Last night I set up a solar farm. I couldn't find any non-spanish walkthroughs on how to do this, so I just fudged it. Here's my takeaways.
There seems to be some correlation between the height of the solar tower and the distance you can space out your mirrors. Whatever it is, you can make your solar farm pretty big with just a 3- or 4-high tower. Fun.
The output from the farm seemed to fluctuate a bit, flipping from 0 to max. My assumption was that it wasn't being fed water fast enough.
I couldn't find the water-pipe mechanism (specifically the pipe, not the pump) in the manual or NEI, so I cheated and used fluiducts. (Horizon's NEI for Rotarycraft glitches out badly on one of the pages; this testing was in Horizons v1.0.10.0 however, rather than latest version of that modpack)
I found the output would be almost steady if I fed it water from two aqueous accumulators (I imagine a single AA would have sufficed if I could have force-pumped the liquid out, but the fluiducts refused to pull water from AAs in pump mode with a redstone signal)
To preserve some sanity I terminated the solar farm output with an iron flywheel, which steadied the output perfectly (gold flywheel didn't work for some reason...can't find info to explain why. Maybe I didn't wait long enough)
Was able to finally play with the junction shaft and gearboxes to pool separate inputs into one larger one. Fun!
Was able to slowly crisp myself to death by standing at a level with my solar farm. Fun(ish)
Was able to "charge" an industrial coil, and use it to power an Extractor. Much Fun. I was surprised how much extracting I could do with just the 400megawhatevers were on the coil. (I forget the M unit provided)
With regards to the junction shafts: correct me if I'm wrong, but when one of the two sources of input begins to lose power, its output slows down rather than stops, causing sparks at the junction. I'd love to know if there's a gizmo which automatically maintains the speed at the cost of degrading torque, so that it goes instantly/quickly from X rad/s to zero instead of gradually sliding down, which would mitigate damage considerably. (I'm guessing a flywheel might maintain speed for a while but would slow down even more gradually once it realizes its not gonna get more power from me)
I was constantly getting what appeared to be memory leaks during testing. After a while of testing, the game would pause briefly every few seconds. Exiting the game and returning would remove the problem for a while. Seemed to go away after destroying the solar farm. I believe Reika's made performance improvements lately, so hopefully that will magically solve my issues.
tl;dr: thx kindly, @Reika. RotaryCraft is genius.
There seems to be some correlation between the height of the solar tower and the distance you can space out your mirrors. Whatever it is, you can make your solar farm pretty big with just a 3- or 4-high tower. Fun.
The output from the farm seemed to fluctuate a bit, flipping from 0 to max. My assumption was that it wasn't being fed water fast enough.
I couldn't find the water-pipe mechanism (specifically the pipe, not the pump) in the manual or NEI, so I cheated and used fluiducts. (Horizon's NEI for Rotarycraft glitches out badly on one of the pages; this testing was in Horizons v1.0.10.0 however, rather than latest version of that modpack)
I found the output would be almost steady if I fed it water from two aqueous accumulators (I imagine a single AA would have sufficed if I could have force-pumped the liquid out, but the fluiducts refused to pull water from AAs in pump mode with a redstone signal)
To preserve some sanity I terminated the solar farm output with an iron flywheel, which steadied the output perfectly (gold flywheel didn't work for some reason...can't find info to explain why. Maybe I didn't wait long enough)
Was able to finally play with the junction shaft and gearboxes to pool separate inputs into one larger one. Fun!
Was able to slowly crisp myself to death by standing at a level with my solar farm. Fun(ish)
Was able to "charge" an industrial coil, and use it to power an Extractor. Much Fun. I was surprised how much extracting I could do with just the 400megawhatevers were on the coil. (I forget the M unit provided)
With regards to the junction shafts: correct me if I'm wrong, but when one of the two sources of input begins to lose power, its output slows down rather than stops, causing sparks at the junction. I'd love to know if there's a gizmo which automatically maintains the speed at the cost of degrading torque, so that it goes instantly/quickly from X rad/s to zero instead of gradually sliding down, which would mitigate damage considerably. (I'm guessing a flywheel might maintain speed for a while but would slow down even more gradually once it realizes its not gonna get more power from me)
I was constantly getting what appeared to be memory leaks during testing. After a while of testing, the game would pause briefly every few seconds. Exiting the game and returning would remove the problem for a while. Seemed to go away after destroying the solar farm. I believe Reika's made performance improvements lately, so hopefully that will magically solve my issues.
tl;dr: thx kindly, @Reika. RotaryCraft is genius.