I used the old video on orca 2, my engineer friend kept freaking out every time the reactor made the meltdown noise and stopped. This new video should help me calm him down in our campaign.
Thx this has helped a lot, I no longer have power outages and I can use less thorium (my reactor needs at least one thorium rod or else when it gets wet the whole thing dies)!
Hey ironic and dead please make a tutorial on how to wire things like a silent mode, ballast flora mode, overcharge... It would be really helpful as i cant find guides of it anywhere
1'st memory component value visual control: If reactor "load" pointer attempting to stay in the center of green zone - your current value is perfectly OK, hands off from this memory cell. If you see pointer leaning sideways - it's time to play a doctor... oh, I mean, an engeneer... Also, should be mentioned, that if you in one single moment pushed whole bucket of rods into reactor - you must help to the system with sliders to reach new equilibrium faster. (unless you like runing with fire extinguisher, ofc)
Thanks, we all know I'll be revisiting it every few days after I forget how to build it :D Think you could make a short with the instructions on how to build it real quick?
for auto reactor management i like to use a greater than and mem component to set a maximum operating temperature, which when exceeded forces fission to 0 until it cools down again, it integrates really well with my reactor control circuitry because of how i have it wired but it may not for you. Its not hard to add though.
@@codeender5980 well no, you see the thing is, the power production is independent to the temperature, and the temperature only modulates roughly around where you set it, so the turbine will keep running, cuz it cools the reactor by producing power obviously, so no issues there, and afaik there is no form of watercooling jank you can do in barotrauma aside from manually increasing and decreasing reactor pressure.
@@killingtimeitself ik the temp doesnt produce power, but setting the fission to 0 to lower the temperature temporarily stops the power output iirc. High temp will damage the reactor, but it costs me nothing to repair it and watercooling prevents anything else from catching fire
@@codeender5980 lowering fission only lowers power output if the temperature falls below the power production point and where the turbine is set in relation, i.e. just temperature. If you never go below it you never lose power.
correct, but also there is no need to change the min and max clamp there, as it's a combination of the previous two values that have already been min and maxed clamped
Hey man, I love your vids and tiktoks and watch them all the time. What are your thoughts on the new storage patch with them removing storage containers?
Question : Since the reactor's inputs automatically clamp the values (So if you set it to 150 fusion rate, it's gonna stop at 100), isn't there a way to save on component by just not clamping the dividers? I know that before the Circuit Reactor Controllers speed nerf, I managed to do a bang-bang controller with only a Greater Than and a Divide circuit : - Reactor's Load Value Out goes to Greater's 1st Input - Power Value Out goes to Greater's 2nd Input - The Greater's Output (Set to 7500 if true & 0 if false) goes to Set Turbine Output and Divide's 1st Input - Reactor's Fuel Out goes to the Divide's 2nd input. - The Divide's output goes to the reactor's Set Fission Rate It used to be the 4C CRC on the Magic Reactor Controller workshop page, but I realized I could halve the number of component by having the Greater Than output 7500, instead of having the Divide's divide the Fuel Out by 75, then multiply it by 100 (From the Greater Than), and then dividing that 7500 directly by Fuel Out.
Been trying to make this work in a friends modded server Python. No luck. The mods change the submarine upgrades… Barely able to set the fission and turbine needles to stay in the middle and work with a single *uranium fuel rod*
Hey, I 've recently tried to set up this controler on one of my Orca 2 campaigns, turbine output works just fine but the Fission rate slowly increases to the max, any idea what could be wrong with my set up for it to not adjust?
I didn't understand very well this second part: the efficient reactor controller. What is it doing to the reactor? Can I just turn off his automatic controlling?
Hello, im pretty new to playing the Engineer and have implemented this design on our Orca 2, i got the output value and accounted for buzzin' yet the power frequently goes out for a few seconds when we move the ship. Im wondering if this is common or i just missed something?
Not really working on my dugong? I don't exactly understand why. I checked twice to be absolutely sure that i respected the video. Trying to power on the reactor results in a scram. Does the clamp of the multiply component stay unchanged? I changed the max to 100 and min to 0 and it started, but the temp is low
Just tested on the Dugong, all working fine. Make sure the bottom memory component is set to 30 for the Dugong, without peoples talents or upgrades. and the top is set to 75.
