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dev:proposals:fuel [2023-01-13 11:49] 56independent [Fuel] Answer questions |
dev:proposals:fuel [2023-01-17 14:44] evictionbot Evict 56independent |
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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. | 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: | + | 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. |
+ | |||
+ | ==== Powering Types ==== | ||
+ | Trains in Advtrains can work in any of three ways: | ||
* Electric Only | * Electric Only | ||
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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. | 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. | ||
- | 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. | + | If a train can run on combustible fuel, it has a small inventory of fuel. Fuel calculations are compilcated, |
The locomotive will drop " | The locomotive will drop " | ||
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A mod can then create the " | A mod can then create the " | ||
+ | ==== Running out of fuel ==== | ||
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. | 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. | ||
+ | |||
+ | ==== Fuel Calculations ==== | ||
+ | Here are the figures for fuel usage, per non-locomotive wagon: | ||
+ | |||
+ | ^ Action ^ Energy usage in AEU per wagon ^ Energy usage in burntime (20 AEU) per wagon ^ Energy usage in amounts of oil extract (30 burntime) per wagon ^ | ||
+ | | Acceleration | 5 per m/s/s | 2.5 per m/s/s | 3.33 | | ||
+ | | Speed maintanence | 2.5 per m/s | 0.125 per m/s/s | 1.67 | | ||
+ | |||
+ | Let's see how we got to these figures. | ||
+ | |||
+ | Fuel energy measure is calculated in terms of AEU, which is the " | ||
+ | |||
+ | Now, knowing the metric anchor for AEU, we can now do equations to calculate fuel usage. | ||
+ | |||
+ | First of all, let's assume every wagon is exactly 500 kg. Let's also assume the highest speed is 20 m/s. | ||
+ | |||
+ | Ok, so from this, we can get to energy usage. | ||
+ | |||
+ | Let's first get to acceleration. Since the momentum equation is speed*mass, we can see that each additional m/s costs: | ||
+ | |||
+ | 1*500 | ||
+ | |||
+ | or 500 joules per wagon, or 5 AEU per wagon per m/s. | ||
+ | |||
+ | So, to accelerate from 0 to 20, that would be 100 AEU. | ||
+ | |||
+ | And then to maintain speed, we have 0.5 m/s/s of deceleration to counter. | ||
+ | |||
+ | Thats: | ||
+ | |||
+ | 0.5*500 | ||
+ | |||
+ | or 250 joules, or 2.5 AEU per m/s (the reason it works out to m/s is because this is 250 joules for a second of travel at that speed. To find the distance we cover during that second, we use our friend m/s). | ||
+ | |||
+ | So, to keep a speed of 20 m/s throughout a journey of 1,000 m, that's (2.5*20)*1000, | ||
+ | |||
+ | If we had a nice fast 7 carriage passanger train covering that distance, we can expect 581 pieces of oil extract to be used. This would take 6 inventory slots of the 9 in a locomotive. | ||
+ | |||
+ | To take all 9 stacks, that would be (((9*99)*30)*20)/ | ||
+ | |||
+ | It increases if we go at 10 m/s. That would be (((9*99)*30)*20)/ | ||
+ | |||
+ | Don't forget you can change the burntime-AEU conversion factor from 20 to a higher number for larger ranges! | ||
+ | |||
+ | ==== Electrified Rails ==== | ||
+ | Modders are free to add their own system of electrification, | ||
+ | |||
+ | A new advtrains mod inside the modpack, called "third rail", makes the third rails. Third rails come as " | ||
+ | |||
+ | Third rail is the best choice as they are much easier to program (just a new type of rail; no complex OLE logic), and is often easy to hide the pickup shoes if the rail is centred (which means they can be absent). | ||
+ | |||
+ | Third rails will always limit speed to 85% of advtrains' | ||
A third rail track will only be electrified if either: | A third rail track will only be electrified if either: | ||
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* A mesecons on wire is connected to the third rail and '' | * A mesecons on wire is connected to the third rail and '' | ||
- | Third rail can only be powered for 250 metres. After this, the rail is unelectrified. | + | Third rail can only be powered for 250 metres. After this, the rail is unelectrified. This low-area transmission is a feature designed to encourage the development of working OLE (overhead line electrification). |
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. | 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. | ||
- | If a third rail does not terminate in a ramp, the electricity " | + | If a third rail does not terminate in a ramp, the electricity " |
Depending on a conf setting, people may be " | Depending on a conf setting, people may be " | ||
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* Third rail ramp termination | * Third rail ramp termination | ||
* Third rail | * Third rail | ||
+ | * Protected Third Rail (Does not electrocute if stood on; but limits speed to 15 m/s) | ||
* Two rail (standard) | * Two rail (standard) | ||
+ | The recomended use of third rail is as such: | ||
+ | |||
+ | * Electrify every piece of straight track | ||
+ | * Keep electrification sections smaller then track sections to give you better control | ||
+ | * Leave gaps 3 m away from level crossings; stepping on a third rail is deadly and will kill if enabled. | ||
+ | * At junctions, ALWAYS electrify in-between points if possible (when the track is more then 3 m between points). It's likely a train will be long enough to stand on a third rail, but if a section remains unelectrified, | ||
+ | |||
+ | ==== Crafting ==== | ||
+ | 10 third rail segments can be crafted by using either 10 mesecons or HV technic wire in place of of the middle stick. | ||
+ | |||
+ | 10 third rail ends can be crafted by using either 10 mesecons or HV technic wire at the top of the recipie. | ||
+ | ==== Refuelling Tracks ==== | ||
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. | 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. | ||
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 " | 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 " | ||
- | ===== Maintenence ===== | + | ==== Train HUD changes |
- | **Note:** If you are easily confused, don't read this section as i wrote it before my English improved | + | To allow for better knowledge of train fuel, the HUD will have these new elements added: |
- | Trains do not run without problems. Tubes get blocked. Electric short-circuit, | + | * Display showing AEU remaining with current fuel |
- | Power supplies break, and all forms of other things cause inconvinience. | + | * Display showing how far you can go with that AEU, assuming speed does not change from what it is now |
+ | * Display showing how far you can go with that AEU, at a constant speed of 20 m/s | ||
- | What i propose is adding this to advtrains. Randomly, one of your rolling stock | + | Each of these will display on the bottom |
- | suddenly develops a problem and runs at 50-90% | + | |
- | 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. | + | |
- | For better identification, the coordinates of trains with problems can be found | + | If any of these numbers show as 0, the number will turn red and the warning message "NO FUEL" will show. It's up to the driver to: |
- | using a command | + | |
- | ---- | + | * Install fuel manually |
+ | * Connect to a train with fuel | ||
- | //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). |