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dev:proposals:fuel [2023-01-13 14:06]
56independent [Refuelling Tracks]
dev:proposals:fuel [2023-01-13 14:52]
56independent [Third Rails] More realism
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 Don't forget you can change the burntime-AEU conversion factor from 20 to a higher number for larger ranges! Don't forget you can change the burntime-AEU conversion factor from 20 to a higher number for larger ranges!
  
-==== Third Rails ====+==== Electrified Rails ==== 
 +Modders are free to add their own system of electrification, using the electrification API (which allows modders to set the region around their node to electrify and if it touches a track or is a track, the track is electrified; the region function can be executed on the basis of other nodes). 
 + 
 +A new advtrains mod inside the modpack, called "third rail", makes the third rails. Third rails come as "segments", which are long pieces of track with a third rail terminated by an end, which is a ramp. This allows the shoe to gently be pushed onto the third rail. 
 + 
 +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's max speed. This is due to the third rail shoe being worn away too quickly at high speeds. 
 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 ''advtrains.allow_mesecons_power = true'' in minetest.conf   * A mesecons on wire is connected to the third rail and ''advtrains.allow_mesecons_power = true'' in minetest.conf
  
-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 "runs" into the ground from the exposed edge and the third rail remains electrified.+If a third rail does not terminate in a ramp, the electricity "runs" into the ground from the exposed edge and the third rail remains electrified. If a train was to hit the unterminated end, it would either collide or 
  
 Depending on a conf setting, people may be "electrocuted" within 10 m of an improperly-terminated third rai track (or their feet touch an electrified third rail). This only occurs if the player is not wearing insulating shoes (which can be defined in conf). Depending on a conf setting, people may be "electrocuted" within 10 m of an improperly-terminated third rai track (or their feet touch an electrified third rail). This only occurs if the player is not wearing insulating shoes (which can be defined in conf).
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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, the train might not move.
 +
 +==== 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 ==== ==== 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.