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 Post #1
 22nd June 2007
Dennab
June 2006
8,328 Posts


Name: Life support: Petrol Mod

Screeny:


Tutorial (Thanks Field_Medic!!!)
http://www.youtube.com/v/fZLDS6e-cWE
Version: 2.0
Description:
Alows drilling of Crude oil, and cracking to get Petrol and oil. Also included are Generators driven by the petrol and oil Plus Low voltage Battery system (For future use on hydraulics and winches!)

Featuring a modified iteration of the Energy_Thrusters By Shadow 25!

Thanks to
Robert (A.K.A Trebor) (Powered Wheels)
Shadow25 (Petrol Thrusters)
Tad2020 (Helped with Dupe Coding!)
Field_Medic (For his kick ass accent, And his awesome tutorial vid!)

READ !V!V!V!V!
sbox_Maxpetrol_thrusters <amount>
sv_petrolthrustermult <amount, DEF: 1000>

Requirements:
GMOD 10
Resource Distibution Mod (VERSION 2)
Standard life support (Some of this stuff needs energy) (VERSION 2)
WireMod
Atleast 3 brain cells!

Install:
Shove in addons


DOWNLOAD LINKS!
SVN: http://tools.assembla.com/svn/b9DO4Awyer3lRoabIlDkbG/


Want a quick way to get all the life support stuff?

SVN Downloader: http://forums.facepunchstudios.com/s...d.php?t=416672



OLD FOR LIFE SUPPORT 1!

Download: (V1.0.0)
SVN: http://tools.assembla.com/svn/petrol_mod
HTTP: http://www.tezzanator.net/download/click.php?id=4
 Post #2
 22nd June 2007
PuddlePirate's Avatar
June 2007
282 Posts
Downloading it now to test it out! I think your on to something here.
 Post #3
 22nd June 2007
Dennab
August 2006
1,039 Posts
Awesome, Awesome to the max. Gonna put it on my server. I'll be back shortly to tell you what I think.

Edit: Hey, I put this on my Dedicated server, however clients cannot see the objects, I'm gonna try installing the mod clientside to see if it makes a difference.

Edit: Hey, I did install it on my computer, however everything still doesn't show up. The item just spawns you can tell it's there because you can see the shadow. Don't know maybe it's the map but I'll get back again later.

Edit: Wow that has to be the most edits I've ever done. Anyway it's working, was an issue with sents on my server. Everything is working ok as of now though.
 Post #4
 22nd June 2007
PuddlePirate's Avatar
June 2007
282 Posts
Bugs: (as you know some both already, Just a reminder here)
-Some Props spawn partially in the ground.
-Generators do not stay on, once they turn on they turn off even with the correct resources (It does produce the proper resource when it is on for the brief few seconds) But if wired to a toggle on off button it works.

My Collection of Ideas:
-Oil Spills.
-Generators/Devices require air to combust in space / other planets with no air.
-Over heating/ Damage etc causes failures in the items such as sparks (would catch the oil on fire) Engine does not start etc.
-Server command to enable/disable use of the default air/coolant compressor.


Maybe even less income from the rigs.
Possible that the rigs could be Admin only, Or at least a rig limit of 2 small or 1 large.
The rigs MUST touch the ground to produce crude.
Rigs Require Energy.
Alternative way of gathering oil other then current rigs.
Oil locations on the map via ".cfg" or ".ini".
Rigs must be placed within the "Oil Locations Radius".
Oil locations have "Hot Spots" the closer you are to the coordinates the more oil you get.
Repair kits for rigs?
Rigs over heat disabling them until they are repaired.
Rigs Randomly catch fire or catch fire from over heading.
"OverDrive" option for the rigs but causes damage to them.


Possible oil location: Asteroids (Thinking outside the box-like earth here)

What about my leak idea? Where each bullet hole in the drum causes it to leak and also builds up fuel on the ground. When it reaches about 100 damage build up it explodes.

