Jump to content

Does hot air rise in NOI


Recommended Posts

I have a seperate "house" for my farming, where i pump in cooled carbon dioxide, tho my plants at the bottom gets cooled, the top ones are still too hot vent is at first floor. ( i am using the tile that lets gass and water pass trough ) 

so i assume yes? unless something else is tricking me 0,0

Link to comment
Share on other sites

Convection doesn't seem to be working in the game but I can't be sure as I don't use debug mode so I can't use the more extreme gasses that are possible like rock gas and so on.

The reason I don't use debug mode is that when you do some game mechanics seem to not function as they do when running the game regularly. Like mealwood not consuming gasses to grow in debug mode which they definitely do in the game.

Link to comment
Share on other sites

9 minutes ago, HenryBlatbugIII said:

I haven't noticed it doing so in my tests. (I have used debug mode for them, despite the problems that Saturnus mentions.) They also haven't yet implemented higher-temperature gases having a higher pressure, so presumably both of these issues will be fixed when the gas model is improved.

Or not. Technically there's no reason to turn the game into a physics simulation model. As long as the game mechanics works and are balanced in short, long, and extremely long term then I don't care that much if it models real world physics to any degree higher than just enough to keep the suspension of disbelief going.

Link to comment
Share on other sites

1 minute ago, Saturnus said:

Or not. Technically there's no reason to turn the game into a physics simulation model. As long as the game mechanics works and are balanced in short, long, and extremely long term then I don't care that much if it model real world physics to anything else than just enough to keep the suspension of disbelief going.

I think we're going to have to agree to disagree on that point.  I suspect we just have different opinions about how much physics is "just enough to keep the suspension of disbelief going."  Mine is broken every time I see conservation of mass being violated or chlorine gas floating above CO2. (This may have something to do with the fact that I'm a professional physicist.)

Link to comment
Share on other sites

1 minute ago, HenryBlatbugIII said:

I think we're going to have to agree to disagree on that point.  I suspect we just have different opinions about how much physics is "just enough to keep the suspension of disbelief going."  Mine is broken every time I see conservation of mass being violated or chlorine gas floating above CO2. (This may have something to do with the fact that I'm a professional physicist.)

Yeah, I'm "only" an electronics engineer, to pun a phrase from Bing Bang Theory, so there's that.

However, a game that has critters that turn chlorine into contaminated oxygen or floating creatures (as pufts don't seem to have wings) that turn contaminated oxygen into slime is probably not going to be seriously "sciency" :D  

Link to comment
Share on other sites

39 minutes ago, Saturnus said:

However, a game that has critters that turn chlorine into contaminated oxygen or floating creatures (as pufts don't seem to have wings) that turn contaminated oxygen into slime is probably not going to be seriously "sciency" :D  

True, although I would counter that any game where electrolyzers create 11% hydrogen and 89% oxygen is clearly trying for at least a bit of verisimilitude.  I guess I'm only complaining about the scientific inaccuracies that don't add humor or gameplay value.  I'm definitely looking forward to the other strange creatures and I'm not complaining too hard about the fact that the electrolyzers should require 150,000 times as much power as they currently do.

Link to comment
Share on other sites

As an electronics engineers it mostly worries me all cables in the game seem to be superconductors and running very long air pipes doesn't seem to affect static pressure in them at all.

At least some kind of conduction losses should be implemented. Doesn't need to be realistic values but just so there no free rides. There should be some kind of benefit to spending time trying to optimize cables and pipes besides from satisfying your own OCD.

The great drawback of more advanced physics models in games is naturally the computational requirements goes up exponentially. I spend most of my time on the road to somewhere else, so I'd vastly prefer a game that can run reliably on a (granted top spec) laptop, and doesn't require a supercomputer to run past 2-300 cycles without without lagging massively. This game is already doing that on my laptop (i7 skylake dual core 2.7GHz + 16GB RAM).

Link to comment
Share on other sites

From my experience there seems to be limited (if any) losses in electrical cables, and none in liquid/gas pipes. I can't say what to do about gas/liquid. But electrical should probably follow Ohms law, with resistance losses converted to thermal energy as would be expected. However this would probably melt a lot of less than recent computers (pun intended).

Link to comment
Share on other sites

17 minutes ago, Ned_Fland said:

From my experience there seems to be limited (if any) losses in electrical cables, and none in liquid/gas pipes. I can't say what to do about gas/liquid. But electrical should probably follow Ohms law, with resistance losses converted to thermal energy as would be expected. However this would probably melt a lot of less than recent computers (pun intended).

I've conducted a test on this. Electrical conduits and storage apparatus do not use power over time. This leads to the conclusion that, as previously mentioned, the wires are perfect conductors, and the batteries (tiny or normal sized), are perfect sources. 

Link to comment
Share on other sites

I think the answer in this case would be to introduce a per tile loss based on the type of conductor and a per tile temp increase based on same. Trying to calculate losses and temp increases in real time would lead to madness as current flow and temperature come into play, and they impact each other. (higher current leads to higher temp leads to higher resistance leads to higher temp...)

It should be possible to change the thermal and electrical properties based on current flows (that is thermal output and power losses increase based on current throughput) using an electrical current lookup table, but I don't know how this would tax current hardware

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...