the config for tick update or tick delay or somthing like that?You mentioned changing something in the configs. I have no idea what you're talking about.
Weren't you the one telling me you need to change it from 1 to 20?
the config for tick update or tick delay or somthing like that?You mentioned changing something in the configs. I have no idea what you're talking about.
the config for tick update or tick delay or somthing like that?
Weren't you the one telling me you need to change it from 1 to 20?
free power which has more torque than DC and doesn't cost fuel
Why just one? If you're already going that route, you might as well have multiple. Particularly if you can magnetize multiple shafts simultaneously, which I've heard (but haven't tried)I use one to power my extractor.
Why just one? If you're already going that route, you might as well have multiple. Particularly if you can magnetize multiple shafts simultaneously, which I've heard (but haven't tried)
I use one to power my extractor.
+1 for hydro avoidance.I get that they are a power source. Why would I use one instead of an industrial coil? They seem to charge very very slowly.
I think the only thing I can come up with is that an indy coil can explode if overcharged. It also may cost a bit more steel.
I'm not even sure I get as much power out of the AC as is put into charging the coil.
Overall I grok so many of the engines up to turbines and fission, and I'm asking why should I build AC as an engine tier? Currently I'm using DC, wind, and now gas. I skipped steam because finite water makes supplying them painful, but it's good to know they don't explode when they run out of water. Ethanol is being produced manually and powers gas engines nicely, and I use renewables to charge indy coils for larger jobs. I am avoiding hydros because they are too easy, so I took another look at AC and just am blank as to why I would use one.
If hydros are good for one thing (outside being an interesting way to power AE), its for running fertilizers. A single hydrokinetic engine can boost a fertilizer's operational range to 28 meters; four of them daisy-chained will net you a full 32 meters, which I believe is its default maximum range. That's a pretty good yield for such a relatively small investment. Since you can automate lube rather easily, it'd be a really good way to improve the efficiency of your farms once you get a steady supply of bonemeal.
That would be godawfully slow and you'd need a CVT to get it at a fast enough ratio for stage 2 and 3 but be able easily switch it back to it's original torque by setting it to a 1:1 ratio gear (CVT's can do that right?).I use one to power my extractor.
That would be godawfully slow and you'd need a CVT to get it at a fast enough ratio for stage 2 and 3 but be able easily switch it back to it's original torque by setting it to a 1:1 ratio gear (CVT's can do that right?).
No, he uses a 16:1 diamond gearbox.
I use the AC engine as a starting engine for the extractor, before I have anything better. I chain a (I think, it's been a while) 16:1 and 2:1 gearbox together for it, and manually change the modes when needed.
I think my point was you have to charge those shafts somewhere, why not hook up there? Better yet, use an industrial coil which can output 1 MW.
Only one question. How do you keep the shaft cores magnetized? With a redstone clock set to a .25 second pulse(the fastest a PR timer goes) they seemed to charge slower than they ran out. I had 8 steam engines geared to feed a single magnetizing unit and even with them nonstop running and my AC engines only for on demand use, I regularly had no shaft cores to run the engine. It honestly felt easier to build a canola and ethanol setup than to try and keep shaft cores magnetized. I never understood the point of them losing their charge. Real electric engines don't.I used steam engines to charge the shaft cores, so that wouldn't work, and never really trusted myself to use coils due to their tendency to go "boom" when I forget to activate safety measures.