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"Realistic electrical distribution"
Posted: Sat Oct 18, 2025 12:03 am
by Mqx
Good morning, afternoon, or evening. My idea is to add alternating current with a power factor to the electrical grid that has active and reactive power. The actual power used by the machines depends on the active power, as in real life. It would also be good to consider the length of the cables in case they produce any voltage drops or reactive inductance, but that is optional
Thk for your attention.
Re: "Realistic electrical distribution"
Posted: Sat Oct 18, 2025 1:01 am
by eugenekay
Machines already have a minimum power draw statistic, which you can pretend represents the "Power Factor" adjustment. kilowatt ratings are (roughly) equal to the kVA rating.
Accumulators can be used as a limiter of flow between networks.
Mod exists:
Power Overload. Conductor length / resistance / inductance is not simulated, but this is
pretty good compared to the base games unlimited power draw mechanics.
Re: "Realistic electrical distribution"
Posted: Sat Oct 18, 2025 1:36 am
by Mqx
In the game, the machines seem to work with DC and not AC, which is where the reactive power is. So, yes, in the game, kW and kVA are the same, but there is no DC reactive power, and the minimum power statistic only indicates when the machine stops receiving power, not when there is reactive power in the electrical grid.
about the "Power Overload" mod, I already tried it and it didn't convince me. It only limits the power of the poles, and when you work with GW, it's horrible.
Re: "Realistic electrical distribution"
Posted: Sat Oct 18, 2025 2:58 am
by angramania
You have forgot the most important point - what interesting add your idea to gameplay. If it just add "realism", then it adds nothing.
Re: "Realistic electrical distribution"
Posted: Sun Oct 19, 2025 9:13 pm
by Mqx
I don't know if it makes sense to drag this out, and my answer is: why not? It's for "fun." If you can have fun with 20 types of science packs or 500 qualities, why not with the power grid? The current power grid is simple: just increase production every 50 hours of play, and that's it.