I'm controlling a steam turbine with one, and I'm getting close to having it work well. Here's the equation I'm using:
if(B,pid(0.9,C,1,0,120),pid(0.85,C,0.7,0,10))
I'm selecting two different PID curves based on whether the turbine is in startup mode or not; in startup mode I need a much larger differential term to keep it from running away as it climbs the power curve, whereas once it's steady-state I want it to be more responsive to speed changes. So far so good.
It tends to sit at an offset value instead of hitting the 0.85 (850 rad/sec) target. This could be fixed by adding an integral term to the second PID equation. e.g.:
if(B,pid(0.9,C,1,0,120),pid(0.85,C,0.7,0.1,10))
But if I do, I have problems with integral wind-up on startup; the whole time it's climbing up to speed, the integral is getting more and more positive, and when I switch out of start-up mode it takes off and overspeeds.
Is there a way I can tell the signal controller to reset its internal values? I notice the integral() command has a "resetTrigger" argument.
So I threw a bandaid on the problem by adding a flywheel. This causes the turbine to be at full throttle for much longer during spin-up, though, and I'm not getting enough water into the reactor. Time to do some more troubleshooting. I think I might have accidentally lowered the flow rate of my Ender conduits by putting them in 'extract' mode, which shouldn't be necessary, since I think the pump will push fluid into them regardless.
A friend and I would like to set up a private server to play this mod together, but after much searching, I can't seem to find the file needed to set one up. could someone please point me in the correct direction?
The Meaning of Life, the Universe, and Everything.
Join Date:
12/2/2013
Posts:
47
Minecraft:
icbogue
Member Details
Hello again everyone!
I just got back into this mod and I'm trying to create a more realistic power grid this time. I want there to be solar panels on top of each building, and be able to store the power for nighttime. I have tried batteries, but they always "explode" (I have explosions turned off). I will attach photos for you to look at and help me.
If these aren't explaining properly, when it's nighttime and I try to use the lights, the battery explodes or simply the lights don't turn on. Yet when it's daytime, the lights work properly and the battery charges. Any extra information can be provided if asked.
Thanks in advance for your help!
-icbogue
(sorry about the misaligned photos :P)
Rollback Post to RevisionRollBack
Cheers!
-icbogue
I'm building a city with mods.
I use the #Stopmodreposts extension for Google Chrome.
From the pictures, it seems that you only have one battery for your grid. If this is the case then you are very likely over pulling from your battery. Note, that battery's max output is 250W, which is only about 8 of the 200V incandescent light bulbs. Seeing you have at least 3 lamp supplies, I am assuming you have more than 8 bulbs throughout your building. To fix this issue, either upgrade to a current orientated battery or run multiple voltage orientated batteries in parallel. On a similar note, craft yourself a multimeter to measure the current on the lines to ensure it stays within tolerance.
From the pictures, it seems that you only have one battery for your grid. If this is the case then you are very likely over pulling from your battery. Note, that battery's max output is 250W, which is only about 8 of the 200V incandescent light bulbs. Seeing you have at least 3 lamp supplies, I am assuming you have more than 8 bulbs throughout your building. To fix this issue, either upgrade to a current orientated battery or run multiple voltage orientated batteries in parallel. On a similar note, craft yourself a multimeter to measure the current on the lines to ensure it stays within tolerance.
OK. Lemme try that. I'll get back to you soon. Thank you!
Rollback Post to RevisionRollBack
Cheers!
-icbogue
I'm building a city with mods.
I use the #Stopmodreposts extension for Google Chrome.
don't know if this is still checked, but I'm having trouble finding where i get silicon. if its a ore I've never found it, and I can't find any tutorials on how to make it.
Silicon is made from sand. If you run sand through a macerator, you will get silicon dust. Take silicon dust and smelt it in a furnace to get a silicon ingot. Also, if you ever have issues finding recipes or anything press "X" to pull up the in-game wiki which has all the recipes needed for the ELN stuff. Hope this helps!
The Meaning of Life, the Universe, and Everything.
Location:
USA
Join Date:
1/25/2014
Posts:
130
Location:
USA
Minecraft:
iceman11a
Member Details
hello everyone. I just started a new world about 4 weeks ago and I started working with Electricage1.14.2, I'm confused. the transformer's name was changed. lol. and I'm having a hard time trying to under stand the lamp supply. I'm using a day and night senors to turn street lights on, and I don't know how to work the new lamp supply. I just don't get it. Is these an updated video that can show me some new ropes on Electtric age 1.14.2.
