Not an issue for me since I dislike any compact solars addonsYeah, and it's annoying too that you can't use tin cable for LV solars
Nice that my old list still flies around here as the seemingly definite source for overclockers. I feel appreciated
Thanks guys, I figured it out. It wasn't the internal storage, I put 4 into each and still had the issue.
I put transformer upgrades in them, then removed the LV transformer so it was just 2x MFSU > MV > Machines. This seems to supply 1024EU/t instead of 256EU/t according to a EU meter. Those LV transformers really hurt!
All I can say is thank you. That is much better than my crappy photoshopped version. I'm going to be using that a whole bunch.Nice that my old list still flies around here as the seemingly definite source for overclockers. I feel appreciated
Here is a new version of the pic. Yellow for updates you should always do (more speed for equal or less EU cost) and also added the packet sizes and cable types needed for Jess887cp:
View attachment 4347
Bad Biggle, that's not how it goes! khorozm almost got it, but only almost
EU is energy -> realworld joule
EU/t is power (energy/time) -> realworld watt
EU/p is charge -> realworld coulomb (very tenuously so...)
p/t is current (charge/time) -> realworld ampere
There is no equivalent to realworld voltage in the IC2 energy net. As far as electrical resistance goes, the comparison also can't be made because it doesn't equally affect all packet sizes. IC2 basically avoids the subject of both voltage and electrical resistance entirely by means of their EU packet size mechanic coupled with static loss per cable length, which creates a roughly adequate representation of "transform up to have less loss", but doesn't have anything to do with how that actually works in physics.
The advantage is that you don't need to use math... the disadvantage is that you can't use math.
and you can see one packet as one electron
If you go by that logic, then you can't make other realworld comparisons either. You can't take something that isn't "charge over time", and call it "current", or measure it in ampere. These things have fixed definitions in the SI. In the IC2 energy net, what they dub "voltage" is just as much a made-up term as "EU/t" is; it just so happens that the devs chose to name it the same as a realworld SI unit - somewhat of an unfortunate decision, considering EU packet mechanics or the resulting behavior of the e-net do not work anything like electric potential differences (which are measured in volts) do.
If you do realworld comparisons, be consistent. Don't mix and match with ingame terms.
And that just happens to be one of several accepted base units to measure charge in
Put your name on that, I had no idea who made it. [DOUBLEPOST=1368697558][/DOUBLEPOST]Nice that my old list still flies around here as the seemingly definite source for overclockers. I feel appreciated
Here is a new version of the pic. Yellow for updates you should always do (more speed for equal or less EU cost) and also added the packet sizes and cable types needed for Jess887cp:
View attachment 4347
the idea of IC2 electricity is using packet size (EU/p) to represent voltage (energy per charge, or power per current)
where EU is clearly the unit of energy, so EU/p suits being the unit of voltage
and you can see one packet as one electron.
IC2 electricity works completely different with real life electricity. But since packet size is to simulate real life voltage, you can't say there is no voltage in IC2 electricity.
If you go by that logic, then you can't make other realworld comparisons either. You can't take something that isn't "charge over time", and call it "current", or measure it in ampere. These things have fixed definitions in the SI. In the IC2 energy net, what they dub "voltage" is just as much a made-up term as "EU/t" is; it just so happens that the devs chose to name it the same as a realworld SI unit - somewhat of an unfortunate decision, considering EU packet mechanics or the resulting behavior of the e-net do not work anything like electric potential differences (which are measured in volts) do.
If you do realworld comparisons, be consistent. Don't mix and match with ingame terms.
In IC2 electricity is only a buzz word for small magical dwarfs carrying nanobatteries. From every energy source or storage there is one dwarf released every tick. Size of a dwarf is determined by amount of energy they are carrying. Cables are in reality just a tunnels where they run. If a cable or machine don't provide enough space for a dwarf it will get angry and blow up.
However many dwarfs are happy to run alongside each other and will in cooperation carry any amount of energy through a cable. Big dwarf will still prefer to blow up, then to split, but he can split into smaller dwarfs in transformer. Every smaller dwarf which is produced by transformer can go to the same output tunnel.
These useful little creatures are also sometimes nicknamed packets.
I like it too :3That is an awesome analogy, with the dwarves I need to remember that!
Oh, they do? Nice. I just can't remember any voltage drops on UE wires. Maybe that's just my memory or multimeter issues(And yes, both UE and blutricity are governed by Ohm's Law.)
Well there are some oddities. Transformers, for example. Their electricity seems to be DC, so that should be some sort of DC-to-DC converter... And also transformers from 1.4.7 version were adding and subtracting voltage instead of multiplying it.UE is supposed to be a full simulation of real electricity mechanics. I'd be highly surprised if it didn't obey Ohm's Law (though maybe it's just not implemented yet).