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dev:proposals:fuel [2023-01-13 11:41]
56independent What the hell even is the organisation of this page
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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: 
- 
-  * Electric Only 
-  * Combustible Fuel only 
-  * Hybrid 
- 
-A train creator can specify the fuel type of the train with either ''fuel_type = "electric"'' or ''fuel_type = "combustible"''. If this value is ommitted or invalid (which includes ''fuel_type = "hybrid"''), the train is assumed to be hybrid. 
- 
-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 train will drop "exhaust" onto the tracks for every 100 units of burntime. Exhaust can be turned to a lump of coal by using 9 exhaust for "exhaust powder", using 9 exhaust powder for "exhaust powder block", and using 9 exhaust powder blocks for 1 lump of coal. 
- 
-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: 
- 
-  * ''advtrains.electricity_always_on = true'' in minetest.conf 
-  * A HV technic wire links to a "power station" connected to the track 
-  * 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.  
- 
-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. 
- 
-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). 
- 
-When a player is being electrified, their avatar becomes uncontrollable. They spasm in random directions, see red, and lose 2 hp per second. For every second spent being electrified, 4 random items in their inventory are cooked as if in a furnace. 
- 
-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 "SM" as an ATC command.  
- 
-===== 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, the coordinates of trains with problems can be found 
-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/electricity be calculated? 
-  * How should regenerative braking handle the situation with multiple (different) power sources (e.g. from the technic mod)? 
-  * In the case of refueling/recharging tracks, it should be possible for a train to wait until it is fully refueled or recharged. 
-  * 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.1673606485.txt.gz · Last modified: 2023-01-13 11:41 by 56independent