A Fuel efficiency type device that when the fuel is linked to it and then it is linked to the thruster it improves your fuel consumption by injecting hydrogen into the mixture for a more efficient burn of the fuel?

Ill post more when I can think of more (I know I already told you a few of these).
 Post #5
 22nd June 2007
Dennab
June 2006
8,328 Posts
PuddlePirate posted:
Bugs: (as you know some both already, Just a reminder here)
-Some Props spawn partially in the ground.
Ok, I have just uploaded a fix for this:

 Post #6
 22nd June 2007
PuddlePirate's Avatar
June 2007
282 Posts
Bug: Cracker things on a global on/off
 Post #7
 22nd June 2007
Dennab
June 2006
8,328 Posts
PuddlePirate posted:
Bug: Cracker things on a global on/off
Working on this now, Thanks for explaining the bug, WAs me Stupidly using Locals instead on Selfs

So next release will fix this AND add engine sounds, then i'll start doing real work and BIG releases, Just wanna get this useable!
 Post #8
 22nd June 2007
jparkin's Avatar
April 2006
4 Posts
This is pretty cool. It's always nice to have more ways to generate energy.
 Post #9
 22nd June 2007
Field_Medic's Avatar
March 2005
139 Posts
Shouldn't this thing only work in the presence of oxygen/oxygen available to the generator? I would also guess that it would need a little burst of energy to get it started, but that's a minor detail.
 Post #10
 22nd June 2007
Dennab
June 2006
8,328 Posts
Yeah, i didn't want to get into too much detail, because you could end up with like 1000 resources (Energy, sparkplug energy, Tire Air, fuel.. blah)

Just assume the generators are magic for now hehe

Just testing to see if i fixed these bugs then Version 0.3, wich should actually work right

Then after that ill work on the contraints and some other generators and storage tanks, and a stool for it all!


(Then possibly set up an svn for this, because i intend on carrying it on)

Things like lights powered by 12V energy
Winches powered by 12V energy
hydraulics that require processed oil for the hydraulic oil and energy
 Post #11
 22nd June 2007
PuddlePirate's Avatar
June 2007
282 Posts
The Petrol consumption is pretty high even at 45 it could empty 4 barrels in seconds on an aircraft, Could you make it based on how much the mass of all things welded to it? So if your contraption weighs 10,000 and the thrusters would need to be maybe 50,000 it would calculate a reasonable consumption rate. Basically instead of Thrustermult on per seconds it would be X per 100 lb?
 Post #12
 22nd June 2007
Dennab
June 2006
8,328 Posts
PuddlePirate posted:
The Petrol consumption is pretty high even at 45 it could empty 4 barrels in seconds on an aircraft, Could you make it based on how much the mass of all things welded to it? So if your contraption weighs 10,000 and the thrusters would need to be maybe 50,000 it would calculate a reasonable consumption rate. Basically instead of Thrustermult on per seconds it would be X per 100 lb?
Pretty hefty coding :o, Possible, yes. We will see, but for now:



Fixes major bugs... Next releases will be less frequent unless a serious bug is found!
 Post #13
 22nd June 2007
PuddlePirate's Avatar
June 2007
282 Posts
Field_Medic posted:
Shouldn't this thing only work in the presence of oxygen/oxygen available to the generator? I would also guess that it would need a little burst of energy to get it started, but that's a minor detail.
PuddlePirate posted:
-Generators/Devices require air to combust in space / other planets with no air.
Already told him.
 Post #14
 22nd June 2007
PiX06's Avatar
April 2007
854 Posts
Hey I'm in the process of making "the cache" have wiremod outputs for all its resource amounts (to use on my server). Obviously I won't release it because it's your code but if you would like me to upload it so you can include it then let me know :).
 Post #15
 22nd June 2007
sealpower's Avatar
October 2005
1,198 Posts
Looks pretty intresting... I'll look into it later.
 Post #16
 22nd June 2007
Dennab
June 2006
8,328 Posts
PiX06 posted:
Hey I'm in the process of making "the cache" have wiremod outputs for all its resource amounts (to use on my server). Obviously I won't release it because it's your code but if you would like me to upload it so you can include it then let me know :).

