Barotrauma

Barotrauma

Automatic Reactor Controller HTS
63 kommentarer
Nox 20. sep. kl. 8:40 
I think I found the solution with the overvolting at 1.7. Reduced it at 1 and I'm fine.. I think
Nox 20. sep. kl. 5:40 
@giakhang6397 did you follow the picture with the suggested wiring on the description page? To me, it works well except it is producing 2x the power needed.
giakhang6397 19. sep. kl. 22:32 
Lammert, I followed your setup but my reactor doesn't work, I don't know where I did wrong :<
Nox 18. sep. kl. 13:29 
Hey Lammert!
Thanks for the amazing controller. I've been using your previous model in my sub for a while and worked perfectly.

Just came back to the game and decided to dive in the sub editor again and found this new updated version.
I'm using a reactor with an output of 24k and as I have seen in a previous comment, as long as I don't go over 25k, everything should be fine but for some reasons, my reactor seems to produce 2x my load in power, breaking my junction boxes really fast.

Any advice? I can see config if needed.
Pee Warmer 25. aug. kl. 8:47 
Oh and if the reactor is dead that also means that batteries discharge despite Docking Hatch being powered. Barotraum logic I guess.
Pee Warmer 24. aug. kl. 21:43 
but at the same time if we start the round it burns the hell out of JBs without it
Pee Warmer 24. aug. kl. 20:45 
The docking hatch may be unpowered sometimes resulting in submarine discharging itself.
Lammert  [ophavsmand] 28. juli kl. 4:19 
Using this in multiplayer has generally not been a problem for me, but you must take care to follow the build order in the image.

If you are experiencing problems it will be the auto-calibration circuit as that one is most sensitive. You can mitigate the problems by storing the value in a memory component instead and then either locking this value through the lock pin and only allowing calibration to take place when updates have changed, or manually set it. The value should be 2500 divided by MaxReactorOutput.
Krea 28. juli kl. 0:55 
Can this be used in Multiplayer or is desyncing still an issue? And if so, what are the effects of it?
Lammert  [ophavsmand] 8. juni kl. 4:47 
They just mean your navigation terminal isn't getting enough power and you will generally experience this anytime the power requirement goes up very quickly, it's nothing unique about my controller in particular.
Batteries can usually help out here to cover the shortage until the reactor catches up.
DEVNZ.Smalljaw 6. juni kl. 2:21 
Hey Lammert! Loving the power system, gonna use it on every sub I make now.

I had one question, the micro-second power flickers that occur when you go from small energy requirements to high energy requirements, like starting the engine moving. Are they just part of the function of the system, or have I wired something in wrong?

No trouble at all if they are, as I love this system it has made my Power system worries just fade away and makes life easier.
DEVNZ.Smalljaw 3. juni kl. 6:36 
Hey! I used your power system in my newest creation, and I must say.. it is bloody amazing. Keep up the good work.
PapaFenn 6. maj kl. 15:30 
Now i just need to figure out how to convert this to the 40k mod since the 40k mod doesnt want to play nice
PapaFenn 6. maj kl. 15:26 
Also thanks for the extremely quick response Lammert
PapaFenn 6. maj kl. 15:26 
I figured out the problem, ALOT of the wiring and code was removed because i was using the 40K conversion mod. AS SOON as i went back to vanilla, the circuit box was working. I've been banging my head on a wall for the last week trying to get it or any other reactor controller to work and yet a simple fix was all i needed.
Lammert  [ophavsmand] 6. maj kl. 13:41 
I can't really tell where you've gone wrong just from that, sorry.. Try the assembly in the sub editor so you don't have to build it yourself and/or use the electrician's goggles to find out where the problem is.
PapaFenn 6. maj kl. 12:43 
For some reason, this never works for me. I have followed the wiring guide and steps but it never activates
Biggis Dickus 10. feb. kl. 11:12 
I found a solution to my problem if anyone else has it. I used the blueprints mod and copied the item assembly in the sub builder, I was then able to use that it import the circuit into a circuit box in my game and build the circuit and setup the reactor.
Biggis Dickus 10. feb. kl. 10:27 
I don't understand, why cant this circuit box be built at the fabricator?
Pee Warmer 20. jan. kl. 17:29 
The best is to just wire a toggle to performance mode so it moves to 100% turbine rate
Pee Warmer 20. jan. kl. 16:38 
Have this in combination with automatic reactor shutdown upon meltdown - after the latest December update the game might want to kill your junction boxes by aggresively trying to adjust the reactor.
microwave 14. jan. kl. 11:10 
I think i figured out the problem. It was performance fix on singleplayer, probably limiting the updates of the controller
microwave 14. jan. kl. 10:24 
Oh yeah, also tested it on the r-05 mercury sub, and wired it up with the blueprints mod, same thing (sub editor)
microwave 14. jan. kl. 10:18 
Is it just me or is the controller suddenly just SO slow on singleplayer and sub editor? (havent tested on multiplayer yet)
Video if you want to see: https://drive.google.com/file/d/1yXM2-fbPeobOTvEq8HrzdLDBGTLD32HI/view?usp=sharing