@@IronicandDead managed to make it work. I've set the memory component to 30.9 due to the upgrade. My only concern is the low temp that makes the sub have insufficient power for a couple of seconds.
Some may not know, but it's possible to put 4 of any fuel rods into reactor without overheating it, without using any wiring and components. Just manually adjust the heat (fission rate) first until it stable before turning automatic on, and that is. it will last until all the fuel ran out which is very long because it's 4 rods. I do this everytime at the beginning of campaign, start with any starter sub, put 3 more fuel rods, and stablized the heat, turn auto, work on every sub, no additional cost required.
I follow this to the letter in the Winterhalter, and for some reason it sets the turbine output and the fission rate to Zero every time, I have no idea whats going on.
Why does my reactor always goes into meltdown and into fire every time the mission starts. I always need to put the fire out in the beginning of a mission and its so tiring.
@IronicandDead this tip don´t work, goes instantly into meltdown and overheats when u put in all the fuelrods. idk mabye I'm doing sth wrong, but I'm sertain I followed the vid 1:1.
Old, but still works. That sounds ok, basically it will scale based on your consumption. Try running the fabricator, engine and deconstructor all at the same time and see what it does (It should just bump up a bit more). hope it helps
alright so I tried this build today on Azimuth. after done I only put 2 fuel rods the thing is every hard maneuver make sub gone low power temporary for some reason. do I need to setup 4 fuel rod? assuming I used 4 fuel rods doesn't make 4 fuels decrease slower?
So i followed your video. Triple checked all of my connections. I use a mod that increase upgrades so i accounted for the extra power output. When i turn it off manual power output goes to zero and im dead in the water. Seems to work with i have automatic on though. Not really sure whats going. EDIT: It would seem i connected what was supposed to be on fuel out to the wrong thing. EDIT2: So i have it running seemingly the correct way. everything is stable, generally. I am running into problems where i have short bursts of not enough power. Is there a way to correct that? I manage it with my battery array for now.
What are the values I need to set the Multiply Component? The video doesn't say, and for some reason the video is edited to zoom in at the only time the component is on screen resulting in it being cropped.
@@McFearsome2 Positive, those values are the min and max clamp values, they don't have an output effect. i.e they are not used as part of the multiplication equation
Something is wrong here. I saw another video where its the same setup, but the wiring was a bit different. memory 2 output was connected to the multiplier input 2. and the output of multiplier was connected to division 2 input signal 1. and the output for division 2 was connected to set fission rate. Also on the wiki, i looked at typhon 1 max power output says 5000. but when you click on the sub's page, it says that the max output is 4,500. the max upgrade adds 6% to the max power. so either memory 1 value is either 53 or 47.7 including the max upgrade and without buzzing. It doesnt work as well as you said it will. power flickers out. the temp is low on the typhon and i have to resort to automatic control until i can find consistent information on a reactor controller.
You can set the fission rate from either multiplier or divide block depending on which one is done 2nd (doesn't matter order since you can do multiplication/division in any order).
IN the efficient set up what do I do with the multiply component. What numbers to set it up as? Multiply component max clamp and min clamp are all 99999 or -99999 timeframe 0
nothing, the clamp values for the other 2 incoming components mean that you don't need to set them. However if you really want to 100 max and 0 min, but won't do anything.
Hi, I tried this for the reactor on my Dugong. After connecting everything up and placing four fuel rods inside to test, it catches fire immediately. My memory component is set to the correct power output for the Dugong (30). Not sure what I’m doing wrong.
Yea not to worry, takes some time to get it all right. It would catch fire immediately if you look at the output it goes way beyond for a few seconds while it tries to adjust, just keep a fire extinguisher on it for a 10-15 seconds as it adjusts.
My ship is still having trouble keeping up with sudden changes in power usage, like when load spikes from 3000 to 5000kw it still has to slowly increase reactor output which results in a lot of brief power outages. Is there something I can do to make it adjust the reactor settings faster, or make the sudden changes in load less impactful?
nothing, the clamp values for the other 2 incoming components mean that you don't need to set them. However if you really want to 100 max and 0 min, but won't do anything.