That would be awesome, If you PM when you've made it, ill pack it for inclusion in the next update (I'll Leave a tag With credit to you!)
 Post #17
 22nd June 2007
Gold Member
mu ha ha's Avatar
October 2005
2,773 Posts
I can't find out how to dl your SVN is there other ways to get it than copy paste method?
 Post #18
 22nd June 2007
Dennab
June 2006
8,328 Posts
One sec, ill Make the SVN better hehe

I did it wrong, i just noticed... Hold on!


OK, Fixed. create folder in addons, checkout... done :)
 Post #19
 22nd June 2007
needer's Avatar
April 2007
86 Posts
genius, this is cool :D
 Post #20
 22nd June 2007
Gold Member
aVoN's Avatar
December 2005
7,891 Posts
Added to my server. Like it.

Edit:

Before I forget: Do you mind renaming the folders from "Lua" to "lua" and "Entities" to "entities"? Getting problems on my linux server. Need always to rename it manually.
 Post #21
 22nd June 2007
Dennab
June 2006
8,328 Posts
Ah I don't Mind, just hang on a sec while i commit it ! :)


OK, Done. Man that was a pain in the ass!, Refused to change...
 Post #22
 22nd June 2007
Dennab
August 2006
1,039 Posts
Hey having problems, as soon as I install this on my server, wheels vanish. You can spawn them but you cannot see them.

Edit: Heres a screenshot of what i mean
 Post #23
 22nd June 2007
Bigus_dickus's Avatar
July 2006
129 Posts
I think this is a beautiful add-on, I play on Icarus projects dedicated server. And the wheel's definitely show up invisible. No matter how many times you hit the colour tool on it, it just does not show up.
I hope you guys can fix this, I have a longing Need to build a vehicle that runs off Petrol
 Post #24
 22nd June 2007
Paradukes's Avatar
October 2005
1,124 Posts
Ah, so you did get this working then. Cool stuff.

Did you use code from the Tiberium Spike, in the end?
 Post #25
 23rd June 2007
Dennab
June 2006
8,328 Posts
Paradukes posted:
Ah, so you did get this working then. Cool stuff.

Did you use code from the Tiberium Spike, in the end?
Yes i did, :D

This wheel bug is really wierd :S. I'll look into it

Edit
I don't seem to have any problems! :S




Got the latest SVN?, because there's a few fixes in the svn copy for stuff
But still: If any Lua Coders out there have experienced this issue and know what causes it PLEASE PM ME!

Edit 2:
Tested it on my server, and it's OK on there too :S. Maybe it caused by another mod in conjunction with this?
 Post #26
 23rd June 2007
Dennab
August 2006
1,039 Posts
Ya I'm not sure, i uninstalled a few things (Sever Maintenance) and it's now workin ok. Maybe I will reinstall what I removed 1 at a time untill it stops again and let you know.
 Post #27
 23rd June 2007
Dennab
June 2006
8,328 Posts
Ah ok, Keep me posted!

Also: SVN has been updated:

[Fixed] A looping sound bug
[Changed] Balanced Stuff better
[added] Munitions Generator
[Added] Another sound bug (But not as bad)


Keep the bug reports coming because i want this to work well, :)
 Post #28
 23rd June 2007
Gold Member
StickyNade's Avatar
February 2005
3,853 Posts
Damn you! I was going to do this!

That's okay, mine probably would've been shit and yours has more stuff than I was going to do any way. Great job.

Ninja: Fuck yo couch smartness, that was correct.
 Post #29
 23rd June 2007
Dennab
June 2006
8,328 Posts
StickyNade posted:
Damn you! I was going to do this!

That's okay, mine probably would've been shit and yours has more stuff than I was going to do any way. Great job.

Ninja: Fuck yo couch smartness, that was correct.

