Stormworks: Build and Rescue

Stormworks: Build and Rescue

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ZE Modular Engine Controller
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Vehicles: Mechanical
Microcontrollers: Modular, Microcontroller
标签: v1.15.2
文件大小
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更新日期
70.752 KB
2021 年 3 月 5 日 下午 10:46
8 月 7 日 下午 12:29
29 项改动说明 ( 查看 )

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ZE Modular Engine Controller

描述
Connect the purple composite node to any cylinder directly.
Maker sure the starters can crank up the engine above 2 RPS.
Disable the infinite fuel mode.
Do not insert extra logic gates between the composite cylinder node and the LUA script.

  • Maintains a constant engine RPS level set by a throttle value in range from 0 to 1, or by a desired RPS value set directly.
  • Compatible with turbocharged engines and automatically handles the increased air pressure made with impellers or electric pumps. The supercharger will be most effective if it can pump air pressure up to 60 atmospheres.
  • Mixture control mode can be switched between stoichiometry and air-to-fuel ratio. Property slider for the unselected mode is ignored. In game terms, the stoichiometry value is the AFR with the engine temperature taken into account, and is preferable to adjust over a simple AFR.
  • The engine has maximum performance at 0.5 stoichiometry and maximum fuel efficiency at 0.2 stoichiometry, but the difference is quite small. Toggle switch for optimal mixture shifts the stoichiometry to 0.5 at high load.
  • You can dynamically change the stoichiometry or air-to-fuel ratio with the corresponding node, if its value is in the same range as in properties.
  • Optional overheat protection activates at 105C and reduces RPS at higher temperatures. If your average fuel consumption per second per cylinder is lower than 0.005 liters, you don't need a cooling system as it takes a very long time for the engine to overheat, so you're more likely to run out of fuel sooner.
  • If you are not pumping air into the manifold and is fine with the default 13.8 AFR, you can remove nodes for the cylinder and dynamic mixture to shrink the controller's width and save some space.
  • Infinite fuel mode forces the engine to have 14 AFR regardless of mixture control settings.
Big thanks to Penatoliy for sharing the information about engine stoichiometry and exact formulas used in his ECU.
439 条留言
Uran_Wind  [作者] 6 小时以前 
Connect it to any player input source, such as a seat axis or lever, or to the numeric node of another controller that outputs the desired engine RPS value.
sabaton fan 15 小时以前 
where do i connect the "throttle value or rps value" to?
xo4u 10 月 12 日 上午 7:53 
I spent three hours figuring out what the problem of a non-working microcontroller might be, and only then realized that I had positioned the crankshaft incorrectly... idiot. The microcontroller is working fine. I put as many as 5 starters on 3x3, thinking that they would not give 2RPM...
Uran_Wind  [作者] 10 月 12 日 上午 12:47 
Supercharging should work fine without any specific engine setup.
RyGuy_McFly 10 月 11 日 下午 10:36 
Hmm, I seem to have some difficulty figuring out how to supercharge engines with this controller. I can't seem to notice any difference between running the air intake at 60Atm vs. the minimum of ~1Atm. Is there a certain setup you need to use for turbos to be taken into account or is supercharging just really not all that worth it? I'm running a large impellor run by an electric motor on a 16cyl 1x1 engine.
acgoalie 10 月 9 日 下午 11:04 
it reaches the usual range of quality for the controller with about 6 5x5 flywheels
acgoalie 10 月 9 日 下午 10:37 
I am having an issue with the controller pid over shooting and immediately dropping throttle causing issues with you coaxial flight controller. Is there any fix to this?
TheCserko 9 月 23 日 上午 12:19 
Ah, i found it... The cylinders were not connected, i did not remember it was needed. Thanks!
Uran_Wind  [作者] 9 月 22 日 下午 9:03 
Nothing has changed, so check if your engine is correctly assembled and if starters can crank it up above 2 rps.
TheCserko 9 月 22 日 下午 2:20 
I am building a new ship, and after building a few with this awesome microcontroller, now i can't get it to work. I tried to troubleshoot it with my previous builds, but i can't figure out what i am missing. Any ideas? Did something change in the past half year since i last played?