Hey, sorry to be a pest but for some reason it won't work outside of the sub editor. I have Mem 1 at 75 and Mem 2 at 58.75 (engine 5000kw 17.5% from engineer talent) so 5875kw divided by 100) I just can't get the engine running lol. The sub has no upgrades yet.
Well I'm a bit of an idiot. I confused the engine power with reactor power. Though even with the +10% factored in it won't work. Tried 50, 55, 60 mem but no go. :( In the editor it works easily both manual and auto modes. Wonder what the problem is.
Curiously, since I've bought the ship (my ship) first ever purchase, and managing to get the engine running only on auto, it uses no fuel at all... I've been sitting at the dock where I bought it for hours with a load of 700kw and the fuel cells are still 100%. In the editor everything worked perfectly. This sucks lol.
just a quick one. I find my ship is running out of power when under load lasting only a few seconds but still having an impact on steering, etc. what would I need to adjust to prevent this? I believe the low temps play an issue but I don't know what to adjust to heat it up without it blowing.
@@IronicandDead I don't know? It's the typhon 2 and I copied the tutorial 1 to 1 using the reactor output and increasing it by 1.09x because of the upgrade leaving it at 56.68
@@IronicandDead I literally just leveled up to the talent and adjusted the original value by +19% but the issue persists. would adjusting this memory value to account for a slightly lower power output increase the running temperature? and also what is the 75 memory value for? I can't quite wrap my head around the circuit.
The 75 memory value is what adjusts the temperature. 75 keeps it as low/efficient as possible, but if you raise the number, it'll keep the temp higher. Supposedly, it's not bad to run the reactor at very low temperature so long as it doesn't bottom out.@@timmybean8898
I made this auto controller on my sub, I know with 100% that its wired correctly, and all the component values are correct, but occasionally it starts the alarm for a meltdown and sometimes catches on fire. Is there any way to prevent this?
How do I get the base value for a custom made submarine? I'm currently making a huge submarine called the "Marigold" and I'm trying to implement this hyper efficient reactor. Could anyone help me out?
Just click on the reactor for the ship, you can see the value from there. You can also edit this value to anything you want. I believe the stock value for the small reactor is 5000 and the large reactor is 20000.
more efficient, and can deal with spikes better, tbh there is a 7 component which is one of the best to deal with spikes the best, but didn't want to include it to avoid complexity creep
I think i get the first part... but secon part i dont get right in my head. Iam noob at Baro and also at english, keep that in mind if you reply to my comment :) Why adding more than 1 Fuel rod after the second part and do i understand correct that the second part makes the reactor work automaticly efficient without "autocontrol on" ?
No problem! The top memory component is set to 75. This is a divide component, it is set to 75 as there are 4 fuel rods. 25 for each fuel rod. so 1 fuel rod is 0, 2 fuel rods is 25, 3 fuel rods is 50 and 4 fuel rods is 75. Hope that helps
@@IronicandDead Yes thank you, this helped alot! I tested it out and it seems to work fine, thank you. there is only one thing, the reactor shows that it has danger low temperature and the needle of fisionrate is allways in red area, is this normal or did i do something wrong in the setup? Is it possible that i have to manage the needles of fission rate and turbine output in the green area before i install the setup with the components??
@@molloch5682 you will need to change the bottom memory component based on the skills, submarine and upgrades you have. play around with this number, you should get there.
go in sandbox with a friend and move your ship (the ballast and the engine need to be working at full speed) and keep everything on and then you to your reactor to see what was the highest load (dont forget to empty the supercapacitor since you gonna be shooting at some point) also it help to have a batteries for your steering monitor so it doesnt flicker out of power and you should have ur max outpout
just dont forget its not a 1 to 1 load/outpout it still need time with the power spike just but its way better than the automatic control that takes forever to do anything
Well after getting past the whole realization that the engine is too retarded to update ship componentry before departure, I've come to realize another problem closely related to how badly the engine is coded. That is to say the controller is effectively useless for the first minute or so of the voyage as it takes that long for the engine to register crew talents with the ships systems. Another issue is that even with pin-point controller settings there are random intermittent hiccups. It's also quiet slow to adjust to load fluctuations. I wonder if there's an even better way to set it up.