This suddenly just began happening and i have no idea why. On this clip, everything was wired up a while ago and it worked correctly at the time. Any ideas?
Oh yeah I see what the circuit box actually is now!
Can this be built if you don't have the v2 PF or V2 Box?
Onikage-056, God of Animatronics 4. nov. 2024 kl. 9:44 
Have to assemble it manually, either by placing the components on the back wall of the reactor room or in a circuit box (recommend this.)
Biggis Dickus 20. sep. 2024 kl. 8:56 
I am new to baro, how do i install this on a campaign sub?
zaz 19. sep. 2024 kl. 14:47 
thanks man
Lammert  [ophavsmand] 19. sep. 2024 kl. 11:30 
I recommend you check out the item assembly in the editor after subscribing, but have added an image where component values are labeled. Where no label exists the default values have been used.
zaz 19. sep. 2024 kl. 9:07 
where are the min max settings for modules? as if one screenshot is not enough
Aidowl 16. sep. 2024 kl. 23:15 
best ARC just got better!
Lammert  [ophavsmand] 16. sep. 2024 kl. 10:00 
I was in the midst of updating, sorry!
SelkN 16. sep. 2024 kl. 9:21 
Is it me, or do the pictures on this guide keep changing without the "updated" date reflecting that?
Lammert  [ophavsmand] 19. aug. 2024 kl. 11:56 
The min is -4.1 and the max +4.1 yes, to reduce component count my turbine setting scales from 0 to 5000 and is then divided by 50 at the end before going back into the turbine pin on the reactor.

The game runs at 60 updates per second, and the reactor sliders can change 5% per second, 4.1 * 60 makes 246 (out of 5000), or just short of that 5%. Rounding does not permit me to make it 4.166.. exactly, and using a number other than 5000 (2500 would be possible, but has worse rounding) would further increase component count for negligible benefit.

While the turbine slider setting can only change by 5% per second through circuitry, output can also be increased or decreased by temperature assuming the turbine setting requirement is met, and this has a limit of 1000 degrees per second instead, where 100% output can be reached with 5000 degrees.
SelkN 19. aug. 2024 kl. 9:00 
Also, it is also hard to tell in the picture if the Min for the subtract is "-4.1" or just "4.1". I assume it is "-4.1".

Can you please clarify?
SelkN 19. aug. 2024 kl. 8:58 
I mean, the claims throughout are what I was referencing, but I appreciate the formula provided. I assume the 2 referenced is actually 2(Power Out). The question I had was in regards to the following:

"thus drop with a maximum speed of 20% per second (vs 2% per second for vanilla, or 5% for turbine controlled designs) while maintaining the efficiency the 100% turbine controller sacrifices"

HOW does this controller somehow work "faster" at adjusting the temperature or output faster than any other reactor controller? I was under the impression that the change rates for Reactor Controllers was hard-coded by the devs to a certain cap in an attempt to neutralize the Bang-Bang controller.

Also, the two OR Components feel like an odd inclusion, as they are only receiving input from one wire, why not just make them signal checks? They would fulfill the same function. :/
Herr Schmerz 18. aug. 2024 kl. 22:19 
Trust that it works, Selkn. I don’t need to know how it works exactly to tell you it’s by far the best controller which is publicly available. Fuel efficient too, which is great for our current campaign.
Lammert  [ophavsmand] 18. aug. 2024 kl. 10:56 
@Cakefake Try the prebuilt circuits to see if they work and double-check your components. I am unable to replicate your problem. Perhaps you are not using the auto-calibration mechanism? In that case you must multiply your load by a value of (2500 / Reactor's max output) instead.

