Futurecraft Forums

A forum dedicated to communication and innovation!
 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in
Welcome, one and all, to the Futurecraft Forums!

Share | 
 

 (Theroretical) physics in Futurecraft

Go down 
AuthorMessage
The Schmetterling
DEV
DEV
avatar

Posts : 3123
Join date : 2011-08-31
Location : I'm a butterfly.

PostSubject: (Theroretical) physics in Futurecraft   Thu Jan 12, 2012 9:21 pm

This is a semi-serious topic for people post calculation they make for various parts of Futurecraft (that you know about). Stuff like how much damage a MAC could do, how much energy would be required to make an assault fly, the amount of time it would require to mine enough ore for a drop-ship. That kind of stuff.
Back to top Go down
View user profile
tonyri
Newbie
Newbie
avatar

Posts : 126
Join date : 2011-09-04
Age : 22
Location : Wisconsin, USA

PostSubject: Re: (Theroretical) physics in Futurecraft   Thu Jan 12, 2012 10:22 pm

Lets first agree on a base energy measure and build from there. Lets say that each coal would create 1000 e/u when burned in a generator. The coal would burn for 80 seconds, just like in a regular furnace. This means that coal burns at a rate of 1000/80 = 12.5 eu/s or .625 eu/t (eu/s: energy units per second, eu/t: energy units per tick).

Energy Sources
Coal - 1000 at .625 eu/t (Thermal Generator)
Uranium Cell - 115,000 at 2.5 eu/t (Nuclear Generator)
Hydrogen Cell - 300 at 5 eu/t (Thermal Generator)
Solar Generator- .125 eu/t
Rechargeable Electric Cell - 12,500 eu



Equipment Usage
Electric Furnace - .5 eu/t
Quarry Drill - 2 eu/t
Hydrolysis Reactor - .5 eu/t; produces hydrogen for one cell every 533 ticks


Would someone please double check my math? I'm only in Algebra II (I'm in 10th grade, but this is an 11th grade class). I am intending to have one coal equal three hydrogen fuel cells with a loss of 10.000 repeating percent energy. I am basing my tick value off of the minecraft tick being 1/20 of a second. Also, I would like to know what you think of the balance of these base energy levels. Now that this is done, we can do the easy stuff like saying "anti-matter" is worth 1000 coal or whatever instead of thinking in energy units.
Back to top Go down
View user profile
Buggy1997123
DEV
DEV
avatar

Posts : 394
Join date : 2011-10-18
Location : Somewhere, somewhen.

PostSubject: Re: (Theroretical) physics in Futurecraft   Fri Jan 13, 2012 11:38 am

tonyri wrote:
Lets first agree on a base energy measure and build from there. Lets say that each coal would create 1000 e/u when burned in a generator. The coal would burn for 80 seconds, just like in a regular furnace. This means that coal burns at a rate of 1000/80 = 12.5 eu/s or .625 eu/t (eu/s: energy units per second, eu/t: energy units per tick).

Energy Sources
Coal - 1000 at .625 eu/t (Thermal Generator)
Uranium Cell - 115,000 at 2.5 eu/t (Nuclear Generator)
Hydrogen Cell - 300 at 5 eu/t (Thermal Generator)
Solar Generator- .125 eu/t
Rechargeable Electric Cell - 12,500 eu



Equipment Usage
Electric Furnace - .5 eu/t
Quarry Drill - 2 eu/t
Hydrolysis Reactor - .5 eu/t; produces hydrogen for one cell every 533 ticks


Would someone please double check my math? I'm only in Algebra II (I'm in 10th grade, but this is an 11th grade class). I am intending to have one coal equal three hydrogen fuel cells with a loss of 10.000 repeating percent energy. I am basing my tick value off of the minecraft tick being 1/20 of a second. Also, I would like to know what you think of the balance of these base energy levels. Now that this is done, we can do the easy stuff like saying "anti-matter" is worth 1000 coal or whatever instead of thinking in energy units.
Are we talking IC2's eu? Because then coal makes 4000.

