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dev:proposals:fuel [2023-01-13 14:06] 56independent [Refuelling Tracks] |
dev:proposals:fuel [2023-01-17 14:44] evictionbot Evict 56independent |
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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 |
+ | 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 " | ||
Line 94: | Line 102: | ||
* 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 ==== | ==== 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. | ||
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* Install fuel manually | * Install fuel manually | ||
* Connect to a train with fuel | * Connect to a train with fuel | ||
- | ===== 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. | ||
- | |||
- | Some points regarding maintenence not-yet considered | ||
- | * 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). |