I think I saw a thread about it (Might of been yours...), but i didn't see it till AFTER i started developing it ;o
 Post #30
 23rd June 2007
PuddlePirate's Avatar
June 2007
282 Posts
No wheel bug on my server, It isn't conflicting with any of my mods.

Good Job on the munitions generator, I hate always having to mine tiberium just for some extra ammo.

-Time Lords science storage vessel, Awesomeness.

When will you be adding air to be consumed if not on planet earth?
 Post #31
 23rd June 2007
Dennab
June 2006
8,328 Posts
Once I learn the environment commandage, And I work out a way of gracefully implementing it!
 Post #32
 23rd June 2007
Staplegun's Avatar
September 2006
1,631 Posts
Does it show up under lifesupport or what...do you have to have spacebuild mode on to make these?
 Post #33
 23rd June 2007
Dennab
June 2006
8,328 Posts
Staplegun posted:
Does it show up under lifesupport or what
For now, tilli make a stoo, they are entities

And no, they don't need spacebuild!
 Post #34
 23rd June 2007
Staplegun's Avatar
September 2006
1,631 Posts
Dang, make an STool. Me and kogitsune figured out the hard way that they're under the entities tab. He made a gattling cannon out of wire and gCombat, it was pretty freaking awesome. :D
 Post #35
 23rd June 2007
Field_Medic's Avatar
March 2005
139 Posts
I was just going to mention something about the balance. In a typical crude oil cracking tower, I was surprised to see that you get about 4x more out of the tower than you put in! In a typical cracking tower you would get roughly 30% of the crude oil as petrol and maybe double that for denser oils.

That would translate to 1500 crude oil in(current) to 450 petrol (down from 3000) and 900 oil (down from 3000). The rest would be wasted.

I guess my complaint is that you're gettin 6000 out from 1500 in.
 Post #36
 23rd June 2007
PuddlePirate's Avatar
June 2007
282 Posts
Field_Medic posted:
That would translate to 1500 crude oil in(current) to 450 petrol (down from 3000) and 900 oil (down from 3000). The rest would be wasted.
I Agree.

Tezzanator92 posted:
For now, tilli make a stoo, they are entities

And no, they don't need spacebuild!
Should be on the front page.



--------------
BIG BUG!:

Say you have four Petrol Tanks and one Petrol Can linked and then remove all four of the Petrol Tanks. All 200,000 resources stay in the one Petrol Can.

(Didn't test the oil tanks/drums/cans only Petrol, But I would assume that it will also effect Oil tanks/drums/cans)

BUG - Edit:

Looked into it more and if you link a thruster to that Petrol Can then remove the Petrol Can, the thruster continues to work until the removed petrol can is "empty" (even tho it is removed) it continues to use the removed cans fuel and STOPS working once it runs out of fuel.

BUG - Note: I'm Starting to think that this is looking like it effects everything

BUG - Edit 2: It also effects the crude tank. If you delete the crude tank it continues to use up the crude oil in the cracking tower.

BUG - Note 2: I'm going to head to sleep now, But I suggest you also check the generators and make sure the work properly too since they consume from a tanks/drums/cans.
--------------

Ideas:
Maybe even less income from the rigs.
Possible that the rigs could be Admin only, Or at least a rig limit of 2 small or 1 large.
The rigs MUST touch the ground to produce crude.
Rigs Require Energy.
Alternative way of gathering oil other then current rigs.
Oil locations on the map via ".cfg" or ".ini".
Rigs must be placed within the "Oil Locations Radius".
Oil locations have "Hot Spots" the closer you are to the coordinates the more oil you get.
Repair kits for rigs?
Rigs over heat disabling them until they are repaired.
Rigs Randomly catch fire or catch fire from over heading.
"OverDrive" option for the rigs but causes damage to them.

Possible oil location: Asteroids (Thinking outside the box-like earth here)
 Post #37
 24th June 2007
Dennab
June 2006
8,328 Posts
Ok i located the bug of the resources persisting, It is because I nglected to do dev_unlink, Opps, I will Fix this before i sleep.