Edit: BTW, good job on getting hydrogen right. Hydrogen isn't a fuel source, its a battery. It takes more energy to extract hydrogen from water than you get burning it.
Back to top Go down
View user profile
tonyri
Newbie
Newbie
avatar

Posts : 126
Join date : 2011-09-04
Age : 22
Location : Wisconsin, USA

PostSubject: Re: (Theroretical) physics in Futurecraft   Fri Jan 13, 2012 4:50 pm

Buggy1997123 wrote:
tonyri wrote:
Lets first agree on a base energy measure and build from there. Lets say that each coal would create 1000 e/u when burned in a generator. The coal would burn for 80 seconds, just like in a regular furnace. This means that coal burns at a rate of 1000/80 = 12.5 eu/s or .625 eu/t (eu/s: energy units per second, eu/t: energy units per tick).

Energy Sources
Coal - 1000 at .625 eu/t (Thermal Generator)
Uranium Cell - 115,000 at 2.5 eu/t (Nuclear Generator)
Hydrogen Cell - 300 at 5 eu/t (Thermal Generator)
Solar Generator- .125 eu/t
Rechargeable Electric Cell - 12,500 eu



Equipment Usage
Electric Furnace - .5 eu/t
Quarry Drill - 2 eu/t
Hydrolysis Reactor - .5 eu/t; produces hydrogen for one cell every 533 ticks


Would someone please double check my math? I'm only in Algebra II (I'm in 10th grade, but this is an 11th grade class). I am intending to have one coal equal three hydrogen fuel cells with a loss of 10.000 repeating percent energy. I am basing my tick value off of the minecraft tick being 1/20 of a second. Also, I would like to know what you think of the balance of these base energy levels. Now that this is done, we can do the easy stuff like saying "anti-matter" is worth 1000 coal or whatever instead of thinking in energy units.
Are we talking IC2's eu? Because then coal makes 4000.

Edit: BTW, good job on getting hydrogen right. Hydrogen isn't a fuel source, its a battery. It takes more energy to extract hydrogen from water than you get burning it.
What I was going for is if you took one coal and burned it to make hydrogen, then burned the hydrogen, it would create a loss of energy. With the burning speed, I have hydrogen burning much faster than coal, which it does in real life. We can change the values to whatever we want as long as the ratio stays the same.
Back to top Go down
View user profile
The Schmetterling
DEV
DEV
avatar

Posts : 3123
Join date : 2011-08-31
Location : I'm a butterfly.

PostSubject: Re: (Theroretical) physics in Futurecraft   Fri Jan 13, 2012 5:08 pm

Two very important things:
1- I am using a per-second basis for power, not per-tick
2- You may want to see the current power values (due to change as soon as Fr0stbyte and I can agree on how best to change them)



Consumable energy
this will mean that mechanical devices will use up energy. There are several
ways to power devices:


·
Batteries, they store 500 energy units. As
they only can be used on fighters and robots, the amount of energy they put out
is irrelevant. Rechargeable batteries would also be creatable, and you would
put them in a “battery recharger” device (block) that would require a constant
input of power, and be able to store several (rechargeable) batteries.


·
Vehicle
batteries, they store 5000 energy units. They release energy at 5-50 energy
units per second, depending on the requirements of the devices they are
powering.


·
Generator, give it fuel (coal, wood,
bookshelves, etc.) for each “use” that they would normally have in a furnace,
they produce 50 energy units, at a rate of ten seconds, like burning something
in the furnace.


·
Solar panels, needs to be outside, generates 10
units of energy per second, per block


·
Nuclear fission reactor generates 1000 energy
units for every lump of uranium put into it. The small one (1x1x1 block) puts
it out at a rate of 10 units per second, while the large one (2x2x2 blocks) put
it out at 100 units per second


·
Fuel rods made from uranium or plutonium, can be
put into either reactor for 5,000 energy units each (burns at the same rate).


·
ZPM (Zero Point Module), draws energy directly
from sub-space, 1,000,000,000 units of energy, stores its energy, and can be
released at any rate.




