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Fordítási probléma jelentése
The biggest pain in the ass is getting the process started because you want at least 80 U-235 before starting the process, otherwise you need to move stuff around by hand for like 30 minutes until the supply builds up.
I still early megabase with 4GW nuclear reactor and consumed like 1.1 - 1.5 GW
FPS/UPS feels good, but last patch I have sudden random rare freezes for some seconds.
Yes, but unlike your boilers the nuclear reactor can store a considerable amount of energy in the form of heat. There is no reason to use that heat to generate electricity if solar power is available which is why solar panels take priority over steam turbines.
That being said, there is still no need for kovarex even for 24 nuclear reactors on semi-decent ore patch(assuming you're processing it all smoothly).
And given OPs concerns, I don't think he is anywhere near starting megabase yet.
As mentioned by someone else that is wrong. To anyone reading this, ignore this person because it is terrible, terrible advice.
At 0 productivity upgrades and no modules, it takes 7 miners to produce enough to keep 1 reactor running.
Scale that apropriately to productivity upgrades for miners and productivity modules for centifuges and assembler and you'll have enough, given a patch that can take enough miners.
And cut the crap that its "not working" or "its wrong", because you clearly have no slightest idea about ratios on mining and processing uranium.
And don't worry, I too was terrified of using nuclear power before kovarex until I did the math and put it to the successful test in game.
This means you need 1 235 every 2000 seconds. With 0.7% chance of it happening (you can expect to get 7 for every 1000 cycles, or 10,000 uranium ore mined). With a 12 second cycle time, that is 12,000 seconds for 7 235, or around 1700 seconds for each.
That's an average, and yes, it can work that way. Relying on it, however, can be a bit problematic, as you can get all 7 front loaded, rear-loaded, could get less than those 7, could get more than those 7. If one is around 5 minutes (300 seconds) late, you may not have the fuel ready for the next refuelling of the reactors, and then where would you be?
Does it work? It should. Is it optimal? just use Kovarex and eliminate the worry.
I didn't have time to expand my base so much that I have to jump from my pre-nuclear power set up to nuclear power set up to satisfy my power demands. After kovarex has run a few cycles (while I'm setting up my first nuclear plant for that base) I have more than enough nuclear fuel for that first reactor (I usually just set up a 2x2 reactor set up for that first one) and it provides all the power (and more) than I need to expand the base further. I just have to make sure that I expand things proportionally which i do by occasionally checking my power supply when I set out power poles for the current expansion.
Both systems work. Its not a question of is one better than the other its just a question of play style and personal preference.
I control the fueling rate based on a steam tank (or a few) within the reactor complex and my base becomes entirely a mix of solar & nuclear just as fast as I can rip out the boilers.
A better strategy is to run reactors at full power, then control how much steam is directed to turbines. Excess steam can be either stored, transported to outpost power plants in tanker cars or forwarded to a coal liquefaction set up and converted to some other usable material (my preferred end product is rocket fuel).
This game is about learning, and optimization. The circuit to control my reactor was not 'wasted time', it was as fun as automating anything else. And now I'm not wasting fuel cells (abundant resource or not, waste is waste). It's blueprinted now, so it only takes a bit of time to re-implement each new game.