dev:proposals:fuel
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| dev:proposals:fuel [2023-01-13 10:45] – [Fuel] Add fuelcleaner train 56independent | dev:proposals:fuel [2023-01-17 13:44] (current) – Evict 56independent evictionbot | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | ====== 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: | ||
| - | |||
| - | * Electric Only | ||
| - | * Combustible Fuel only | ||
| - | * Hybrid | ||
| - | |||
| - | A train creator can specify the fuel type of the train with either '' | ||
| - | |||
| - | 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. | ||
| - | |||
| - | The locomotive will drop " | ||
| - | |||
| - | A mod can then create the " | ||
| - | |||
| - | 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. | ||
| - | |||
| - | A third rail track will only be electrified if either: | ||
| - | |||
| - | * '' | ||
| - | * A HV technic wire links to a "power station" | ||
| - | * 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. | ||
| - | |||
| - | 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 " | ||
| - | |||
| - | Depending on a conf setting, people may be " | ||
| - | |||
| - | When a player is being electrified, | ||
| - | |||
| - | 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: | ||
| - | |||
| - | * "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)." | ||
| - | |||
| - | There are three new nodes for tracks: | ||
| - | |||
| - | * Third rail ramp termination | ||
| - | * Third rail | ||
| - | * Two rail (standard) | ||
| - | |||
| - | 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 " | ||
| - | |||
| - | ===== Maintenence ===== | ||
| - | **Note:** If you are easily confused, don't read this section as i wrote it before my English improved | ||
| - | |||
| - | Trains do not run without problems. Tubes get blocked. Electric short-circuit, | ||
| - | Power supplies break, and all forms of other things cause inconvinience. | ||
| - | |||
| - | 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. | ||
| - | |||
| - | For better identification, | ||
| - | using a command and the broken trains make loud noises. | ||
| - | |||
| - | ---- | ||
| - | |||
| - | //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). | ||
dev/proposals/fuel.1673606707.txt.gz · Last modified: by 56independent