All of the energy sources would need to be directly linked to the device(s)
that they are powering by a special mix of Redstone, diamond and iron piping. For the fighter space ship, and other vehicles (as you can't place any of these blocks in it, and it can't have a line of wire connecting it to a power device), you must place vehicle batteries in its inventory (similar tocoal in a plane from the planes mod)




I think that some sort of
capacitors, that can hold a large charge and release it all at once, or at any
rate required, could be useful. Possibly a capacitor for 1 000, 5 000, and 10
000 EU storage, as well as the 3 000 EU capacitor on an Accelerator Cannon
(specifically for the cannon though).
Back to top Go down
View user profile
tonyri
Newbie
Newbie
avatar

Posts : 126
Join date : 2011-09-04
Age : 22
Location : Wisconsin, USA

PostSubject: Re: (Theroretical) physics in Futurecraft   Fri Jan 13, 2012 6:06 pm

Ok now we have to decide on who's power values are more balanced; mine or yours. Also, one second equals 20 ticks. It is just easier to program ticks than seconds, but we can display whatever you want to in the actual game. You are suggesting that every item burns at the same speed. Also, I don't quite understand the difference between the many "batteries" in your post.
Back to top Go down
View user profile
Grand Imperial Thunder
Infantry
Infantry


Posts : 714
Join date : 2012-01-31
Location : Saturday is awesome.

PostSubject: Re: (Theroretical) physics in Futurecraft   Sun Dec 30, 2012 3:47 am

neat
Back to top Go down
View user profile
Caramell
Sergeant
Sergeant
avatar

Posts : 955
Join date : 2012-06-20
Age : 19
Location : Neo Seoul

PostSubject: Re: (Theroretical) physics in Futurecraft   Sun Dec 30, 2012 7:35 am

Thunder, if the mods return you'll be banned into oblivion.
Back to top Go down
View user profile
ACH0225
General
General
avatar

Posts : 2346
Join date : 2012-01-01
Location : I might be somewhere, I might not.

PostSubject: Re: (Theroretical) physics in Futurecraft   Sun Dec 30, 2012 2:46 pm

Hammer smashed.
Back to top Go down
View user profile
hyperlite
Captain
Captain
avatar

Posts : 1529
Join date : 2012-01-18

PostSubject: Re: (Theroretical) physics in Futurecraft   Sun Dec 30, 2012 4:37 pm

Tiel never posted in this topic. Strange.
Back to top Go down
View user profile
torrentialAberration
Infantry
Infantry
avatar

Posts : 727
Join date : 2012-06-20
Age : 105
Location : omnipresent

PostSubject: Re: (Theroretical) physics in Futurecraft   Sun Dec 30, 2012 7:09 pm

This forum is kind of like being home alone when you're little. NO PARENTS FTW.
Back to top Go down
View user profile
ACH0225
General
General
avatar

Posts : 2346
Join date : 2012-01-01
Location : I might be somewhere, I might not.

PostSubject: Re: (Theroretical) physics in Futurecraft   Sun Dec 30, 2012 8:45 pm

Forum Hermit wrote:
Tiel never posted in this topic. Strange.

This topic is from the B.T. Era. Before Tiel.
Back to top Go down
View user profile
hyperlite
Captain
Captain
avatar

Posts : 1529
Join date : 2012-01-18

PostSubject: Re: (Theroretical) physics in Futurecraft   Mon Dec 31, 2012 1:00 pm

Ahhhhh, those were the good ol' days. When Daman had the most posts @ 142 XD
Back to top Go down
View user profile
Hierarch Fenway
DEV
DEV
avatar

Posts : 1196
Join date : 2011-10-26
Location : |]||o|{o}-H--X-)|(

PostSubject: Re: (Theroretical) physics in Futurecraft   Mon Dec 31, 2012 1:40 pm

Ohai. BTW Thunder banned for necroposting.
Back to top Go down
View user profile
torrentialAberration
Infantry
Infantry
avatar

Posts : 727
Join date : 2012-06-20
Age : 105
Location : omnipresent

PostSubject: Re: (Theroretical) physics in Futurecraft   Mon Dec 31, 2012 3:08 pm

FEN-8001 wrote:
Ohai. BTW Thunder banned for necroposting.

GO AWAY OR JOIIN THE FUN.. OTHERWIISE YOU'RE JUST BEIING A MEANIIEHEAD..
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: (Theroretical) physics in Futurecraft   

Back to top Go down
 
(Theroretical) physics in Futurecraft
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Futurecraft Forums :: General Area :: Members' Lounge-
Jump to: