Getting started with rotarycraft

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Jacobbelveder

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Jul 29, 2019
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Another question on my rotary craft journey, how am i supposed to charge a high strength spring to 30000kj, I can get it there in creative with an industrial coil set to putout obscene torque, but I can't see how I can output that much power with any of the engines. anyone got any ideas?
 

Pyure

Not Totally Useless
Aug 14, 2013
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I've never played with springs, but I'm guessing you need gearboxes to increasingly multiply the torque if there's a minimum torque requirement.
 

Jacobbelveder

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Jul 29, 2019
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nevermind, I've got it, turns out the rad/s can be low as long as the Nm is high enough it should work, just need to wind up an industrial coil a lot.
 

Jacobbelveder

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Jul 29, 2019
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various things, spring boots, to increase jump height, handheld pumps, it's basically RC's battery, my reason for wanting to store 30000kj is to put it into a gravel gun, and deal 208 hearts of damage per shot. yep 208 hearts per shot. it is the most overkill ridiculous weapon in MC, and I thought I'd have some fun with withers, and generally make the whole world my long range 200 damage bitch.
 
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siege

New Member
Jul 29, 2019
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Anyone else having trouble getting pressure to pipes? I have, at this point, a pair of pumps that each show a water pressure of 109 kPa - via 3.072 kW of power at 3 rad/s in their current configuration: just now I gave them ~4.096kW @ 8 rad/s, to 113 kPa at the pump - but the pipes themselves, while full of an enormous amount of water by now, continue to show 0 pressure... any idea what I'm doing wrong? I've done all sorts of variations on the power input, but no joy.

For reference, the pumps are being driven by a pair of industrial coils, one driven by a hydrokinetic engine, the other by 4 DC electric engines, both power matched prior to meeting at a shaft junction. I have a fairly enormous amount of power at my disposal, as I can also hook in the 4 steam engines normally used to drive my grinder if needed, but power doesn't seem to be my problem :/
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
Anyone else having trouble getting pressure to pipes? I have, at this point, a pair of pumps that each show a water pressure of 109 kPa - via 3.072 kW of power at 3 rad/s in their current configuration: just now I gave them ~4.096kW @ 8 rad/s, to 113 kPa at the pump - but the pipes themselves, while full of an enormous amount of water by now, continue to show 0 pressure... any idea what I'm doing wrong? I've done all sorts of variations on the power input, but no joy.

For reference, the pumps are being driven by a pair of industrial coils, one driven by a hydrokinetic engine, the other by 4 DC electric engines, both power matched prior to meeting at a shaft junction. I have a fairly enormous amount of power at my disposal, as I can also hook in the 4 steam engines normally used to drive my grinder if needed, but power doesn't seem to be my problem :/
Post an image of the setup.
 

siege

New Member
Jul 29, 2019
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Post an image of the setup.

My pleasure, thanks for your interest in helping, and such a fast reply!

This setup was eventually moved directly into the water when it seemed the pump wasn't pulling on the water in the pool underneath my hydrokinetic engine.

Pumps 1 & 2, start of piping:
2014-02-12_19.24.29.jpg


2014-02-12_19.24.52.jpg


Note there is no pressure in the pipe connecting to the pumps.
2014-02-12_19.24.41.jpg

Powertrain:
2014-02-12_19.25.33.jpg


2014-02-12_19.25.40.jpg

Main power room, incl. 4 DC electrics on the left connected to an industrial coil, hydrokinetic on right, connected to a CVT, then a clutch, then an industrial coil. The two coils (both have nearly 60mJ stored at the moment) meet at a shaft junction with matched power outputs:

2014-02-12_19.26.52.jpg

You can just see on the left, under the water wheel, the piping from the grinder that used to lubricated it prior to the expansion I was just planning for a second wheel. The grinder - currently not running - also pipes to a reservoir not visible behind the waterfall.

Steam engine room (netherrack fired, normally only runs the grinder, currently shut down due to lack of need). This water system is totally separate from that which I'm trying to pump, coming instead from BuildCraft to a BC tank, then pulled out of the tank with suction pipes and into liquid pipes, all of which works fine:
2014-02-12_19.27.14.jpg

The end of the piping, where I plan to run my sprinklers:

2014-02-12_19.27.52.jpg

Hope all of that makes sense and is useful! Thanks again for taking an interest! Oh, and for making this mod, it's truly awesome! About the only thing I could really ask for would be a way to convert kW/torque/rads to EU/IndustrialCraft power, and perhaps to decrease the volume of the engine sounds, which are honestly near-to-deafening. Otherwise, this is one of the most awesome new mods I've seen in a long time!
 
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siege

New Member
Jul 29, 2019
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FWIW, I get errors like these when messing with industrial coils and reservoirs:

2014-02-10_19.54.30.jpg
 

siege

New Member
Jul 29, 2019
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I generally have at least one - if not two or three - backpacks on me at any given time.

As for version, our server is running Direwolf v1.0.14 for MC 1.6.4. Looking at the mods list after launching the game, for version, it says only "Gamma".

My launcher log is here, if it helps.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
I generally have at least one - if not two or three - backpacks on me at any given time.

As for version, our server is running Direwolf v1.0.14 for MC 1.6.4. Looking at the mods list after launching the game, for version, it says only "Gamma".

My launcher log is here, if it helps.
You are using a month-old RC version.
 

siege

New Member
Jul 29, 2019
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Hmmm, that could explain it: sorry to have troubled you with something like that. I'll let the server admin know and see what can be done about it. Thanks very kindly!
 

YekimonTheMarginal

New Member
Jul 29, 2019
15
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Anyone having an issue with gear boxes becoming invisible after being placed and reverting to a 2:1 ratio no matter which you placed? It was okay on Tech World 2 1.0.5, seems to be my only issue with my update today to 1.1.1. Other items work fine. Is this an ID conflict, perhaps?
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
Anyone having an issue with gear boxes becoming invisible after being placed and reverting to a 2:1 ratio no matter which you placed? It was okay on Tech World 2 1.0.5, seems to be my only issue with my update today to 1.1.1. Other items work fine. Is this an ID conflict, perhaps?
No, a "using an old version of a mod with a bug that has been reported over 40 times" error.
 
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Loke2

New Member
Jul 29, 2019
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I wonder how many people have seen the jet engine enter failure mode?
Unfortunately, I've seen quite a lot of that. In my first test, I seriously underestimated the power of the intake from the jet, and was promptly sucked into the engine. Both myself and the engine died violently. Wiser from this incident, I carefully crafted a brick tunnel for the engine intake, and all seemed to work well. Before leaving the engine to run a while, i wanted to check the fuel level. Unfortunately, I was wielding my screwdriver at the time, resulting in the engine to turn 90 degrees, thus sucking me in again, with the predicted fatal result.

At this time, I was more than a bit reluctant to install jets in my home base (a sphere made of clear-glass), so I decided to make some tests with encapsulating the engine in a blast glass cage, and feeding zombies to it to make it blow up. The resulting explosive failure is a lot more impressive, when you are watching it from outside the engine, I might add!

I am really enjoying this mod a lot. In addition to being great fun, it just looks great with all the mechanical parts moving. Currently, I am trying to optimize gearing from two jets into an extractor. I am sending a Rednet controller wave (40 ticks on/40 ticks off) into a CTV, alternating 4x and 32x speed. The difference between this gearing, and just sending the 512Nm torque constantly into the extractor is substantial and very effective. I am guessing that this gearing can be optimized even further.