I did this trick on our modded sub and did the correct calculation based off our reactor and did everything the same but it just stays at critically low temps all the time. Is that normal or is there some configurations I can change?
Sounds like a wire or value is misplaced, also by modded sub you just mean a custom made sub right? not additional mods that effect the core game mechanics? Also what is the base reactor temp of the modded sub?
@@IronicandDead Hello! I did the same thing, and my reactor is also in critical low heat. It is my 1st playthrough and i wanted to take it easy so i took a Camel. I did every value the same as you said in the video (i instead had put 52 instead of 35 from your video because the output of the camel's reactor is 5200), but i noticed on the multiply component the values are outside of the screen, and you never mentionned what to put inside. and based values are 999999 and -999999... should i use the obvious 100 and 0? As well, the 75 in the upper memory component, is it the same value tu use no matter wich submarine and reactor output is used? or is it some kind of special values, wich needs to be calculated arround the reactor output potential?
@@seijurohikko6382critical low heat is okay, you don't need a higher temperature to maintain adequate energy output. Also I think 75 should be more like 78.
One simple trick is to wire the raector meltown alarm to the door, so when the alarm turns on the door of the reactor room will close and won't open
Diabolical
I used the old video on orca 2, my engineer friend kept freaking out every time the reactor made the meltdown noise and stopped. This new video should help me calm him down in our campaign.
Now where's the fun in that?
Gotta put that man on hull duty, engineers gotta be cool as cool whip when the reactor's running hot
Tried this, reactor instantly burst into flames which spread through the entire ship and burnt me to death. 10/10 would try again.
yeah that happened to me too
simple & to the point as always
Thank you dude!
Thx this has helped a lot, I no longer have power outages and I can use less thorium (my reactor needs at least one thorium rod or else when it gets wet the whole thing dies)!
Did this today in our groups playthrough....worked like a charm.
Hey ironic and dead please make a tutorial on how to wire things like a silent mode, ballast flora mode, overcharge... It would be really helpful as i cant find guides of it anywhere
1'st memory component value visual control: If reactor "load" pointer attempting to stay in the center of green zone - your current value is perfectly OK, hands off from this memory cell.
If you see pointer leaning sideways - it's time to play a doctor... oh, I mean, an engeneer...
Also, should be mentioned, that if you in one single moment pushed whole bucket of rods into reactor - you must help to the system with sliders to reach new equilibrium faster. (unless you like runing with fire extinguisher, ofc)
Wow new video after a month. Nice to see you back
good to be back
Thanks, we all know I'll be revisiting it every few days after I forget how to build it :D
Think you could make a short with the instructions on how to build it real quick?
Neeevermind how about 3 lol, didn't realise there were multiple
Finally an updated version
safed my day, good tutorial. Also made me understand Wiring better
tried that on Barsuk, sec memory component works better at 120 for me instead of 75( i think, correct me if i am wrong)
for auto reactor management i like to use a greater than and mem component to set a maximum operating temperature, which when exceeded forces fission to 0 until it cools down again, it integrates really well with my reactor control circuitry because of how i have it wired but it may not for you. Its not hard to add though.
I just rigged a watercooling system because if the reactor is heating up like that chances are i need that power right now
@@codeender5980 well no, you see the thing is, the power production is independent to the temperature, and the temperature only modulates roughly around where you set it, so the turbine will keep running, cuz it cools the reactor by producing power obviously, so no issues there, and afaik there is no form of watercooling jank you can do in barotrauma aside from manually increasing and decreasing reactor pressure.
@@killingtimeitself ik the temp doesnt produce power, but setting the fission to 0 to lower the temperature temporarily stops the power output iirc. High temp will damage the reactor, but it costs me nothing to repair it and watercooling prevents anything else from catching fire
@@codeender5980 lowering fission only lowers power output if the temperature falls below the power production point and where the turbine is set in relation, i.e. just temperature. If you never go below it you never lose power.
