Electrical-Age / ElectricalAge

Electrical Age (ELN) is a Minecraft Mod offering the ability to perform large-scale in-game electrical simulations.
https://electrical-age.net/
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Improvements for the Mod #346

Open Domi1993 opened 8 years ago

Domi1993 commented 8 years ago

Diodes:

The technical data for diodes is missing like maximum Voltage and Power.

Batterycharger:

On this i can wire The big Batterys maximum 10 Batteries of one type, and then i say to the Charger which batterytype is wired to it. The charger will now charge the Batteries and manage the current when they are fully charged.

Transformator:

Make that the maximum windings can be higher than 4 for example 64 so that the voltage can adjusted better. the graphics can be the same like now when the place isn't enough for ten windings like they look now, it can look like the coil from the relays, in different sizes.

cm0x4D commented 8 years ago

Diodes: The simulation of diodes is quite unrealistic: It behaves like an electrical contact that is closed (1 Ohms resistance) when the voltage is higher on the anode and like an open contact (1E9 Ohms) otherwise. This allows us to use the non-linear element in the linear simulation model without too much side effects. The 10A diode supports a current of 10A and the 25A version 25A, the voltage is actually not that relevant.

Batterycharger: Ok, you can do this already using a signalprocessor. So a new block dedicated to this is not that a priority ATM.

Transformator: I agree, sometimes it would be useful to bridge at least 2 voltage levels (ex. 50V directly to 800V). So a maximum of 16 windings would be ok for me, but not more. What do you think @Dolu1990, @lambdaShade and @Baughn?

SaphireLattice commented 8 years ago

On the 3rd point.. There already is/was an issue about improving or even reworking them? Or am i wrong?

Baughn commented 8 years ago

Re. transformers, my biggest issue with them is that they aren't. Eln simulates DC current, so there shouldn't be AC equipment in the game. That's a matter of rendering something better-looking, and I'll probably try to deal with it if it ever bothers me enough, but I do know that it has confused players in the past.

I have no objections to increasing the maximum winding count, even up to 64; anyone who actually does so will be wasting a lot of materials, so it's kind of inherently balanced, but if you want to go further we can take a page from Electricraft and reduce efficiency for larger factors. Doing so will also allow smaller fractions than 3:4, e.g. for battery chargers, which opens a few new possibilities.

(Also, transformers are somewhat heavyweight blocks. In a large power grid, I noticed that they suck up a lot of CPU time. If I'd been able to connect 200V and 3200V through just a single one, I could have almost cut that in half—yes, I had a lot of turbines.)

Domi1993 commented 8 years ago

@cm0x4D but why my diode is poping up when the Batterys are charged and the diode should block the 59V at the kathode and 52.8V at the Anode it blowed up there isn't a chance for current to flow because the relais are open only the NC Relay in series to Diode is closed. I'm sure that there is a voltage limit for 25A Diodes they are blowin up at 180V just when i place them.

And because i'm electrician i know how to wire it correct! Can you read electrical schematics? So i can send you a schematic of my Powersystem per email

In my Powerplant i use the same circuit it works fine, but in my little Batteryhouse in a Village where sre Windturbines the diode make boom when i build the same thing. Please check the Programm for the diodes

cm0x4D commented 8 years ago

@Baughn We could change the current transformer into a flyback DC/DC converter whereas the base would be a little bigger and the coils a little smaller. So Basically we would need just to rename the item and change the model/rendering a little bit. The conversion ratio would still be the number of coils for simplicity.

@Domi1993 Yes I can read schematics, you can contact us via IRC and send the file there if you want.

cm0x4D commented 8 years ago

The problem with the diodes (#242) was fixed in commit 93838fca9d938249c6269954efac13fb6f0796d6, but there was no new release of the mod since then.

I just tested the diodes with the HEAD version of the mod. As long as the voltage difference between anode and cathode is less than 30 kV in inverse direction, everything is fine. So if the diodes are a problem for you in the current release version, grab the HEAD revision and install the mod using the gradle task "buildAndCopyJar"

Domi1993 commented 8 years ago

how i can get the Mod to my PC with Git?

cm0x4D commented 8 years ago
git clone https://github.com/Dolu1990/ElectricalAge.git
cd ElectricalAge
./gradlew buildAndCopyJar

should do the trick.

Domi1993 commented 8 years ago

can you say me where the Jar is now? it worked

Domi1993 commented 8 years ago

OK i see it in the Mods folder i don't know that Git made this for me thx for the Help

Domi1993 commented 8 years ago

I dont know why no one wil help me with the batterycharge(x) in signalprocessor, the wiki dont helped me for this problem. So i just get the Ubatt at 100% capacity, and used a voltage probe to cuttoff the charge

Dolu1990 commented 8 years ago

You can go to the tutorial map, Near the end, there is a testbench with this function used.

Domi1993 commented 8 years ago

Ok thanks for this tip i try it when i have time

(Currently my weatherstation has higher priority)

jrddunbr commented 5 years ago

I think all of these things have been implemented in either SigProcs or are already elements ingame.