1.7.10
Forge
Blocks
Items
Magic
Realism
Before I say anything else, I'm not too good at forum-ing (lolwut?) so I might come across snide or disrespectful or that I think something is bad, I really don't.
So, I have always loved and been fascinated by jet engines and gas turbines so getting to play around with them in a game is f***ing AWESOME!.
I look them up a lot on youtube and I actually came across AgentJayZ who basically works on the darn things and has dozens of different videos explaining all about them.
Basically I personally feel like gas turbines are too 'small' for realism. I'm not sure if you made the power realistic for how much power a <1m large gas turbine would produce, so I'm not ridiculing that. My suggestions that follow all pander to the 'realism' tenet and not much else, so I understand if all are rejected.
Gas turbines could be multi-block structures. You can make them into turbofans by adding some of those turbines you have for power generation from steam with a gas turbine casing, which in turn make the engine more powerful at the cost of space and additional resources. More info here: (Yeah ikr youtube, but it really is good info).
Gas turbines should have to be 'locked' in place. Put an engine on the ground and it's liable to fly away. You should have to have an engine mount structure with X amount of steel pilings drilled Y meters meters into the ground that scale directly with how large and powerful the engine itself is. 16x16 could be the limit and completely overkill for all except the most powerful engines.
Power turbines. Again I'll link you to the man who actually works in the field: (), but the short version is that basically the turbine outputs into an empty housing filled with nothing but the hot gases generated during the combustion process that turns a (propeller?)/turbine which THEN generates the power. You could have more power turbines to collect more of the energy from the turbofan but they are really expensive and TOO many will actually start to decrease the efficiency of the power turbine. Generating power by connecting a shaft directly to the back of the gas turbine is kind of silly.
Starting the engine. More advanced setups can have a computer-type block that automates the startup, but beginners have to use a coil-powered drill or air blower to get the engine going.
So all of these can arguably make turbine engine power harder to achieve, but with an increased power output and realism I don't see a problem. Anyways, thank you for taking the time to read my post and have a good day.
All of this would be enormously difficult to code and would make many players simply unable to get it to work. The length of the turbine is smaller than most, yes, but the diameter of a meter is hardly unrealistic. Maybe not quite as big as the engines it is based off of, but I have seen jet engines less than 50cm across.
Found some more issues by this nasty bug, it seems that the loops will only happen after the server has been restarted after the inital placement of the Electircraft blocks, every motor and battery. The data doesnt seem to want to update on how much voltage/amps are being passed through the cables. When the loop error is running the and you try to add a cable to the system it will output 0V and 0A.
I decided to test this though single player to see if it would also cause the issue and it did but took a while longer for the issue to happen but when I broke a cable it gave this crash report.
http://pastebin.com/XeKNxy9m
Regards,
Wikid
This will be fixed for v20.
On an unrelated note, dang dude you respond A LOT to this thread. I don't think I've seen another mod author have this much dialogue and support for their mods.
Kudos
The power plant turbine would be hard to make. Complex and with much that can fail this is a beast of a power system; and drinks like it. With a large intake to feed the combustion enough oxygen and fuel that can either be pumped in liquid or gaseous form this engine takes large amounts of resources to both setup, and to continually use. Enough power to supply an entire base's power demands if fed continuously, it is only rivaled in power by nuclear fission or fusion power plants which can supply entire servers.
NO changes would have to be made to the current gas turbine in order for the power turbine multiblock to work. In messing around in creative mode with the current gas turbine, when a player get sucked through it sometimes it starts shooting sparks out of the back which can catch things on fire. This same code logic could be applied for the power turbine setup, whereas the heat from the exhaust gas of a gas turbine engine could be detected by the power turbine block(s) which would then start to spin.
Wind mills already have the ability to detect blocks in front of them so that code too could be reused for the power turbine prop to detect that there is sufficient empty space in the turbine housing to allow the pressure to build.
I really don't mean to sound picky or annoying, I think I have spent too much time sneak+right clicking those huge turbine blades that generate power from steam onto the front of a gas turbine imagining how awesome it would be to see them spin and the whole thing work.
