Realistic Reactors


Add realistic nuclear reactors including a breeder reactor type and cooling tower. The reactors must be controlled through integrated circuit interface signals. The thermal energy output is dynamic and depends on reactor core temperature. The reactors require sophisticated designs of their cooling system and heat-pipe network. If the operational conditions aren't met then a reactor core meltdown with dangerous consequences occurs

Content
8 months ago
0.16 - 1.1
23.5K
Power

g temp fluctuations

6 years ago

Hi,

as stated in dynamic cooling thread i dont like the frequently temp changing.
I just upgraded to 2.04 from 2.02 and all my reactors explodet immediately...

given, i changed some values for temp-calculation frequency in 2.0.2 - but it worked fine back then - whats the problem with keeping it that way?

6 years ago

Just that I understand this correct: did you disable the "static power consumption for ECCS" setting?

6 years ago

And are you using the setting for Ownlys formulas or for mine?

6 years ago
(updated 6 years ago)

hi,

im using the default, think its yours.
the "static power consumption for ECCS" is still turned on.

i basically edited the control.lua to decrease the updates per second.


3: CHANGE_MULTIPLIER = 0.01
5: TICKS_PER_UPDATE = 60
1037: maxruns = math.min(3,reactor_count) --180/s (was 120/s)


thats what i changed - and it smoothens out the updates very well.
Might not be to make it more realistic - but it makes more fun handling it, cause the circuits can better react to changes

EDIT: just tried to merge that in 2.0.4.:
my 990° reactors still blow up on gameload... have to dig a bit into your latest changes :D

EDIT2: cooled the reactors down before upgrade: still no chance to keep the temps.(ECCS in reactor storage is max 50°C and its still overheating)
i will stick with 2.0.2 and try to find out how you fixed the ghost-bug to merge this.

6 years ago

I would probably advise you not to change the values for the updates. These two variables were meant to be used in version 1.x.x, they are still in there, but to be honest I have no idea how changing them affects the current version of the mod.

From a perfomance point of view it shouldn't be necessary anymore anyway. From version 1.x.x to version 2 the way the mod update script works changed. Basically in version 1 all updates were done in one tick, while now they are even distributed over the course of (I think) 60 ticks.

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