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Working TEG Supermatter Engine #8119
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…k connected to the input. They also generate some power in the same manner as pipe turbines. Thermoelectric generators now generate much more power, mostly due to the increase in circulator intake volume. Supermatter no longer powers radiation collectors, and is tweaked to run at 4000-6000K. TEG supermatter engine mapped in. Currently generates ~1MW of power with chamber temperature of 5000K.
Hm....me like. Will it be possible to adjust the atmospheric conditions in the Supermatter chamber? And where does the cold loop go? Space in a radiator or to freezers? |
Look at the picture :P |
I may be an idiot that didn't see the link. |
This is pretty much the premise of Cael's R-UST engine, only it's not as flashy or realistic. In any event, I'd personally tune the engine to be focused around a single TEG and not multiple ones. I realize it's Goon, but their TEG is pretty fun from a gameplay standpoint; it has nigh unlimited potential and starts creating unique effects/colors/sounds when the engine starts getting into ridiculously high power output levels. |
Seeing how SM is running at 4000 - 6000 K, and the metldown point is 7000, I'd say that engineers will be walking on thin ice all the time. |
Engineers won't have to worry about a core meltdown event, I think. What they will have to worry about is the walls melting, automatically venting the core into space. R-walls start to melt at 6000K. |
I managed to push the temperature well past that in testing. It might only apply if there's a fire. The SM can be tweaked to run at whatever temperature, but the thermoelectric generators will still require >4000K to put out 1MW with the current setup without violating conservation of energy and so on. Increasing the amount of radiators might help. Also, the emergency cooling is effective enough at lowering engine temperature to give engineers quite a bit of leeway. |
Maximum power of core vent and injector increased.
Further testing indicates that the engine is pretty forgiving unless something gets damaged or blown up. Engineers just need to remember to fire AT MOST 12 shots from the emitter, and wait patiently for power to increase to 1.0 - 1.3 MW. Otherwise, they'll have to rely on the emergency cooling mechanism a lot. |
"circulator/heat exchanger" is now just called "circulator"
The reactor walls melting is actually where the term 'meltdown' comes from. I think you meant delamination? |
Expanded supermatter engine radiator bank. Incinerator disposals outlet moved slightly to prevent collision. Supermatter radiator circulator pump changed to a high-powered pump. Supermatter critical temperature lowered to 5000K.
…es and IDs of some of the blast doors and buttons in the engines.
Should be good for merge now. Edit: Should note that I managed to lower operating temperatures to 3000-4000K with some tweaking. |
R-walls do melt at 6000K assuming there is also a fire. |
Putting this here because it doesn't give a notification from gitlab: https://gitlab.com/vgstation/vgstation/merge_requests/53 |
Circulators now draw air based on the total volume of the pipe network connected to the input. They also generate some power in the same manner as pipe turbines.
Thermoelectric generators now generate much more power, mostly due to the increase in circulator intake volume.
Supermatter no longer powers radiation collectors, and is tweaked to run at 3000-4000K, with a critical temperature of 5000K. Supermatter will still irradiate mobs.
TEG supermatter engine mapped in. Currently generates ~1MW of power with chamber temperature of 3500K.
Preview
Engine procedure (not necessarily optimal):
In-game manual updated accordingly.