Barotrauma

Barotrauma

Antoneeees Auto reactor room
28 Comments
Antoneeee  [author] 7 Aug @ 1:33pm 
np
Rataktorugen 7 Aug @ 11:16am 
Great !
Thanks - i was calculating it wrongly, now works fine
i found out this one to be the best and fastest.
Some others (also responsive) has a refraction period when lowering the load, in which they cross it down and may even shutdown if load is low. This one does not have this problem - its simply a masterpiece.
Thank you so much for this Antoneeee !
Antoneeee  [author] 7 Aug @ 10:37am 
you should be adjusting the max power output memory component whenever the reactors max power changes. otherwise, you'll be producing more than you need. If you're not sure what the max output is (besides just calculating it) you can always just guestimate the value above what you think it'd be, and then lower it down until it performs correctly.

if you dont wanna deal with that, you can simply use the designs that dont use the max output at all.
Rataktorugen 7 Aug @ 9:51am 
the 7 component reactors (with 11 components) is the best one i found. However it goes crazy when you add skills and upgrades. Fixing just the Power output does not make it work. How should i fix the memories ? how to update the mem values of 2500, 5000 and 100 ? And the greater than component and substractor limits when i have +10% from skill and +9% from upgrades?
Please help me to update it accordingly to upgrades - this controller is the best one.
Antoneeee  [author] 9 Jun @ 3:46pm 
probably some really complicated math that i forgot by now
Zalthor 9 Jun @ 2:35pm 
Where is the value 1.0625 value in the last reactor design by lammert derived?
Antoneeee  [author] 25 May, 2024 @ 10:40pm 
Yes there is
Magnus the Man 25 May, 2024 @ 10:35pm 
Nice, are there annotations on where to plug in a particular reactors values or can I just copy everything exactly?
Antoneeee  [author] 25 May, 2024 @ 10:07pm 
I assume so yes. I doubt the reactor has been changed since the Hoist the Sails update.
Magnus the Man 25 May, 2024 @ 10:03pm 
Do these still work?
Antoneeee  [author] 20 Apr, 2024 @ 1:25pm 
dont even need to ask man do it
Topchin 15 Apr, 2024 @ 8:50pm 
@Antoneeee, thanks for this magnificent test room! You made me learn ARC from scratch, and gave me all the resources to do so.

I would like to ask your official permission to use some of the circuits in my sub which i`m going to post in a workshop.
Antoneeee  [author] 1 May, 2023 @ 7:20pm 
oh right im on the unstable version
greenking13 1 May, 2023 @ 5:29pm 
Oh, this is fun. "error found in contents package [MOD], Hash calculation returned X, expected Y." Thanks for the quick reply, but it seems like somehow your hashes broke when you sent out the two updates earlier.
Antoneeee  [author] 1 May, 2023 @ 3:36pm 
I forgot to wire the multiply component to the greater than's set_output. once that's done, it all works as intended.
greenking13 1 May, 2023 @ 12:43am 
Hey dude, I'm gonna be honest, something seems to be wrong with your 7 component setup (8 component setup). With a single uranium fuel rod, things seem to go fine, but any other fuel rod type seems to kill the turbine_output value. It just isn't adjusting for any load on the system, and seems to be giving a minimal output. Bypassing the greater than component and having two uranium fuel rods seems to be giving roughly 1.8x the amount of power needed. The interesting thing is, this seems to be directly correlating to the max power mem component, which only seems to properly work for 10,000, and not, for example, the camel's 5,200. (Apologies for the ramble, this is being written as I experiment.)
Thinking on it, the power variation when you get lower may make some sense if you're trying to minimize temperature, but wouldn't this blow up fuse boxes?
Why do I even look this stuff up at 3am...
Anyways, any help would be greatly appreciated.
-Green
Antoneeee  [author] 22 Nov, 2022 @ 1:18pm 
Theoretically lowering the 75 memory component down to 50 may increase the fission reactors temperature, which may lead to a boost in responsivness at the cost of melting down at high loads.

Unfortunatly it may not work. There is an alternative, you if you're able to switch between arc reactors, then I think adding the 11 component reactor will help you out a lot. not exactly efficient, but definitely responsive.
Crazy Devil 22 Nov, 2022 @ 11:33am 
Good work, I use the 7 comp setup with a switch to go in overvolt mode. Which made me think, would it be possible to combine this with some efficiency reduction so it also become more responsive ? The idea being obviously thats it's the "battle mode".
party_rocker™ 6 Nov, 2022 @ 1:33pm 
can you do these but its for the larger and taller looking reactor?
Antoneeee  [author] 4 Nov, 2022 @ 12:12am 
that's because the point in which the junction boxes getting over volted is based on load, multiplied by a certain amount. for example: 1000 * 2 = 2000. That's the amount of power the reactor must make in order to over volt the junction boxes. So, 0 * 2 = 0. so no matter how much power the reactor is making, even if its a tiny amount, the junction boxes will get over volted.

From testing, it seems like the junction box struggles when trying to understand if its actually getting over volted or not at zero load. Nothing inherently wrong with the auto reactor. A solution I've found is to drop the fission rate down a lot, and then fix the boxes.
joy enjoyer 3 Nov, 2022 @ 10:39pm 
At low load levels, the 11c ARC can be made to consistently destroy junction boxes despite output matching a load of 0, if there are any fuel rods left in the generator while it is powered on. (The fission rate at a 0 load state is nonzero unlike most conventional designs and this is probably why?) To reproduce this, I did the following:
- Start the reactor as usual, taking care to initialize the turbine output to 100 to avoid a power surge.
- Set the load to any number.
- Set the load back down to 0 after any time has passed.
- The nearby junction box will display overvoltage and promptly explode despite the ARC having output and load at 0.
This could be a problem if many electronics get fried at once and are unable to draw load, causing the junction boxes to then also fail if the reactor can't be SCRAM'd for some reason.
Antoneeee  [author] 3 Nov, 2022 @ 9:50pm 
fixed
joy enjoyer 3 Nov, 2022 @ 7:49pm 
There is a possible mistake in the formulas you have displayed. On the second line of your 11 component reactor's formulas, you might have meant to write "FISSIONRATE2= If FUEL_OUT > FISSIONRATE1 Then ...". Right now, you have it written as FISSIONRATE1>FUEL_OUT, which doesn't match the way the components are actually wired.
Antoneeee  [author] 26 Oct, 2022 @ 3:44pm 
the thing about the 9 component reactor is that it allows you to use a single uranium fuel rod without the reactor going above 80 turbine output, allowing you to squeeze more power from your reactor. That's it.
Yumemirareru 25 Oct, 2022 @ 11:14pm 
I am confused about how to use the 9 component reactor.

By default it seems to act exactly the same as the 7 component reactor - on big reductions to power draw, it still browns out.

If I increase the "75" constant to a higher value, the brownout problem goes away, but then it overheats and catches fire at high draw...
Antoneeee  [author] 10 Oct, 2022 @ 8:41am 
@TheFishman Due to the update, the sliders have to move itself to the 100% spot. You can speed this up by moving the slider yourself to the 100% position, or by going into the editor and having it set to 100% by default.
Korak 10 Oct, 2022 @ 4:41am 
You can check it by clicking on a reactor in a submarine editor
TheFishman 10 Oct, 2022 @ 3:07am 
My previous solution of a bang-bang controller no longer works with the new update, so I figured I'd try your 11-component system! It seems cool how it operates, but when I set it up in my sub it consistently overvolts every junction box on the ship. My only thought would be my max power might be different, but I dont know how to find that number out easily. Any thoughts why that might be happening? Thanks!