@Pyure
Now you're twisting my words.
(1) I never said that RTGs weren't simple to build - recall I said I would prefer more complexity? I said they were expensive to build
if you want to use them for more than small applications. That I maintain. Did you test this with, say, a setup that equals the output of your IC2 reactor? I venture to guess you're going to spend about four times as much metal. And uranium is so easy to come by that it fulfils even my requirement for being not much different from renewable over a plausible time frame.
(2) I never spoke about mayfly games lasting one day.
Except in really excessive circumstances (more than 9*6*6 iron per RTG), materials in energy generation need to be calculated over the expected time span of the generator (e.g, the amount of time you plan to run it, or plan to play in that world.)
Let's say really conservatively, for most players its something like 3 months before we typically get bored of the nuclear age and move from one pack or world to a new one. I have no idea what a realistic number is but its probably a lot more than that for most players. I can't do the nuclear age for months on end like most peeps, so 3 months is probably about right for me (nuclear ages are boring)
An RTG, like all energy sources, costs X materials per day. In this case, that would be total resources spent over 90 days. We also get Y energy gained over 90 days.
My concern is that for most energy sources, the RTG utterly dominates this 90-day scenario, never even mind the 365 day scenario or more. Even my ultra-sweet-and-probably-OP thorium reactor might fail the 90-day test compared to the RTG, and as an energy source it itself is pretty ridiculous. But it also costs an absolutely monstrous quantity of resources to build plus has an ongoing running cost. Big Reactors would fail the 90 day test badly compared to RTG because yellorium is
much, much harder to accumulate cheaply. Its hard to quantify "rarity" of a metal into cost, so I can't compare to, say, naquadah, but setting RNG aside, there's no way to easily and cheaply get large quantities of yellorium fuel.
For the record, I calculate an equivalent RTG network (480 eu/t) to require around 4860 iron and 270 plutonium in pellets. Not included is some the small cost of the generators themselves which I can't do off the top of my head, plus some transforming costs that apply equally to other energy generation. That's 15 RTGs (3 clusters?)
So move the topic to a more relevant portion, RTGs vs solar panels. Personally I consider solar panels generally superior, while they're significantly more complex to create requiring a greater variety of resources RTGs have that massive reliance on plutonium veins for scale as mentioned. So why not pick on solar panels out of interest? Is it really just the increased complexity and much lower luck involved to mass produce them that does it?
Because I haven't tested them and don't have the numbers.
Can someone help me?
I've build the Steam Generator + 2x Kinetic Steam Generator from this video here
but when i run it get explosions constantly ...
Why are there explosions happening
?
Btw is 150eu/t good for 200HU/t?
You need to use a (powered) condensor or successfully remove steam from the exploding machines via pipes. Its hard as all hell to do it with pipes, which is why I typically give up on the setup at that point.
I *think* that's the standard output if you use superheated + steam.