@@killingtimeitself didn't know that, I'll change my design. Thanks!
Hey I noticed you didn’t show what values you used in the multiply component are they also just 100 and 0?
correct, but also there is no need to change the min and max clamp there, as it's a combination of the previous two values that have already been min and maxed clamped
@@IronicandDead thank you. subbed for helpful and quick reply. Just got into wiring in baro. It’s pretty complex compared to most games
Hey man, I love your vids and tiktoks and watch them all the time. What are your thoughts on the new storage patch with them removing storage containers?
Question : Since the reactor's inputs automatically clamp the values (So if you set it to 150 fusion rate, it's gonna stop at 100), isn't there a way to save on component by just not clamping the dividers?
I know that before the Circuit Reactor Controllers speed nerf, I managed to do a bang-bang controller with only a Greater Than and a Divide circuit :
- Reactor's Load Value Out goes to Greater's 1st Input
- Power Value Out goes to Greater's 2nd Input
- The Greater's Output (Set to 7500 if true & 0 if false) goes to Set Turbine Output and Divide's 1st Input
- Reactor's Fuel Out goes to the Divide's 2nd input.
- The Divide's output goes to the reactor's Set Fission Rate
It used to be the 4C CRC on the Magic Reactor Controller workshop page, but I realized I could halve the number of component by having the Greater Than output 7500, instead of having the Divide's divide the Fuel Out by 75, then multiply it by 100 (From the Greater Than), and then dividing that 7500 directly by Fuel Out.
Been trying to make this work in a friends modded server Python. No luck. The mods change the submarine upgrades…
Barely able to set the fission and turbine needles to stay in the middle and work with a single *uranium fuel rod*
Thx u very much, ima engi main and this will be very useful for me❤
Hey, I 've recently tried to set up this controler on one of my Orca 2 campaigns, turbine output works just fine but the Fission rate slowly increases to the max, any idea what could be wrong with my set up for it to not adjust?
I didn't understand very well this second part: the efficient reactor controller. What is it doing to the reactor? Can I just turn off his automatic controlling?
you can turn off the automatic controlling. it basically takes it over more efficiently for 4 rods.
What do i set the multiply component to?
Awesome stuff mate!
Thank you! Cheers!
Thanks!
Hello, im pretty new to playing the Engineer and have implemented this design on our Orca 2, i got the output value and accounted for buzzin' yet the power frequently goes out for a few seconds when we move the ship. Im wondering if this is common or i just missed something?
We have the same issues with our orca2. Maybe it's because the generator is on its limit.
Don't know. We'll automate the batteries for that.
Not really working on my dugong? I don't exactly understand why. I checked twice to be absolutely sure that i respected the video. Trying to power on the reactor results in a scram. Does the clamp of the multiply component stay unchanged? I changed the max to 100 and min to 0 and it started, but the temp is low
Just tested on the Dugong, all working fine. Make sure the bottom memory component is set to 30 for the Dugong, without peoples talents or upgrades. and the top is set to 75.
@@IronicandDead managed to make it work. I've set the memory component to 30.9 due to the upgrade. My only concern is the low temp that makes the sub have insufficient power for a couple of seconds.
@@thesascuaci3826 that should disappear when you start using systems. glad you got it all working
@@IronicandDead Hello, I have just started the game as an engineer, thank you for your videos! What are systems exactly?
Some may not know, but it's possible to put 4 of any fuel rods into reactor without overheating it, without using any wiring and components.
Just manually adjust the heat (fission rate) first until it stable before turning automatic on, and that is. it will last until all the fuel ran out which is very long because it's 4 rods. I do this everytime at the beginning of campaign, start with any starter sub, put 3 more fuel rods, and stablized the heat, turn auto, work on every sub, no additional cost required.
Man this is complex. But fun!
I follow this to the letter in the Winterhalter, and for some reason it sets the turbine output and the fission rate to Zero every time, I have no idea whats going on.