As for the cracking tower sage, I will have to see about this, as it was hard getting a correct balance, the reason being. An engine uses more petrol than oil. A cracking tower create more oil than petrol... See where the dialeamer comes :-(


But now TO ZE CODE!


Ok, It's fixed, I Am commiting to the SVN!... Done!
 Post #38
 24th June 2007
jake159's Avatar
December 2006
161 Posts
I get console spam when I spawn a thruster:


entities/petrol_thruster/cl_init.lua:36: attempt to call global 'Wire_Render' (a nil value)

What does this mean?
 Post #39
 24th June 2007
Dennab
June 2006
8,328 Posts
Do you have Wiremod installed?
Are you using SVN copy of this mod?

If not that will be why (It should've checked :S)

Edit:
Ok, It seems there wasn't an if statement on the wire_render in the petrol thrusters, So now it should check if you have wire or not! (Added to SVN)

SVN Changelog:
[Added] Oil distiller
[Fixed] Wire_render Bug (Hopefully)
[Fixed] Resource Persistence
[Changed] balanced a bit more
 Post #40
 24th June 2007
jake159's Avatar
December 2006
161 Posts
Tezzanator92 posted:
Do you have Wiremod installed?
Are you using SVN copy of this mod?

If not that will be why (It should've checked :S)

Edit:
Ok, It seems there wasn't an if statement on the wire_render in the petrol thrusters, So now it should check if you have wire or not! (Added to SVN)

SVN Changelog:
[Added] Oil distiller
[Fixed] Wire_render Bug (Hopefully)
[Fixed] Resource Persistence
[Changed] balanced a bit more
Thank you!
 Post #41
 24th June 2007
Gold Member
mu ha ha's Avatar
October 2005
2,773 Posts
Did you guys download every single file of the svn?


Can't you just pack it into one file?
 Post #42
 24th June 2007
Dennab
June 2006
8,328 Posts
mu ha ha posted:
Did you guys download every single file of the svn?


Can't you just pack it into one file?

You use an svn client , Google "Tortoise SVN"

You don't use it in your browser O.O.. That's mental

Linky: http://tortoisesvn.tigris.org/

It's a good thing to have, as you can keep Wire up to date and lots of mods are using subversion these days. Faster and better than reuploading for 1-line code changes!

Once installed, Create a folder in addons called "oilmod"... Right click on it, Click "SVN Update", Enter the SVN URL... Done!

Now all you have to do to update it right click and hit SVN Update :)
 Post #43
 24th June 2007
Gold Member
mu ha ha's Avatar
October 2005
2,773 Posts
Tezzanator92 posted:
You use an svn client , Google "Tortoise SVN"

You don't use it in your browser O.O.. That's mental

Linky: http://tortoisesvn.tigris.org/

It's a good thing to have, as you can keep Wire up to date and lots of mods are using subversion these days. Faster and better than reuploading for 1-line code changes!

Once installed, Create a folder in addons called "oilmod"... Right click on it, Click "SVN Update", Enter the SVN URL... Done!

Now all you have to do to update it right click and hit SVN Update :)
Well i can't find out how to use tortoise SVN.
 Post #44
 24th June 2007
PuddlePirate's Avatar
June 2007
282 Posts
Watch Trickys SVN tutorial
 Post #45
 24th June 2007
Dennab
June 2006
8,328 Posts
Updated:

[Added] pLight, A powered light, Runs on batteries!

Getting that much closer to what i want, It's just the damn STOOL :(!!!


Also, I need help, Is there a lua coder out there that can Make a simple stool that spawns an entity and welds it?... I am utter lost with Stools :(

Just need an example i can base off of!...
 Post #46
 24th June 2007
PuddlePirate's Avatar
June 2007
282 Posts
Found no bugs but could use some modifications, Wire/+Use setup for red light (Think submarines!) or white (Default). These could use A LOT Less 12v energy.
 Post #47
 24th June 2007
Dennab
June 2006
8,328 Posts
PuddlePirate posted:
Found no bugs but could use some modifications, Wire/+Use setup for red light (Think submarines!) or white (Default). These could use A LOT Less 12v energy.

