Electricity

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Dr. Mackeroth
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Re: Electricity

Post by Dr. Mackeroth » Sun Mar 31, 2013 7:23 pm

With cables on the ground, and no cables on ships (we'll pretend they're inside the walls)
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Re: Electricity

Post by Iv121 » Mon Apr 01, 2013 3:03 am

What’s about using energy ? It allows us to do other stuff such as power control (instead of all of your ship shutting down when there is no enough voltage you can partially power stuff like in FTL). The tubes will also look cooler (look at the energy beams in Xycraft) and they also make more sense lore-wise.
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Re: Electricity

Post by joykler » Mon Apr 01, 2013 4:40 am

if you look at my computer idea
you see how to distribute energy

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Re: Electricity

Post by Iv121 » Mon Apr 01, 2013 5:52 am

I currently don't care how the API looks like but if we handle that resource as "Electricity" or "Energy"
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Re: Electricity

Post by Laserbilly » Mon Apr 01, 2013 7:33 am

The OP seems too complex to be fun. Why don't you just do what every other game does? Each ship has a pool of energy, generators add to that pool and devices subtract from that pool, assuming that they're connected to a generator. Why do we need to complicate things with things like "resistance" and "math"?

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Re: Electricity

Post by Iv121 » Mon Apr 01, 2013 7:51 am

We don't, as I said generators and cables.
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Re: Electricity

Post by Ivan2006 » Mon Apr 01, 2013 10:33 am

Just a question:
how are we going to apply resistance and capacity in ships if there are no actual cables?
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Re: Electricity

Post by Iv121 » Mon Apr 01, 2013 10:35 am

There are ? Plus again we think about removing that mathy stuff ...
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Re: Electricity

Post by Ivan2006 » Mon Apr 01, 2013 11:58 am

So we essentially could just say cables connect machines and generators into a power network that works with the requirement/production system similar as in FTL?
And things on ships automatically become a network?
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Re: Electricity

Post by joykler » Mon Apr 01, 2013 12:02 pm

look at the computer thing i have made a system for this

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Re: Electricity

Post by Tell » Mon Apr 01, 2013 12:06 pm

Not sure this will help but here

Subject: Danice123's Dev. Log   Sun Jan 08, 2012 9:48 pm
Hey guys, I'm Danice123. I'm gonna be working on the power/electronics systems at the moment, but that may change depending on where I'm needed.

>-------------------------------
-1/8/12

-Wireless Redstone Project
-Force Field Project

Basically messing with redstone for now, until we decide on a power system to use. Should be able to port the code from redstone to any other system pretty easy tho.

Wireless redstone is just a server block and a client block which send a redstone signal from the server to up to 10 clients. To pair them you use the remote item on the client and then on the server block. Pretty simple. The blocks do not stay paired on restarting minecraft at the moment though.
The force field is a block that when powered create a force field block up to 10 blocks on top of it. Force field is unbreakable. The redstone input on blocks is a little buggy too, I'm gonna fix it later.

Test it out and give me some input (Is this even worth continuing work on?)
dl.drop box.com/u/39506207/Wireless.zip
recipies:
dirt - client
stone - server
brick - force field
sand - remote
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Re: Electricity

Post by fr0stbyte124 » Mon Apr 01, 2013 1:50 pm

Cable resistance never made sense in IC2 at the scales it was present at and overcomplicated the game mechanic. We shouldn't worry about it. I am fine with the idea of an energy pool, though it might be interesting to have alternative types of resources to juggle and promote different kinds of builds and strategies. Power storage via batteries is okay, but we need to be careful not to make it OP since there really isn't a functional limit to how much battery you can use.

I would like to see power cables connect devices, but they can do so as an abstract network where power goes wherever it is needed without fuss. If part of the ship is physically damaged, it could damage the power network, which I think is what we want.

@joykler
I didn't see anything in your computer post about power distribution, but yes, it does make sense to control what devices are being powered via computer terminal.

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Re: Electricity

Post by joykler » Mon Apr 01, 2013 2:43 pm

it was
a generator [the energy pool] that is connected to a terminal/mainframe /computer network
will send its signal so the network can choose how it is distributed
more generators can be hooked up to allow a bigger energy pool
an accu would also be possible [just making it so that generators keep going intil nothing asks energy of it ]
and if a computer/terminal/mainframe is directly it or damaged it will effect all machines connecting to it

but you dont need any cables resistance

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Re: Electricity

Post by Iv121 » Mon Apr 01, 2013 2:55 pm

as I said it's just the API , we are talking about the cables here. And Frost I would prefer to actually see the damaged power cable and be able to fix it (makes point in having engineer on board) and not randomly getting systems damaged.
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Re: Electricity

Post by joykler » Mon Apr 01, 2013 2:59 pm

no cables

an engineer could fix hull problems

repair overheated systems
repair all machines on board
rerout the computer systems or repairing them to get it online again

so an engineer would have a big task
only not laying down cables

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