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[Rseding91] [0.13.0] Power switch causes power log to be lost (?)

Posted: Tue Jun 28, 2016 11:02 pm
by Lee_newsum
https://www.youtube.com/watch?v=yooci1KbxUk

The Power switch is link to a accumulator as backup power

DO NOT LOOK IF YOU DO NOT LIKE FLASHING IMAGES

Edit fix it.

Re: [0.13.0] Power switch working bad

Posted: Tue Jun 28, 2016 11:11 pm
by Loewchen
The video is private.

Re: [0.13.0] Power switch working bad

Posted: Wed Jun 29, 2016 12:08 am
by Rseding91
Fix what? You're disconnecting and reconnecting things several times per second with a power switch - that's the result if you watch the graph.

A few times a second the pole you're looking at has nothing consuming power because the switch turned on/off.

Re: [0.13.0] Power switch working bad

Posted: Wed Jun 29, 2016 12:21 am
by Lee_newsum
the power log is lost

Re: [0.13.0] Power switch working bad

Posted: Wed Jun 29, 2016 9:43 am
by Rseding91
Lee_newsum wrote:the power log is lost
I'll look into it.

Re: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)

Posted: Fri Jul 01, 2016 11:50 pm
by Rseding91
This may have been fixed in the latest 0.13.3 if you wouldn't mind checking.

Note 0.13.3 has multiple MP issues though :)

Re: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)

Posted: Sat Jul 02, 2016 7:34 am
by Lee_newsum
did not fix it
13_new_game.zip
(6.06 MiB) Downloaded 131 times
ok my map in 0.13.3 set the power switch to 50 and let a night

Re: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)

Posted: Sun Jul 03, 2016 9:24 am
by Wezz
I can confirm this problem exist in 0.13.3

Playing on singleplayer

Maybe the powerswitch need to have a high and low threshold. If it connects and disconnects at 50% then power spikes will probably make it disconnect and reconnect multiple times.

So a high and low threshold would probably help reducing electrical network updates a lot, probably leading to the log being updated more properly and smooth

for example:
connect at 50%
disconnect at 40%

Re: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)

Posted: Mon Jul 04, 2016 10:24 am
by kovarex
I made 3 changes regarding this:
  • When showing the count of entities in the network, it is now showing all entities connected in the network including sub-networks connected to power switches.
  • When splitting electric networks because switch was turned off, the network with more entities is considered the "master one" which keeps the statistics.
  • Fixed the electric network statistics merging when networks are connected by turning power switch on.
Obviously, the last one is the most related to this.

Re: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)

Posted: Tue Jul 05, 2016 6:54 am
by etherealflux
I was just about to report this one! I set up a system to turn off my radar banks when the sun set, but noticed that it was losing all of my history data.

Is there any way to mitigate this until the fix comes through? It's not a huge problem, but I would like to see the pretty graphs :)

Re: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)

Posted: Tue Jul 05, 2016 7:19 pm
by OdinYggd
Wezz wrote:I can confirm this problem exist in 0.13.3

Playing on singleplayer

Maybe the powerswitch need to have a high and low threshold. If it connects and disconnects at 50% then power spikes will probably make it disconnect and reconnect multiple times.

So a high and low threshold would probably help reducing electrical network updates a lot, probably leading to the log being updated more properly and smooth

for example:
connect at 50%
disconnect at 40%
This is done using combinators to provide some logic behind the switch's state change. It took me 4 decider combinators to make the necessary logic- 2 combinators for the high setpoint and low setpoint, then 2 more as an S-R flip flop to latch the state until the other setpoint is reached.

These switches can be used in other ways, so adding that sort of logic to them directly could interfere with other things. Once the wiki catches up to the content with a tutorial about how to wire up the combinators for hysteresis, it won' t be as big a deal.

My system is turning its copper and iron furnaces on above 90% and off below 75%. Like so, 20MW of steam + 200 accumulators is letting me carry close to 25MW of working load.