They can't use any less!... They are using one o.o!

Unless i loosen timings, but then you get huge delays on turning it on or off ;O
 Post #48
 24th June 2007
PuddlePirate's Avatar
June 2007
282 Posts
what about .1?
 Post #49
 24th June 2007
Dennab
June 2006
8,328 Posts
I don't think you can use floats on Resource distrib
 Post #50
 24th June 2007
PuddlePirate's Avatar
June 2007
282 Posts
Well that's stupid.
 Post #51
 24th June 2007
StackOfPoo's Avatar
October 2006
79 Posts
Tezzanator92 posted:
Updated:

[Added] pLight, A powered light, Runs on batteries!

Getting that much closer to what i want, It's just the damn STOOL :(!!!


Also, I need help, Is there a lua coder out there that can Make a simple stool that spawns an entity and welds it?... I am utter lost with Stools :(

Just need an example i can base off of!...
See the original Life Support STOOL made by Shanjaq.
 Post #52
 24th June 2007
J!NX's Avatar
February 2006
927 Posts
PuddlePirate posted:
My Collection of Ideas:
-Oil Spills.
-Generators/Devices require air to combust in space / other planets with no air.
-Over heating/ Damage etc causes failures in the items such as sparks (would catch the oil on fire) Engine does not start etc.
-Server command to enable/disable use of the default air/coolant compressor.


.
you forgot global warming! HOW COULD YOU FORGET GLOBAL WARMING?!?!
 Post #53
 24th June 2007
PuddlePirate's Avatar
June 2007
282 Posts
Because that would be kinda lame.. go to earth.. smog everywhere.. can't see or breathe.. die.. The environmentalists can use the damn wind and solar, I for one will stick to my black gold.

Good idea tho.. but still could use some work and it could be a very far down the line..
 Post #54
 24th June 2007
Field_Medic's Avatar
March 2005
139 Posts
I was just going to comment:

Great job with the balance, it definitely slows things down a bit! The only thing I see that is kind of strange is that the petrol powered thrusters require a linear amount of energy to operate.

What do I mean? As another person mentioned he felt that the bigger the ship, the larger the draw. I think there is a way to do this without getting crazy with the mass detection.

In a normal system, the more thrust you require, the more fuel it takes, not in linear fashion but more of an exponential fashion. Think of it like driving your car, if you floor it all the time you're going to use far more gas because of the inefficencies of the engine. This is also true for rockets.

So a 50 thrust rocket would have considerably less draw than a 5000 thrust rocket. The way to do it mathematically is with a little exponential relationship:

Code:
 Fuel Consumed Per Second = LOG(Thrust Desired) * Constant
The constant would be the fudge (balancing) factor. To see what this would look like with a few different constants:

Code:
Constant = 10
Thrust            Petrol/Second
10                     10
100                    20
1000                   30
10000                  40
100000                 50

Constant = 50
Thrust            Petrol/Second
10                     50
100                    100
1000                   150
10000                  200
100000                 250

Constant = 100
Thrust            Petrol/Second
10                     100
100                    200
1000                   300
10000                  400
100000                 500
 Post #55
 24th June 2007
PuddlePirate's Avatar
June 2007
282 Posts
Somewhat following you here, But wouldn't the thrusters have to accelerate from 10 to 100,000 to do what your getting at?

Because who would want to use a thruster that consumes 50 resource for 10 thrust, Unless you need it to build up your overall thrust. (like using an accumulator with +50/-50 buttons to slowly get up to the desired speed)

Brings on an idea..

A Fuel efficiency type device that when the fuel is linked to it and then it is linked to the thruster it improves your fuel consumption by injecting hydrogen into the mixture for a more efficient burn of the fuel?
 Post #56
 24th June 2007
Dennab
June 2006
8,328 Posts
I will have to study the code as I did not code the Thrusters, but certainly do-able! :)
 Post #57
 25th June 2007
Rad Hazard's Avatar
May 2007
100 Posts
You should add an alternator to this, because I don't want to drag around an energy generator and a battery charger just to recharge my batteries.

