might be caused by the chunk unloading and loading again. Edited September 8, 2014 by GreyArmistaad
Curunir Posted September 8, 2014 Posted September 8, 2014 (edited) That was my problem, too. I had two Turbines attached to a single core, one of them balanced out at 1800 RPM with a limited steam intake, the other taking all excess steam and running around 1750 RPM. The power plant was always chunkloaded, but whenever I restarted the game, BR would somehow "flip" the Turbines internally, so the one without the steam limit would overspeed. I basically had to change steam limits between those Turbines on every game start (local server). I think there is an internal order for Turbines that tends to flip over on reload every time. Chances are good that erobeef fixed this with the code refactoring he did for 0.4 (the Minecraft 1.7 version of the mod). Edited September 8, 2014 by Curunir
GreyArmistaad Posted September 9, 2014 Author Posted September 9, 2014 By the way can I ask how you attached the turbines to the core? Did you connect their fluid ports directly or did you use liquid transfer nodes? On that note is there a point to using liquid retrieval nodes?
Moderators AetherPirate Posted September 9, 2014 Moderators Posted September 9, 2014 " I also put the reactor and turbines directly touching each other in a plus formation with the turbines horizontal, with 1 fluid port providing steam from the reactor to the turbine individually, and 1 fluid port sending water back to the reactor"
Curunir Posted September 10, 2014 Posted September 10, 2014 The Liquid Nodes allow you to detach Turbines from the core, but there is no other benefit that I know of. You can also use Tesseracts on the ports, which is practically a direct connection without limits. I always build them directly attached, with Fluid ports touching.
GreyArmistaad Posted September 10, 2014 Author Posted September 10, 2014 @Curunir It's kind of hard to tell whether the turbine's fluid port is input or output since it only changes after the turbine has formed, unlike the reactor's fluid port which can be easily seen as input or output. Once they touch I just hope that I actually adjusted the port before completing the machine. And then I just wonder if it's working as intended. @Aether Yup I know, it is my machine afterall
Curunir Posted September 10, 2014 Posted September 10, 2014 In newer BigReactors versions, the Turbine Fluid Ports have been improved and can now be configured before the Turbine is completely assembled. With the older version, you need to finish the Turbines first, then configure the Ports from inside the reactor core, and only then place the core's Fluid Ports against them. Not elegant, but it works.
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