Hey, I've been watching your mod since the old versions, and I see you've made a lot of progress, that's great! Since your mod requires one to know some basic stuff about electricity, and since I knew absolutely nothing about it, I had a bit of a hard time to learn how to use it. After almost 4 years exploding cables and batteries, I have finally learned how to safely mess with all the stuff in your mod, and I didn't search for it anywhere in the internet. So, for those who feel it difficult to use this mod, don't give up, one day you will be able to use an auto miner without blowing anything up.
If it wasn't by your mod, I'd know nothing about electricity today, thank you!
I have built a very long tunnel, that is illuminated by 200v LED's. As you know, the longer a cable, the more voltage is being lost. I have been searching the wiki for increasing voltage. The wiki lead me to the capacitor. So far so good. I just don't understand the explanation/ instruction.
"If an inductor is used with a diode, capacitors can almost double the voltage without any side-effects. This is because using a capacitor by itself causes the voltage to match, but using an inductor forces even more electricity to go in until its absolute limit is reached and will stop accepting power instead of failing. Having an overvolted capacitor will also increase its storage capacity, allowing for a large amount of bonus charge to be added."
Could someone please explain me, in what order these components have to be, or send a screenshot of a working "voltage-increaser".
There's a much simpler way which i did the other night, i ran a 3.4Kv (i run at 3.4Kv rather than 3.2Kv, theres a reason for it) feeder cable down the tunnel as well as my 200v LED lights, and every 100 blocks i would install some DC-DC converters to convert 3.4KV to ~210v and feed it into the LED light string, and i find that works very well and keeps voltage drop at bay. i have a tunnel some 500+ blocks long currently set up that way and it works perfectly. In fact it works well enough that even when my Powerstation is in standby with the Standby APU running on "Economy Mode" (Runs at ~3.2Kv instead of 3.4Kv) i still have atleast 195v all the way at the end of the tunnel with the lights on.
My method also means that you can safely power more than 2Kw of LED lights off the single feed, because your blue cable is limited to just over 2kw before it becomes dangerous, where as an 800v cable can handle 5kw, and the 3200v cable can handle 15kw of power safely.
Attached are two pictures of how i connect and hide the DC-DC converters.
Also for anyone thats curious on setting up LARGE gas turbine Generating plants, Ask me, i've got a 100Kw (to grid) capable plant that is almost fully self contained (relocating the fuel refining system currently) and "Black Start" capable. Theres some pictures of that attached too. with a 65Kw load (57kw grid, 8kw Internal Systems) the main Gas turbines sit at about 60% Throttle, so there is enough power in those turbines to overload the Grid connection to the station, lol!
When i finally get NBN FTTC in a few months (~april-June) i will open my currently private home hosted server up so people here can play on it, by then i should have a pretty extensive grid going. I also happen to be using a beta build of Electrical Age that has 52Kv Transmission line towers and Grid transformers in it, which are capable of handling some 350kw of power, so theres fun to be had in that.
Thank you very much! Now everything runs perfect. I would be glad, if I could join your server. What development version are you actually running? I'm on build 487. And do you have some sort of ChunkLoader? Currently I am using ChickenChunks to provide all power lines.
Special build that has some upcoming features in it, and has a few bugs too it seems.
I tried playing on my server away from home the other day and my ADSL's ~0.9mbit/s upload just doesnt cut it with the amount of Electrical age stuff i have in that power station (some 500-600 LED Lights alone! ~8Kw worth!), need a minimum of 1.5mbit/s otherwise i just lag out. When NBN Arrives i should have something like 20mbit/s upload or more.
Gonna have to also upgrade the CPU in my home server at some point, even with Xeon X5660's because MC is single threaded mainly, the main game thread sits around 70% usage, so yeah il get a higher clocked pair of cpu's sometime soon.
Yes im using chunkloaders, extensively, but i've found that they are not always needed, for instance the Transmission Lines im testing work fine without them over long distance, so you may not need them, YMMV.
I have a question about the Signal Processor.