This is something that really is worth the time if others agree. As a programmer myself I know how time consuming it is just to implement small features, so I do understand that. I haven't taken a look at his mod's code but I feel like a lot of the basic features are already in place so the code could maybe mostly be reused. Anyways, thanks again as always.
Also I got some crash when I was investigating yesterdays worldwide servers dawn time:
In location from log I had steam engine connected with EnderIO pipe - in idle state:
It does not.
Just a little mod that may not ever make it to completion; rideable (and cargo-carrying) jet aircraft for high-speed transport. It hit some severe issues soon after I started, though; the game seems to not be able to keep up with the player moving a hundred blocks a second.
Multiblocks are a huge hassle to code, especially one as dynamic and intelligent as the one proposed. Additionally, I am not going to change the power output - it is already approximately equal to that of a real jet engine - and that means this would only be a net loss to players gameplay-wise. Finally, it is going to be very complex - arguably more complex even than the nuclear reactors, and one only need to look and see how many people fail at that to realize how many people will simply be unable to build it.
Also, I want to keep RC away from multiblocks - I generally do not like them and they do not fit well in it.
The only real differences are of scale and fuel type.
Your version is an old one because the code lines do not match to anything in my copy. That said, looking at your error, it appears the engine lost all its NBT data at some point, including the name of the player who placed it and the name of the fluid tanks. Breaking and replacing it will fix both.
That is incorrect assumption because files in my mods folder are exactly the same as files on your website, unless you are talking about your development versions :).
SteamTurbines are brand new and totally refuse to work - I submit complaint ;).
I run into this frequently when zooming around with my Ender IO Staff of Traveling. Teleport too fast and I'll find myself unable to warp for a second while the world loads.
Image of Toroid over VDG (energy transfer isn't visible, but its there; only 1 VDG in all)
Other end of the loop, where you can see that the energy is being conducted all the way around.
Overhead view
Only part that looks out of place are the energy lines going in+out of the plasma injecter. On both side of every injector, the 1 beam seems to skip that toroid and connect directly to the injector (on other side, 1 beam of the only 3 beams coming off first Toroid seem to aim for Toroid #3)
http://imgur.com/Sju...w5ImG,uiUHTsX#3
I've never seen a jet engine only one meter across; you've said you've seen then half that size.
Is the output of the one meter game engine equal to a real world one meter engine? Perhaps a better question: What size real world engine is the game's one-meter engine modeling?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
After some digging around, I decided to look in DragonAPI's packet handling code.
In ReikaPacketHelper.java, in every sendUpdatePacket method, I found this piece of code:
If I'm correct, this means that all of your tile entities, whenever sending update packets (which is quite often), send their packets to every player in the same dimension. This would mean that, on a server with several players using RotaryCraft, one would receive a ton of update packets from all around the current world. I suppose this could be very heavy on clients.
Could you perhaps change your packet sending methods, so that they only send packets to players in, say, a 50 block range or similar? This may greatly reduce client lag on bigger servers that use your mods. Thanks in advance!
In mps if you slide the flight control module or 'y-look ratio' all the way to the right you basically fly wherever your cursor is pointed. So you could decrease the turning speed while increasing horizontal speed to make it viable. And of course different aircraft bodies would have different turning (radii?) persay.
Just a thought to maybe make it easier on thou.
My aircraft use realistic flight physics; there is no "follow the mouse". You control the thrust, roll and pitch, and that controls the rest of the motion.
What packets are these for? Sync packets already only send to nearby players.
Steam Turbines have existed since mid 1.5 and work fine, because I have some people complaining that they are too OP.
video here:
same engine in a boat working:
skip around in the videos if you hate boring or slow parts, but i strongly recommend watching the entire series.
"My aircraft use realistic flight physics; there is no "follow the mouse". You control the thrust, roll and pitch, and that controls the rest of the motion."
Dayum. Dats gunna be one helluva gui. I knew you liked realism but that would be fricking amazing lol.
Anyways, I assume that the code pasted on github is the code for the mod. Anything the community can do to help you out with it?
It uses the keyboard, actually.
You are always free to make suggestions.