RP2 release- thoughts after watching DW coverage.

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Omicron

New Member
Jul 29, 2019
2,974
0
0
So... nobody feeling up to tackling my little numbers experiment on the prior page? I don't feel entirely comfortable having that sitting there without a second opinion on whether or not I did the math right :p
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
Note that the actual generator is a 'kenetic generator', meaning we will likely see different types of things to turn. Perhaps a water mill?

Bluletric Energy is fun, but it's not game-breaking. Infinite energy production in IC2 is game-breaking because of UU. Not so much for Bluetricity.

I'll likely build one just because it looks so gosh darn cool. Only I'm going to need a flax farm set up before I even think about it. Put up on top of my tower, just to be a visually impressive landmark, even if it never produces a single watt of power.
 

Dravarden

New Member
Jul 29, 2019
1,693
0
0
When you think something makes sense in minecraft... Think about the ghast, or a simple diamond shovel... Is logical that placing 2 sticks with a diamond makes a shovel?

Anyway, back on topic, I think that the engine animations BLOWS compared to every other engine. And the windmills are amazing, specially for someone that knows how to make a spider spawner farm :p
 

Tylor

Well-Known Member
Nov 24, 2012
500
120
68
So... nobody feeling up to tackling my little numbers experiment on the prior page? I don't feel entirely comfortable having that sitting there without a second opinion on whether or not I did the math right :p
I could not find the answer to the question - "how many mj/t windmill make"?
And you get some sttange numbers - "9 MJ per watt", "three solar panels will be outputting about 600 watts" means one solar panel is 1800 MJ/t?
 

Omicron

New Member
Jul 29, 2019
2,974
0
0
The problem with those units is that they are describing either power (the absolute output rate, i.e. 200 watts per solar panel) or energy (the actual output over time, as in 200 watt hours if that 200 watt solar panel was running for one hour). These terms are very often confused and I am not sure I did it right.

Blutricity is modeled after real electricity, whereas MJ is just a handwaved fantasy unit. It's very hard to convert accurately between fantasy and reality.

But no, I did not mean that one solar panel generates 1800 MJ/t. If that's the impression my math left, I assume I made a mistake =/ I'll try again later.
 

Zjarek_S

New Member
Jul 29, 2019
802
0
0
From a quick test on creative involving redstone energy cell connected directly to engine, which in turn was connected to 10 solar panels I got 1 kW converts to 1 MJ/t (+/- about 10 %). In total from this 10 solar panels there was 1,25 kW (some bluewire normal and jacketed between panels and engine), so one solar panel equals to about 2 redstone engines.

Edit: from larger number of solar panels I get about 150 W each, 66 solar panels connected to each other and through battery box (empty) to always working engine.
 

Omicron

New Member
Jul 29, 2019
2,974
0
0
Thanks for that test. I just freshened up on physics a bit, so that I don't completely screw up the distinctions between Power and Work and Energy again like I did in my last attempt, and my mistake was that I tried to do with watts what I should have done with joules. Let's try this again. Note: calculating with a constant voltage of 100V again for simplicity, this might be wrong but requires testing to confirm and I'm still pondering how that test should be set up.

Energy: Joule
Power: Volt * Ampere == Watt == Joule/second

Battery Box Energy storage: 300 kJ, two thirds of which is 200,000 J. Sourced from Redpower wiki.

Three solar panels have a Power rating of 3 * 100 V * 2 A = 600 W, equals 600 J/s. Running for one minute, they produce 600 J/s * 60 s = 36,000 J.

Total Energy consumed: 236,000 J

Buildcraft's unit of Energy is the MJ. The quarry would have consumed 10 * 20 * 60 = 12,000 MJ over one minute.

So in this example, the blulectric engine would convert 236,000 J into 12,000 MJ. Meaning roughly 20 J equals 1 MJ.

If a solar panel produces 200 J/s, then that would be 10 J/t, or about 0.5 MJ/t. This seems a bit high, compared to Zjarek_S' test - two redstone engines should be putting out 0,1 MJ/t. But then again, the numbers I am using here are really imprecise estimates based on glancing at DW20's video, so I am willing to bet that his test is closer to the truth.

Maybe I should set up a testbed install myself, but I was hoping for a FTB update today =/ Guess one or two mods didn't make it in time.
 

Omicron

New Member
Jul 29, 2019
2,974
0
0
Since last night's stream explained that FTB's update will take another day or two in testing to properly balance the new worldgen settings, I went ahead and made a 1.4.6 testbed install with only Redpower, TE and NEI.

I tested with a powered furnace, since that one will tell me in detail how much MJ it is consuming at any given time. I was able to confirm Zjarek_S' findings. 1000 W = 1000 J/s = 1 MJ/t = 20 MJ/s. By extension, 50 J = 1 MJ.

And, to finally answer Tylor's question: The windmill in DW20's video, running at just over 50% speed, was producing 2.5 kW and should therefore generate about 2.5 MJ/t when feeding a blulectric engine. If the scale is linear, this should mean that at 20% speed it produces 1 kW = 1 MJ/t and at 100% speed it produces 5 kW = 5 MJ/t.

I also confirmed that, at least when directly hooked up to a powered furnace, the blulectric engine will throttle itself to the required amount of power. Once the furnace's internal storage is full, the engine will not consume more than roughly 2 kW (= 2 MJ/t), no matter how many solar panels you add.

I also observed that voltage indeed plays a role in power output, although it seems that there's some handwaving going on in a few cases. For example, if you place an empty machine (such as a blulectric furnace) next to a solar panel, the solar panel will charge it from 0V to 100V at a pretty much constant speed, seemingly suggesting that voltage is irrelevant. However, if the same machine is actively doing something, then that doesn't apply - if the voltage drops, then power generation will drop as well, meaning the machine drains its reserves faster and faster the lower its reserves drop (remember, in Redpower, voltage is equivalent to the charge status of the network).