I'm controlling a steam turbine with one, and I'm getting close to having it work well. Here's the equation I'm using:
if(B,pid(0.9,C,1,0,120),pid(0.85,C,0.7,0,10))
I'm selecting two different PID curves based on whether the turbine is in startup mode or not; in startup mode I need a much larger differential term to keep it from running away as it climbs the power curve, whereas once it's steady-state I want it to be more responsive to speed changes. So far so good.
It tends to sit at an offset value instead of hitting the 0.85 (850 rad/sec) target. This could be fixed by adding an integral term to the second PID equation. e.g.:
if(B,pid(0.9,C,1,0,120),pid(0.85,C,0.7,0.1,10))
But if I do, I have problems with integral wind-up on startup; the whole time it's climbing up to speed, the integral is getting more and more positive, and when I switch out of start-up mode it takes off and overspeeds.
Is there a way I can tell the signal controller to reset its internal values? I notice the integral() command has a "resetTrigger" argument.
So I threw a bandaid on the problem by adding a flywheel. This causes the turbine to be at full throttle for much longer during spin-up, though, and I'm not getting enough water into the reactor. Time to do some more troubleshooting. I think I might have accidentally lowered the flow rate of my Ender conduits by putting them in 'extract' mode, which shouldn't be necessary, since I think the pump will push fluid into them regardless.
Hello!
A friend and I would like to set up a private server to play this mod together, but after much searching, I can't seem to find the file needed to set one up. could someone please point me in the correct direction?
thanks so much,
-NinjAxStatus-
Hello again everyone!
I just got back into this mod and I'm trying to create a more realistic power grid this time. I want there to be solar panels on top of each building, and be able to store the power for nighttime. I have tried batteries, but they always "explode" (I have explosions turned off). I will attach photos for you to look at and help me.
If these aren't explaining properly, when it's nighttime and I try to use the lights, the battery explodes or simply the lights don't turn on. Yet when it's daytime, the lights work properly and the battery charges. Any extra information can be provided if asked.
Thanks in advance for your help!
-icbogue
(sorry about the misaligned photos :P)
Cheers!
-icbogue
I'm building a city with mods.
I use the #Stopmodreposts extension for Google Chrome.
Hi icbogue,
From the pictures, it seems that you only have one battery for your grid. If this is the case then you are very likely over pulling from your battery. Note, that battery's max output is 250W, which is only about 8 of the 200V incandescent light bulbs. Seeing you have at least 3 lamp supplies, I am assuming you have more than 8 bulbs throughout your building. To fix this issue, either upgrade to a current orientated battery or run multiple voltage orientated batteries in parallel. On a similar note, craft yourself a multimeter to measure the current on the lines to ensure it stays within tolerance.
OK. Lemme try that. I'll get back to you soon. Thank you!
Cheers!
-icbogue
I'm building a city with mods.
I use the #Stopmodreposts extension for Google Chrome.
Hello!
don't know if this is still checked, but I'm having trouble finding where i get silicon. if its a ore I've never found it, and I can't find any tutorials on how to make it.
appreciate the help,
thanks!
Hi there,
Silicon is made from sand. If you run sand through a macerator, you will get silicon dust. Take silicon dust and smelt it in a furnace to get a silicon ingot. Also, if you ever have issues finding recipes or anything press "X" to pull up the in-game wiki which has all the recipes needed for the ELN stuff. Hope this helps!
thanks! i tried the ingame tutorial and it said "could not be crafted" and on the wiki had no page.
thank you so much!
Is there plans to add breaker panels and multiwire branches?
hello everyone. I just started a new world about 4 weeks ago and I started working with Electricage1.14.2, I'm confused. the transformer's name was changed. lol. and I'm having a hard time trying to under stand the lamp supply. I'm using a day and night senors to turn street lights on, and I don't know how to work the new lamp supply. I just don't get it. Is these an updated video that can show me some new ropes on Electtric age 1.14.2.
Hey, I've been watching your mod since the old versions, and I see you've made a lot of progress, that's great! Since your mod requires one to know some basic stuff about electricity, and since I knew absolutely nothing about it, I had a bit of a hard time to learn how to use it. After almost 4 years exploding cables and batteries, I have finally learned how to safely mess with all the stuff in your mod, and I didn't search for it anywhere in the internet. So, for those who feel it difficult to use this mod, don't give up, one day you will be able to use an auto miner without blowing anything up.
If it wasn't by your mod, I'd know nothing about electricity today, thank you!
e
pls...Make reverse Converter..ic2 to elg..:(
I have some suggestions of stuff you can add:
Small, Medium, and large turbines and generators.
