Barotrauma

Barotrauma

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[KB]The Dynamic Response Optimized Reactor Controller
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12 Apr @ 7:44am
24 Jun @ 11:24pm
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[KB]The Dynamic Response Optimized Reactor Controller

Description
Introduction
After a disproportionate amount of components and effort, this controller should theoretically be a better controller than the best ones after 0.19 version.

It is designed with the rate of change of the pointer values in mind. Accordingly, for step loads, it ensures that the amount of overshoot does not exceed 1% of the maximum output, while avoiding sluggishness as the output approaches the target. And for continuously varying loads, it can track the load with a very small difference.

In addition, it has most of the advantages of other fission controlled reactors, a change rate of up to 20%, compatibility with single uranium rod, does not overheat during initialization or when loaded above maximum power, eliminates the need to calculate and write the maximum power of the reactor, and reduces the probability of getting stuck at 0 power and unable to start.

How to use
Find the module in the item assembly in the entity menu, and connect it in the order of input temp/power/load/fuel output fission/turbo as shown below, (this is the same order in which the reactor is wired).


Notes
Despite my best efforts, there doesn't seem to be any way to directly or indirectly calculate the actual value of the turbine output, which means it will have the same problem as most other fission controlled reactors: High output voltages and possible junction box burnout due to limited rate of change of turbine output at reactor startup. So Manually pull Turbine Output Slider Full After Reactor Startup
If you add 4 fuel rods quickly, the enthalpy rises so fast that the fission rate drops cannot counteract it, and the reactor will overheat, so go slower when adding fuel rods. Theoretically, it shouldn't overheat any more, but overloading can still occur, so still keep an eye on your junction box

A divide component artificially sets a minimum clamp value of 0.1, which results in mini-reactors with max outputs below 500 not being compatible. Removing this clamp value may work, but it's still not recommended for mini-reactors due to floating-point errors, etc.

The intrusive controls for 5 seconds at the start of each turn is a bug. In fact, any reactor with more than one fuel rod inserted and turned on will heat up violently and eventually catch fire or even explode in those 5 seconds, especially if the reactor has its own automatic controls, and there's nothing I can do about it. Challenge to go to GitHub to fix it if over 500 subscribed.

Thanks to Luca and all the other authors for the detailed explanations of the reactor principles and prototype controllers, without which my design would not even be possible!

4.29 Update by Luca's guidance. Slightly increased the output of a single uranium rod, and the number of components has been reduced to 25, making the changes more responsive than before.




5.23 Update
Major theoretical breakthrough!
Now that the number of components has been reduced to 16, stability and fault tolerance have been greatly increased, and control effects and responsiveness have remained the same or even increased in most cases, the only cost being an increase of 3 to 5 frames of latency in tracking for continuously slowly varying loads

If you are looking for a minimum number of components and can accept slightly slower stabilization with a single uranium rod, you can delete the two components in the diagram and connect the wires straight, then change the value of the memory component to 46



6.25 Update
After the game's summer update on 6.17, RegEx Find Component was experiencing a random failure bug. After taking this into consideration, it was decided to eliminate the use of the RegEx Find Component, and although its replacement resulted in an increase in the number of components to 17, theoretically the performance overhead of the Greater Component and Memory Component combination should be less than that of a single RegEx Find Component.
14 Comments
1 TnegA 17 Sep @ 6:33am 
這種雙堆也能用嗎?
Boltek 16 Jul @ 5:06pm 
Ty for this! Works really well!
Misono Mika 25 Jun @ 3:20am 
非常好更新,点赞了,我还说怎么昨天怎么修都修不好
(* ´ ▽`) 25 Jun @ 12:30am 
非常坏甲鱼,使咱反应炉旋转
KillerBill  [author] 24 Jun @ 11:47pm 
@OuO 是的,更新后正则组件出现了失效。由于steam留言的弱提醒我一直没有收到反馈。修复更新现在已经发布
(* ´ ▽`) 17 Jun @ 8:46am 
你好,就在刚刚的更新以后,反应堆似乎出现了一点问题。作者可以帮忙检查下是否有版本更新导致损坏的可能吗?
KillerBill  [author] 13 Jun @ 9:41am 
@大西王張獻忠 游戏是有强弱电不能混用的设定的,你需要连接的不是实际输出能源的接线柱,而是下方的一个输出数值与能源相同的数字的信号接线柱
大西王張獻忠 11 Jun @ 6:30am 
你好,我尝试在船上接这个模块,但是配电箱信号输入2怎么也接不上反应堆的能源输出
好,订阅收藏吃灰:steammocking:
Captain 28 Apr @ 4:05pm 
works great