Why does my reactor always goes into meltdown and into fire every time the mission starts. I always need to put the fire out in the beginning of a mission and its so tiring.
my engine wont turn on now
is there any benefit to using this as opposed to the two-component solution you’ve provided in previous videos?
more efficient, faster to react and wont cause a meltdown alarm buzz every 30 seconds that u get with the bang bang
hello Ironic and Dead. Also, first.
why hello there
General Kenobi
Does the placement of components matter even if the wiring is done correctly?
nope, you can put them anywhere
@@IronicandDead Thanks!
man i'm just trying to hook up some lights stupid relay component not working.
Thanks bruddah
it worked just fine on the orca, but orca 2 does not want to work with this recipe, just starts burning
May need to modify the divide component, as the Orca 2 has a different reactor output + remember any talent points you have.
@IronicandDead this tip don´t work, goes instantly into meltdown and overheats when u put in all the fuelrods. idk mabye I'm doing sth wrong, but I'm sertain I followed the vid 1:1.
Great stuff. Very clever. Thank you!
Hello, i know this is kinda old but i followed the guide and the fission rate is the lowest it can be (left yellow). Is that normal? I have 4 rods in.
Old, but still works. That sounds ok, basically it will scale based on your consumption. Try running the fabricator, engine and deconstructor all at the same time and see what it does (It should just bump up a bit more). hope it helps
@@IronicandDead thank you very much, I’ll try again when I’m off work
alright so I tried this build today on Azimuth.
after done I only put 2 fuel rods the thing is every hard maneuver make sub gone low power temporary for some reason.
do I need to setup 4 fuel rod? assuming I used 4 fuel rods doesn't make 4 fuels decrease slower?
You do, or change the 75 to 25
I did this, it works fine with 1 rod but blows up with any more, any ideas what I may of done wrong?
So i followed your video. Triple checked all of my connections. I use a mod that increase upgrades so i accounted for the extra power output. When i turn it off manual power output goes to zero and im dead in the water. Seems to work with i have automatic on though. Not really sure whats going.
EDIT: It would seem i connected what was supposed to be on fuel out to the wrong thing.
EDIT2: So i have it running seemingly the correct way. everything is stable, generally. I am running into problems where i have short bursts of not enough power. Is there a way to correct that? I manage it with my battery array for now.
Its probably a mod thing considering that Im having similar problems in my modded run. Except its that the controler works but can only handle 1 rod.
@@metalslug2776 I've used this build twice now. Works super well. After some tinkering I had it working.
where is video example how this works on practice?
as example, when people change engine speed from 0% to 100%, how this automatic works.
What are the values I need to set the Multiply Component? The video doesn't say, and for some reason the video is edited to zoom in at the only time the component is on screen resulting in it being cropped.
nothing, they don't need to be touched.
@@IronicandDead Sure? because it defaults to 99999999.9 and that seems like a hell of a number to multiply something by.
@@McFearsome2 Positive, those values are the min and max clamp values, they don't have an output effect. i.e they are not used as part of the multiplication equation
do you leave the multiply component on default values?
3:01 yes. i was the one who blew up your reactor 🗿
Something is wrong here. I saw another video where its the same setup, but the wiring was a bit different. memory 2 output was connected to the multiplier input 2. and the output of multiplier was connected to division 2 input signal 1. and the output for division 2 was connected to set fission rate. Also on the wiki, i looked at typhon 1 max power output says 5000. but when you click on the sub's page, it says that the max output is 4,500. the max upgrade adds 6% to the max power. so either memory 1 value is either 53 or 47.7 including the max upgrade and without buzzing. It doesnt work as well as you said it will. power flickers out. the temp is low on the typhon and i have to resort to automatic control until i can find consistent information on a reactor controller.
You can set the fission rate from either multiplier or divide block depending on which one is done 2nd (doesn't matter order since you can do multiplication/division in any order).
Step 1: Do this
Step 2: Reactor in flames
Step 3: Captains dead
Step 4: Try again
Step 5: Everyones dead
I love being a mechanic
IN the efficient set up what do I do with the multiply component. What numbers to set it up as?