Voltage regulators.
Variable transformers.
Large High voltage power poles.(The ones that come from power plants).
High current super conductor cables(That can handle a lot of current and a lot of voltage).
3 phase transformers(The ones that you see in sub stations).
power poles with 3 phase transformers on them.
A pole with no transformer that can be hooked up to a cable.
Larger dc/dc converters/transformers.
AC current type.
Inverter's.
Rectifier's.
Other power consumers(ex: Microwave)
*Anything else you can think of*
This will make this mod a lot more fun and even more advanced.
Thank you if you put any of these things into the mod. Have a great day/night !
1 other thing you should make it so the cables, generators etc load the chunks around them. So they don't shutdown
Dear Community,
I have built a very long tunnel, that is illuminated by 200v LED's. As you know, the longer a cable, the more voltage is being lost. I have been searching the wiki for increasing voltage. The wiki lead me to the capacitor. So far so good. I just don't understand the explanation/ instruction.
"If an inductor is used with a diode, capacitors can almost double the voltage without any side-effects. This is because using a capacitor by itself causes the voltage to match, but using an inductor forces even more electricity to go in until its absolute limit is reached and will stop accepting power instead of failing. Having an overvolted capacitor will also increase its storage capacity, allowing for a large amount of bonus charge to be added."
Could someone please explain me, in what order these components have to be, or send a screenshot of a working "voltage-increaser".
There's a much simpler way which i did the other night, i ran a 3.4Kv (i run at 3.4Kv rather than 3.2Kv, theres a reason for it) feeder cable down the tunnel as well as my 200v LED lights, and every 100 blocks i would install some DC-DC converters to convert 3.4KV to ~210v and feed it into the LED light string, and i find that works very well and keeps voltage drop at bay. i have a tunnel some 500+ blocks long currently set up that way and it works perfectly. In fact it works well enough that even when my Powerstation is in standby with the Standby APU running on "Economy Mode" (Runs at ~3.2Kv instead of 3.4Kv) i still have atleast 195v all the way at the end of the tunnel with the lights on.
My method also means that you can safely power more than 2Kw of LED lights off the single feed, because your blue cable is limited to just over 2kw before it becomes dangerous, where as an 800v cable can handle 5kw, and the 3200v cable can handle 15kw of power safely.
Attached are two pictures of how i connect and hide the DC-DC converters.
Also for anyone thats curious on setting up LARGE gas turbine Generating plants, Ask me, i've got a 100Kw (to grid) capable plant that is almost fully self contained (relocating the fuel refining system currently) and "Black Start" capable. Theres some pictures of that attached too. with a 65Kw load (57kw grid, 8kw Internal Systems) the main Gas turbines sit at about 60% Throttle, so there is enough power in those turbines to overload the Grid connection to the station, lol!
When i finally get NBN FTTC in a few months (~april-June) i will open my currently private home hosted server up so people here can play on it, by then i should have a pretty extensive grid going. I also happen to be using a beta build of Electrical Age that has 52Kv Transmission line towers and Grid transformers in it, which are capable of handling some 350kw of power, so theres fun to be had in that.
Thank you very much! Now everything runs perfect. I would be glad, if I could join your server. What development version are you actually running? I'm on build 487. And do you have some sort of ChunkLoader? Currently I am using ChickenChunks to provide all power lines.
https://github.com/Electrical-Age/ElectricalAge/pull/637
Special build that has some upcoming features in it, and has a few bugs too it seems.
I tried playing on my server away from home the other day and my ADSL's ~0.9mbit/s upload just doesnt cut it with the amount of Electrical age stuff i have in that power station (some 500-600 LED Lights alone! ~8Kw worth!), need a minimum of 1.5mbit/s otherwise i just lag out. When NBN Arrives i should have something like 20mbit/s upload or more.
Gonna have to also upgrade the CPU in my home server at some point, even with Xeon X5660's because MC is single threaded mainly, the main game thread sits around 70% usage, so yeah il get a higher clocked pair of cpu's sometime soon.
Yes im using chunkloaders, extensively, but i've found that they are not always needed, for instance the Transmission Lines im testing work fine without them over long distance, so you may not need them, YMMV.
That sounds good. Do you actually know, why the developers don't upgrade their mod version to a newer game version?