I could take a crack at it if you want, but it wouldn't be realistic, because it would have to run when attached to the petrol thrusters.
 Post #58
 25th June 2007
Dennab
June 2006
8,328 Posts
Eh?.. You can hook the battery charger to a Solar panel or 2! ;o

But yes, I will add an alternator, Reasonable idea! :)

Still having hell making a STOOL :-(... Tried looking at thge standard life support, and creating from scratch, but it phails :-(


Ok, thrusters now make sm all amounts of 12V energy for use on your lights or generators!

Next to come, An inverter, Use 12V energy to power high voltage energy systems (Like coolant compressors)

Edit:

Inverter and alternator added, for now the "alternator" is just the thrusters spewing out some energyz
 Post #59
 25th June 2007
Rad Hazard's Avatar
May 2007
100 Posts
I tried making an actual alternator that could be linked to thrusters, but it's not working right.
Here's the thread: http://forums.facepunchstudios.com/s...d.php?t=361947
 Post #60
 25th June 2007
Field_Medic's Avatar
March 2005
139 Posts
PuddlePirate posted:
Somewhat following you here, But wouldn't the thrusters have to accelerate from 10 to 100,000 to do what your getting at?
You have the right idea, but as I mentioned before the constant really controls that "initial" modifier.

If you wanted to change the shape of the cuve, you could simply modify the base of the logarithm:

Code:
Constant = 50
Base 5:
Thrust            Petrol/Second
10                     71
100                    143
1000                   214
10000                  286  
100000                 357
Base 10:
Thrust            Petrol/Second
10                     50
100                    100
1000                   150
10000                  200
100000                 250
Base 20:
Thrust            Petrol/Second
10                     38
100                    76
1000                   115  
10000                  153
100000                 192
As for the efficency, that isn't a bad idea. Then again if we really wanted to get particular you'd make three products instead of two with the crude: Diesel (oil), Kerosene (Jet Fuel), and Petrol. Then you could use the kerosene without bothering with the hydrogen.
 Post #61
 25th June 2007
Dennab
June 2006
8,328 Posts
Kerosene sounds interesting hehehe

As i say, Ill have to study the thruster code a bit to see how it works, I can then code a better consuming system
 Post #62
 25th June 2007
PuddlePirate's Avatar
June 2007
282 Posts
I understand a bit more now thanks.

Field_Medic posted:
As for the efficency, that isn't a bad idea. Then again if we really wanted to get particular you'd make three products instead of two with the crude: Diesel (oil), Kerosene (Jet Fuel), and Petrol. Then you could use the kerosene without bothering with the hydrogen.
What about caped thruster limits? Say.. (easiest to make leave at default) Petrol has a max cap of 25,000 and Diesel has a max cap of 50,000 (requires more work/ machines but harder to obtain ex resource in = 10 resource out = 5) and Kerosene no cap (hardest to make is 10(in) to 1(out)?)

Field_Medic, Any comment/changes on my idea? (It appears you know a lot more about fuel then I do.)
 Post #63
 25th June 2007
Gold Member
kenthebear's Avatar
February 2005
13,948 Posts
svns shouldn't be used to release things
 Post #64
 25th June 2007
Dennab
June 2006
8,328 Posts
kenthebear posted:
svns shouldn't be used to release things
SVN

I have to disagree there, It's More efficient, As I am making code changes all the time, It's much simpler and easier to keep things updated (Personally, I have a bat file that checks out Wire and Various other mods)

Much better than uploading the damn thing every time I fix something

Plus the fact there IS a download link, BUT it's out of date 5 minutes after I release it, so why bother?
 Post #65
 25th June 2007
PuddlePirate's Avatar
June 2007
282 Posts
Tezzanator92 posted:
Personally, I have a bat file that checks out Wire and Various other mods
Can I have?