Multiply component max clamp and min clamp are all 99999 or -99999 timeframe 0
you can leave it, as long as the divides are set, the multiply doesn't matter.
nothing, the clamp values for the other 2 incoming components mean that you don't need to set them. However if you really want to 100 max and 0 min, but won't do anything.
Hi, I tried this for the reactor on my Dugong. After connecting everything up and placing four fuel rods inside to test, it catches fire immediately. My memory component is set to the correct power output for the Dugong (30). Not sure what I’m doing wrong.
Yea not to worry, takes some time to get it all right. It would catch fire immediately if you look at the output it goes way beyond for a few seconds while it tries to adjust, just keep a fire extinguisher on it for a 10-15 seconds as it adjusts.
If I put in more than 1 rod, the bot that keeps reactor on throws them out :/
Subscribed
My ship is still having trouble keeping up with sudden changes in power usage, like when load spikes from 3000 to 5000kw it still has to slowly increase reactor output which results in a lot of brief power outages. Is there something I can do to make it adjust the reactor settings faster, or make the sudden changes in load less impactful?
Use batteries as a buffer, that should prolong the lifetime of your junction boxes as well.
what are the values you in put into the multipy component? ive watched over a few times and you never specified what they were
nothing, the clamp values for the other 2 incoming components mean that you don't need to set them. However if you really want to 100 max and 0 min, but won't do anything.
@@IronicandDead Thanks for writing that in a Comment.
Kinda thought i messed up and forgot to set that one, haha.
could you explain how to find custom ships starting output pretty please?
You will need to install the mod which is the custom sub, then in the sub editor, look at the reactor.
I'm trying to understand. Why 75 tho? How this number even connected to fuel?
It's just a universal constant about the reactor, maybe found by someone through trials and errors a long time ago.
Hey, sorry to be a pest but for some reason it won't work outside of the sub editor. I have Mem 1 at 75 and Mem 2 at 58.75 (engine 5000kw 17.5% from engineer talent) so 5875kw divided by 100) I just can't get the engine running lol. The sub has no upgrades yet.
Well I'm a bit of an idiot. I confused the engine power with reactor power. Though even with the +10% factored in it won't work. Tried 50, 55, 60 mem but no go. :( In the editor it works easily both manual and auto modes. Wonder what the problem is.
Curiously, since I've bought the ship (my ship) first ever purchase, and managing to get the engine running only on auto, it uses no fuel at all... I've been sitting at the dock where I bought it for hours with a load of 700kw and the fuel cells are still 100%. In the editor everything worked perfectly. This sucks lol.
What if its a custom ship like say the Medusa, how do you find the starting output then ?
You can do this by checking in the submarine editor by clicking on the reactor and finding the output value
just a quick one. I find my ship is running out of power when under load lasting only a few seconds but still having an impact on steering, etc. what would I need to adjust to prevent this? I believe the low temps play an issue but I don't know what to adjust to heat it up without it blowing.
if there is a battery toggle switch it on.
@@IronicandDead I don't know? It's the typhon 2 and I copied the tutorial 1 to 1 using the reactor output and increasing it by 1.09x because of the upgrade leaving it at 56.68
@@timmybean8898 Yep that should be working fine,do you have an engineer with talents as well?
@@IronicandDead I literally just leveled up to the talent and adjusted the original value by +19% but the issue persists. would adjusting this memory value to account for a slightly lower power output increase the running temperature? and also what is the 75 memory value for? I can't quite wrap my head around the circuit.
The 75 memory value is what adjusts the temperature. 75 keeps it as low/efficient as possible, but if you raise the number, it'll keep the temp higher. Supposedly, it's not bad to run the reactor at very low temperature so long as it doesn't bottom out.@@timmybean8898
Does this work with the curcuit box as well ? For some reason my reactor catches fire :(
It does, and remember to check the sub your reactor output, some of them changed with the recent release.
I made this auto controller on my sub, I know with 100% that its wired correctly, and all the component values are correct, but occasionally it starts the alarm for a meltdown and sometimes catches on fire. Is there any way to prevent this?
I build this and all work correct.
Idk whats problem.
Where does the magic number 75 come from?
4 fuels rods in the reactor, 3 = 50, 2 =25 and 1 you don't need.