@Dragon832967 There are no changes required for any reactor up to 25 000 output, above that the auto-calibration mechanism breaks because the divide component cannot be clamped to a value higher than 0 but lower than 0.1. This could be remedied through the use of a few extra components, most simply by adding a really small value to temperature before sending it into the divide component and removing its clamp value.

@SelkN It uses all the same formulas you can find on the barotrauma wiki for reactors; but for your convenience:
2 * heat potential * fission rate = heat generated
temperature = heat generated - turbine rate * 100
SelkN 17. aug. 2024 kl. 5:34 
This guide states that the reactor controller does a lot of things, but doesn't explain the *how* this controller does things. Is there any data or formulas to back any of these claims up for independent testing?
Herr Schmerz 10. juli 2024 kl. 8:42 
This is the best overall reactor controller ready to go!
Dragon832967 14. juni 2024 kl. 8:23 
how would I make the controller be able to work with a reactor with a max output of 10000?
Cakeface 9. juni 2024 kl. 12:27 
I have set the circuit up exactly as shown in the picture, yet if I the output value from the performance mode is any higher than 100-ish the reactor will put the turbine output to near 100% all of the time and overvolt all the circuit boxes
Jooseph Stoolin 26. maj 2024 kl. 3:06 
How do we make this?
Fr1zaN 15. nov. 2023 kl. 12:26 
Можна схему включенийе и отключенийе ряктора
Saint Sebastian 6. sep. 2023 kl. 18:37 
This Design coupled with a good battery buffer was unparalleled perfection. I haven't tried it recently, but our playthrough last year (before 1.0) had ships that were all outfitted with this design.
Overjay 17. apr. 2023 kl. 11:29 
Hmm, I might add a terminal then to have the way of changing numbers in exact locations on the circuit without the need of looking for a screwdriver :)
I've installed v1 in my Typhon2 I am making to finish my campaign, will see how it goes.
Lammert  [ophavsmand] 17. apr. 2023 kl. 10:53 
On the way up it really is quite slow without performance mode due to the limitation of the rate of change of turbine since the Hoist the Sails update.
The quickest way a reactor can respond now is by setting the turbine on max, and moving just the fission slider. This design can do just that by setting the performance setting really high, but there are simpler designs if that is the only thing you will ever use.
The beauty of this one is that it is configurable for the full spectrum of turbine settings, and thus gives a flexible trade-off of efficiency vs responsiveness.

On the way down it should always be quick, but you have to make sure you put a lot of fuel rods in. The slider can always only move 5% per second, you want that 5% of fission change to be as meaningful as possible for the best responsiveness.
Overjay 17. apr. 2023 kl. 10:35 
It's all good now, I've resubscribed and force updated all mods, so I have all files now.

I've tried V2 with Typhon2 and I dunno, maybe I simply need to get used to it. I just don't understand why it wont really work without Performance thing turned on, I thought it could work without it turned on... and it just doesnt. But that may be due to me messing someting up, although I checked everything and I am pretty sure I did assemble it correctly.

In any case - thanks for details, I will toy with this more. Maybe paste the circuit in sub editor too, just to be safe that I have not made any mistakes.
Lammert  [ophavsmand] 17. apr. 2023 kl. 10:06 
That is very odd indeed. I have given it a re-upload and can confirm it tells me it contains 5 files, being the file-list and the 4 assemblies.

I hope it will work for you now. Both versions should be in there with the full compact circuit and an explanatory one.

If you do not like how v1 one works, you might not like v2 as it is functionally the same concept with the addition of the automax calculation and getting rid of a few components by using a different number base.

Other things you can play around with are clamp values on the adder to set a minimum/maximum turbine configuration, multiplying load before going into the circuit for over- or undervoltage, or combining it with vanilla automatic mode (some caveats to that.. can't use performance mode and need a lot more heat to have decent functioning of fission drops).