What did you change in this new SVN update?
 Post #66
 25th June 2007
Dennab
June 2006
8,328 Posts
https://www.projects.dev2dev.bea.com...SVN.html#usage

Then shove a bat file in Garrysmod that dirs and does the commands!
 Post #67
 25th June 2007
PuddlePirate's Avatar
June 2007
282 Posts
Um.. I'll learn how to do it later....
 Post #68
 25th June 2007
Field_Medic's Avatar
March 2005
139 Posts
It's sort of tricky to get specific numbers out an engine that is sort of vague about what units mean what, but if we make a few assumptions we can get it to work:

The ease of which a petroleum based product burns depends on the amount of carbon chains it has. As a general rule the more carbon, the more explosive the product is. That being said, straight oil doesn't burn very well. The only way you can get it to burn at all is by compressing it considerably. Kerosene is slightly more volatile, and petrol is extremely so.

In game terms, the thruster is rated in newtons (as much as I can tell) and reallistically in the normal limits of the game there really is no cap at which you say "oh this thruster won't push any harder". (see http://www.projectrho.com/rocket/rocket3c2.html)

Oil could be used in hydralic applications and in engines (motors/wheels) where the environment is very forgiving (>10 degrees C).

Kerosene could be used in nearly any environment because of it's stability so it would definitely be your choice for thrusters in any environment. (assuming it is compressed by the thruster a little bit)

The petrol on the other hand is the tricky one because of how easy it is to explode by itself, so it would be used in the generators that you already have in place, from the air generator to the energy generator.

As a side note on consumption, jet engines are very efficent but are at the mercy of air pressure. In a low pressure environment they work extremely well. But at 0 pressure environments they'd need a source of oxygen to contiune to operate. As a matter of fact none of the devices could work without an external oxygen source or air in the atmosphere.
 Post #69
 25th June 2007
PuddlePirate's Avatar
June 2007
282 Posts
So we would want a Fuel injector(could be used to inject air and hydrogen into the mixture etc..) and a Fuel compressor?
 Post #70
 25th June 2007
Dennab
June 2006
8,328 Posts
Hmm.. might add this, With kersoene thrusters being much more efficient than the petrol ones!
 Post #71
 25th June 2007
justin1992's Avatar
April 2007
1,487 Posts
Awesome. I'm going to try it now.
 Post #72
 25th June 2007
Gold Member
StickyNade's Avatar
February 2005
3,853 Posts
Tezzanator92 posted:
I think I saw a thread about it (Might of been yours...), but i didn't see it till AFTER i started developing it ;o
No, can't say I ever made a thread about it

Unless my "halp please" thread had something about me having oil containers, then probably yeah that's it.
 Post #73
 26th June 2007
m1573r_1337's Avatar
May 2006
523 Posts
What are you supposed to do if you already have tortoise SVN used for wiremod on the addons folder?
 Post #74
 26th June 2007
Razara's Avatar
March 2007
43 Posts
m1573r_1337 posted:
What are you supposed to do if you already have tortoise SVN used for wiremod on the addons folder?
Since this addon only requires one folder it is sufficient to make a folder in yours addons folder.
garrysmod/addons/oil is what I have and it works perfectly.
 Post #75
 26th June 2007
Dennab
June 2006
8,328 Posts
Razara Is correct, I better add this to the First page
 Post #76
 26th June 2007
Rad Hazard's Avatar
May 2007
100 Posts
Can any lua kings help me fix my alternater? I'm making it for this mod, and I would really like to release it. And yes, I have permission to make it.

http://forums.facepunchstudios.com/s...d.php?t=361947

EDIT:
The link is fixed now
 Post #77
 26th June 2007
Gold Member
scout1's Avatar
May 2007
6,315 Posts
Error: file not found.
 Post #78
 26th June 2007
Dennab
June 2006
8,328 Posts


Latest one, uploaded for you svn haters
 Post #79
 26th June 2007
Rad Hazard's Avatar
May 2007
100 Posts
What is the SVN url? I can't find it, and I looked on all 3 pages.
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