Hydrokinetic engine power curve.

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Siro

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I doubt that would be faster, considering it would have to cache every possible value. For this, it is conceivable. For other things (like shaft failure), I would need to cache every possible value from zero to 2.147 billion.

That's why I mentioned it, as it seemed that it might be a good idea for that particular formula. Everyone loves efficiency, right?

Completely agree its not practical in all cases, but can I ask how/why you have 2.147 billion (max int?) values for shaft failure? o_O wut
 

Reika

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That's why I mentioned it, as it seemed that it might be a good idea for that particular formula. Everyone loves efficiency, right?

Completely agree its not practical in all cases, but can I ask how/why you have 2.147 billion (max int?) values for shaft failure? o_O wut
Because shaft speeds and torque can be everything from zero to Integer.MAX_VALUE.
 

Siro

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Because shaft speeds and torque can be everything from zero to Integer.MAX_VALUE.

But how are you calculating failure (if I can ask)? Surely values beyond a shaft's maximum tolerances can simply be discarded?

Preemptive apologies if I'm being annoying, I may just be channeling this one code efficiency class I had a decade ago that may not be at all relevant in this case/language. I had this one particularly annoying engineering professor that insisted upon referring to unused values as "Don't Cares".
 

Reika

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But how are you calculating failure (if I can ask)? Surely values beyond a shaft's maximum tolerances can simply be discarded?
By applying the material stress equations.

Yes, I could discard values over the maximum, but that would still result in size-70000 maps and also now require limit testing.

Preemptive apologies if I'm being annoying, I may just be channeling this one code efficiency class I had a decade ago that may not be at all relevant in this case/language. I had this one particularly annoying engineering professor that insisted upon referring to unused values as "Don't Cares".

Nowhere near as bad as some other devs ("OMG so wasteful use shorts, not ints" or "you can save so much RAM by making everything have to be powers of 2 and just storing the exponent").
 

Siro

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By applying the material stress equations.

Yes, I could discard values over the maximum, but that would still result in size-70000 maps and also now require limit testing.

Pardon my obvious lack of engineering experience, rotarycraft has been a lot of fun with respect to exposing me to more of that. I don't really know enough about things like resonance and torsional rigidity to really say more about material stress equations.

Nowhere near as bad as some other devs ("OMG so wasteful use shorts, not ints" or "you can save so much RAM by making everything have to be powers of 2 and just storing the exponent").

See with Minecraft (and really a lot of other things, nay, most things), I would expect CPU overhead would be way, way more important than how much RAM is being taken up. Gotta tick all the things and more ram ain't gonna help with that. This isn't a 64k intro/demo contest. :)
 

Reika

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Pardon my obvious lack of engineering experience, rotarycraft has been a lot of fun with respect to exposing me to more of that. I don't really know enough about things like resonance and torsional rigidity to really say more about material stress equations.
In case you are interested:
http://www.colorado.edu/engineering/CAS/courses.d/Structures.d/IAST.Lect07.d/IAST.Lect07.pdf


See with Minecraft (and really a lot of other things, nay, most things), I would expect CPU overhead would be way, way more important than how much RAM is being taken up. Gotta tick all the things and more ram ain't gonna help with that. This isn't a 64k intro/demo contest. :)
RAM is often a limiting factor too, but not to that regard. The same mod developers who criticize me for calculating things often make their own TileEntities behavior completely static (not just no animations, but the only variable is a boolean "on").
 

Siro

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Indeed I am, I'll take a look :D

RAM is often a limiting factor too, but not to that regard. The same mod developers who criticize me for calculating things often make their own TileEntities behavior completely static (not just no animations, but the only variable is a boolean "on").

But... if they're static, why aren't they just a block instead of a tile entity >.>
Trying to save block IDs maybe? Does that even make sense anymore with ModID:BlockID?
 

Reika

RotaryCraft Dev
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Indeed I am, I'll take a look :D
But... if they're static, why aren't they just a block instead of a tile entity >.>
Trying to save block IDs maybe? Does that even make sense anymore with ModID:BlockID?
TileEntities are still necessary for things like inventories and anything not global (as blocks only have one instance each).