Nice
How do I get the base value for a custom made submarine? I'm currently making a huge submarine called the "Marigold" and I'm trying to implement this hyper efficient reactor. Could anyone help me out?
If you build an own ship, you can change all values in the designer.
Just click on the reactor for the ship, you can see the value from there. You can also edit this value to anything you want. I believe the stock value for the small reactor is 5000 and the large reactor is 20000.
Do you change the values of the multiply component aswell or do you leave it default?
leave it at default
Just curious: how does this match up to the 2-component Regex controller?
more efficient, and can deal with spikes better, tbh there is a 7 component which is one of the best to deal with spikes the best, but didn't want to include it to avoid complexity creep
Can you share this 7-component design somewhere?@@IronicandDead
@@IronicandDead I want this 7 component one too, Any way you can share it?
do you change the value of the multiplier?
no need to touch the multiplier
will this make the ship faster?
I think i get the first part... but secon part i dont get right in my head.
Iam noob at Baro and also at english, keep that in mind if you reply to my comment :)
Why adding more than 1 Fuel rod after the second part and do i understand correct that the second part makes the reactor work automaticly efficient without "autocontrol on" ?
No problem! The top memory component is set to 75. This is a divide component, it is set to 75 as there are 4 fuel rods. 25 for each fuel rod. so 1 fuel rod is 0, 2 fuel rods is 25, 3 fuel rods is 50 and 4 fuel rods is 75.
Hope that helps
@@IronicandDead
Yes thank you, this helped alot!
I tested it out and it seems to work fine, thank you.
there is only one thing, the reactor shows that it has danger low temperature and the needle of fisionrate is allways in red area, is this normal or did i do something wrong in the setup?
Is it possible that i have to manage the needles of fission rate and turbine output in the green area before i install the setup with the components??
@@molloch5682 you will need to change the bottom memory component based on the skills, submarine and upgrades you have. play around with this number, you should get there.
does this still work?
Yep, its been used on all the speedrun attempts :D
DO NOT USE THIS FOR THE TRECHEROUS TIDES UPDATE
How can I calculate max output on my selfmade Submarine?
go in sandbox with a friend and move your ship (the ballast and the engine need to be working at full speed) and keep everything on and then you to your reactor to see what was the highest load (dont forget to empty the supercapacitor since you gonna be shooting at some point) also it help to have a batteries for your steering monitor so it doesnt flicker out of power and you should have ur max outpout
just dont forget its not a 1 to 1 load/outpout it still need time with the power spike just but its way better than the automatic control that takes forever to do anything
@@Nakaradiel thats a good idea but I found out you can actually just set the max output yourself
Well after getting past the whole realization that the engine is too retarded to update ship componentry before departure, I've come to realize another problem closely related to how badly the engine is coded. That is to say the controller is effectively useless for the first minute or so of the voyage as it takes that long for the engine to register crew talents with the ships systems. Another issue is that even with pin-point controller settings there are random intermittent hiccups. It's also quiet slow to adjust to load fluctuations. I wonder if there's an even better way to set it up.
I did this trick on our modded sub and did the correct calculation based off our reactor and did everything the same but it just stays at critically low temps all the time. Is that normal or is there some configurations I can change?
Sounds like a wire or value is misplaced, also by modded sub you just mean a custom made sub right? not additional mods that effect the core game mechanics?
Also what is the base reactor temp of the modded sub?
@@IronicandDead Hello! I did the same thing, and my reactor is also in critical low heat. It is my 1st playthrough and i wanted to take it easy so i took a Camel. I did every value the same as you said in the video (i instead had put 52 instead of 35 from your video because the output of the camel's reactor is 5200), but i noticed on the multiply component the values are outside of the screen, and you never mentionned what to put inside. and based values are 999999 and -999999... should i use the obvious 100 and 0?
As well, the 75 in the upper memory component, is it the same value tu use no matter wich submarine and reactor output is used? or is it some kind of special values, wich needs to be calculated arround the reactor output potential?
@@seijurohikko6382critical low heat is okay, you don't need a higher temperature to maintain adequate energy output. Also I think 75 should be more like 78.