As the developer of RotaryCraft, a mod which aims to be as realistic as reasonably possible, I just want to weigh in on the topic of feasibility of realistic power systems.
I agree with KingLemming that if you were to simulate everything, such a design would be rather intensive computationally - especially electrical power. Not to mention that such a system would be insanely difficult for most users to understand. Example: My engines all have a fixed torque and rotational speed. Real engines, however, especially electric ones, have what is known as a torque-speed curve - different torque requirements will allow for different rotational velocities. Combine that with "feedback" from an electrical engine into its power system ("back EMF" for those interested), and with all the other variables, and you will need an engineering degree just to play the mod.
However, what you can do is
emulate reality, which is exactly what I do. Do the research and calculations beforehand, and then simply hardcode the values, rather than using some partial differentials or otherwise intensive (and difficult-to-translate-into-code) mathematics.
Case in point: With my power system, the only math is a basic multiplication/division; power = speed*torque. A gearbox, say 2:1, will halve the speed and double the torque (thus keeping power constant). These are trivial for a computer to do, and compared to the massive - and inefficient - chunk of code running vanilla minecraft, hardly even worth considering.
Indeed, my most intensive calculations are used for "bonus feature" type things, like calculating material stresses to test shaft failure, or running convective heat loss calculations, and even those are usually just more complex, but nonetheless algebraic, formulae.
Perhaps amusingly, my most convoluted formulae are things like damage calculations from projectiles, and these run once (per impact), so are less of a load than a per-tick power calculation.
If you really want, you can even eschew direct formulae entirely and use lookups to emulate those too (much like cheaper calculators will do with trigonometry), but that would be tedious to code and seemingly of minimal benefit.
On a side note:
I have seen more than one person here comment that RotaryCraft's power system is, in the words of one person, "insanely complex". Really? Is the mechanic I outlined above really all that much harder than EU, for example, which come in three sizes and different rates, which
I do not fully understand?
Then again, this may be a question of experience; I am an engineer myself, but I work with more "physical/mechanical" type things (Aerospace), which is exactly where RotaryCraft draws from...
Side note 2:
I kinda like the idea of having areas being contaminated and able to be cleaned up with some degree of dificulty, i mean lighting up nukes makes radiation for a really short time, And that's only if you actually get caught in the explosion, I mean, Wires explode, Machines explode, But there arent any lasting conssequences of being an idiot
I am working on a realistic Nuclear Reactor mod - primarily intended to serve as the interface between IC2 and RotaryCraft, as that is otherwise nonexistent.
In that realism will be failure. If you fail to cool it down, or pull a Chernobyl and retract all the control rods, it will melt down, causing a possible reactor containment breach by way of hydrogen explosion and thus spewing radioactivity (as an ambient effect rooted to the location) over a large area. In the interest of gameplay, I do intend to either make it decay or be able to be cleaned up, however.