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dev:proposals:fuel [2023-01-13 10:49] 56independent [Fuel] Answer questions |
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- | ====== Power ====== | ||
- | ===== Fuel ===== | ||
- | Fuel is essential for any real train to run. However, Advtrains trains seem to run using some form of prepetual energy source. This is physically impossible in the real world. | ||
- | To rememedy this problem, trains could run on fuel. In the real world, there are two main types of power sources: Electric and Combustible Fuel. Trains in Advtrains can work in any of three ways: | ||
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- | * Electric Only | ||
- | * Combustible Fuel only | ||
- | * Hybrid | ||
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- | A train creator can specify the fuel type of the train with either '' | ||
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- | If a train can run on electric, it checks the track below for a third rail, and if found, checks if it is electrified. If it is not, it comes to a rolling stop. | ||
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- | If a train can run on combustible fuel, it has a small inventory of fuel. The train will check the distance a given piece of fuel can give based of burntime times some factor (maybe 0.75) and then have this number multiplied by train efficency. A steam train might have an efficency of 0.3 whilst a diesel train has 0.7. | ||
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- | The locomotive will drop " | ||
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- | A mod can then create the " | ||
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- | If fuel of any train runs out, it will come to a rolling stop. The train will be unable to accelerate unless on a down ramp, in which case it will increase speed by 0.75 m/s for every block it falls. Brakes still function if neccesary. Once a train has stopped, it will report to chat the ID, position, and lack of fuel. | ||
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- | A third rail track will only be electrified if either: | ||
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- | * '' | ||
- | * A HV technic wire links to a "power station" | ||
- | * A mesecons on wire is connected to the third rail and '' | ||
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- | Third rail can only be powered for 250 metres. After this, the rail is unelectrified. | ||
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- | Multiple power sources (which are transmitting power) on the same stretch of third rail will cancel each other out and mean the third rail is unelectrified. | ||
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- | If a third rail does not terminate in a ramp, the electricity " | ||
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- | Depending on a conf setting, people may be " | ||
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- | When a player is being electrified, | ||
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- | If a stretch of track remains unelectrified for any reason shown above, it will report this reason with the location(s) which are causing the errors: | ||
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- | * "POS, POS, and POS are power sources on the same third rail segment. Third rails are not electrified unless only one power source transmits power." | ||
- | * "POS is an improperly terminated end for third rail. Place a ramp to terminate it properly (wear insulating shoes or you may be electrocuted)." | ||
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- | There are three new nodes for tracks: | ||
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- | * Third rail ramp termination | ||
- | * Third rail | ||
- | * Two rail (standard) | ||
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- | For combustable fuel, for automatic refuelling, there is a refuel track. This track takes fuel from a below-track chest and moves as much as possible to the train. | ||
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- | The refuel track will automatically stop a train with space for fuel over it and transmit one stack of fuel every 2.5 seconds before sending it away with " | ||
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- | ===== Maintenence ===== | ||
- | **Note:** If you are easily confused, don't read this section as i wrote it before my English improved | ||
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- | Trains do not run without problems. Tubes get blocked. Electric short-circuit, | ||
- | Power supplies break, and all forms of other things cause inconvinience. | ||
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- | What i propose is adding this to advtrains. Randomly, one of your rolling stock | ||
- | suddenly develops a problem and runs at 50-90% of its speed. To fix it, punch | ||
- | it with a repair tool, which leaves your inventory and makes the train work | ||
- | again at full speed. There is also a maintinince track, which works in the same | ||
- | way as a loading track but with repair tools. | ||
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- | For better identification, | ||
- | using a command and the broken trains make loud noises. | ||
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- | ---- | ||
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- | //The following is taken from a reply to the email above.// | ||
- | * How should the amount of fuel/ | ||
- | * How should regenerative braking handle the situation with multiple (different) power sources (e.g. from the technic mod)? | ||
- | * In the case of refueling/ | ||
- | * The vehicle breakdown algorithm should take it into consideration that the maintenance tracks allow periodical maintenance of a train, which reduces the probability of a breakdown. This means that vehicles maintained more often should be less prone to vehicle breakdowns. | ||
- | * The quality of the maintenance (which corresponds to (e.g.) how much is checked for a train) should be considered. A primitive implementation could calculate this based on the time spent on the maintenance track (with a limit on the maintenance status). |