How to confirm this in experiment: take a blulectric furnace and hook it up to six solar panels, let it charge to full. Then give the furnace some cobblestone to smelt. Since the six solar panels generate 1.2 kW, and the furnace only requires 1 kW at peak efficiency, it will stay fully charged even while working. Now, break one solar panel. The five remaining ones still produce 1 kW, just as much as the furnace consumes. But due to miniscule distance-based losses and the brief dips directly after the breaking where the system restabilizes itself, voltage is ever so slightly below 100V and begins to decline very, very slowly. Millivolt by millivolt first, but the lower the voltage goes, the less power the panels produce, and therefore the voltage drops faster and faster until it collapses down to about 600W. The furnace won't consume any power below 60V, so the voltage will not drop lower than that; but, in this state, the furnace will only run at 60% speed. Now, add in the sixth panel again. Previously, at 100V, this was much more than enough to keep the furnace topped off with power at all times; now however, it barely manages to bump up efficiency by some 10%-12%, still a ways off from charging back up. In fact, you can add a seventh and an eigth solar panel, and the voltage will still remain stuck at 60V because total output is still only 0.96 kW at this point.
 
  • Like
Reactions: Tylor

Tylor

Well-Known Member
Nov 24, 2012
500
120
68
Thanks. Windmill output is a little disappointing. With space requirements and breakings part like that I expected more.
 

Cloud

New Member
Jul 29, 2019
44
0
0
I think wind mills really needs to be buffed because of the height requirements which makes you need a 2 transformer and lots kv wire if you don't live so high.
 

tedyhere

New Member
Jul 29, 2019
1,286
0
0
Voltage is a funny thing IRL anyways. When there is no usage it will stay a constant voltage. I work on powerlines for a living so I can give an example. If you have say 240 volts source and nothing using that voltage it will stay 240 volts. If you have something that is using a ton of power over that 240 volt source, it can lower it by a bit. Amperage is your non-constant, the more amperage you use in a machine the voltage has a possibilty to drop, which in turn causes more amperage.

It's a nasty cycle that can if not remedied make things break.


Also Voltage and Amperage are inversely proportional. The higher the voltage the lower the amperage. This is why power lines that feed your house are run through a transformer. The main lines from the generating station are usually in the MegaVolt range, they feed sub-stations which drop it down to the KiloVolt range, those in turn feed through the neighborhoods to transformers which drop it down to straight volts through a transformer into your house.

Blutricity is the closest to real power I have seen. Granted I haven't looked at the UE pack yet.
 

KillerRamer

New Member
Jul 29, 2019
299
0
0
Power is power, to me. and given the mat's I get from my usual obsession from making mob traps, I'm not worried about a flax farm or anything like that to be honest. And I don't plan on going hog wild with quarries to be honest. I'm much more of the "do it yourself" miner, as you can get allot more valuable resources manually with silk touch picks and a macerator/ pulverizer. Jetpack, mining lazer, lappapack for recharging tools, qauntum helmet for food, and the forestry packs= cubic buttloads of uranium, diamonds, and every piece of iridium being doubled. Plus thaumcraft three wand of excavation is just awesome it's perfect for tunneling! I'd just rather use engines to power forestry tree/ pumpkin/melon farms. I plan on going golem power for anything they can pick.
 

KillerRamer

New Member
Jul 29, 2019
299
0
0
Voltage is a funny thing IRL anyways. When there is no usage it will stay a constant voltage. I work on powerlines for a living so I can give an example. If you have say 240 volts source and nothing using that voltage it will stay 240 volts. If you have something that is using a ton of power over that 240 volt source, it can lower it by a bit. Amperage is your non-constant, the more amperage you use in a machine the voltage has a possibilty to drop, which in turn causes more amperage.

It's a nasty cycle that can if not remedied make things break.


Also Voltage and Amperage are inversely proportional. The higher the voltage the lower the amperage. This is why power lines that feed your house are run through a transformer. The main lines from the generating station are usually in the MegaVolt range, they feed sub-stations which drop it down to the KiloVolt range, those in turn feed through the neighborhoods to transformers which drop it down to straight volts through a transformer into your house.

Blutricity is the closest to real power I have seen. Granted I haven't looked at the UE pack yet.
To be fair I think she mentioned she studied the properties of electricity for this mod. I believe it was in the episode of the DW20 where he visited grum and we first got a sneak peak at the windmill.
 

Hydra

New Member
Jul 29, 2019
1,869
0
0
Yes, Elo does all the graphics herself. She's very good at it, too...certainly better than me, at least.

That's just amazing in my opionion. I don't know many good coders that are also good at graphics. I'm a professional Java coder but you really don't want me to do any of your front end stuff for you ;)

I think wind mills really needs to be buffed because of the height requirements which makes you need a 2 transformer and lots kv wire if you don't live so high.

Please no. Free energy is the biggest cause of throwing things off-whack.
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
Not totally free, the windmills will need repairing, but that cost is minor. DW demostrated that a single windmill can get a quarry up and running, and it went at a fairly good speed for starting off, if anything, I feel the windmill produces too much power.
 

Hydra

New Member
Jul 29, 2019
1,869
0
0
Not totally free, the windmills will need repairing, but that cost is minor.

Not only minor, it's mainly renewable resources. Don't forget that RP adds Flax so with some automatic crafting tables you could fully automate the crafting of the windmills. So I agree that the windmills probably generate too much instead of too little.

But they're damn pretty so I'm gonna build some anyway :)