Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In the game is the RTG which is similar to what you say..
http://steamcommunity.com/app/544550/discussions/0/1291817208486133210/
https://en.wikipedia.org/wiki/Radioisotope_thermoelectric_generator
Well...yes, that does use TE generators, but that's a self-contained generator that outputs a fixed amount of power. Not the same thing.
Separate TE generators could extract what would otherwise be wasted heat from furnaces-or use a furnace solely as a powerplant.
This is more of a temporary solution to power problems, though. TE generators would allow more permanent powerplants, being able to pipe fuel in and emissions out instead of messing around with manually transferred fuel canisters.
Because the energy gained from these kinds of batteries (the diamond one gives a tiny amount of direct electricity--the RTG tends to be more bulky to include a mechanism to convert the heat into energy) is directly correlated to the energy coming off the isotopes, they can have insane half-lives. I heard the diamond battery has a freaking FIVE THOUSAND YEAR half-life. This means you will still get 50% power 5000 years later. That is amazing. The downside is they don't provide much.
RTGs are very similar in principle and incredibly long-lasting also, as a direct result of long decay times. Decay times will vary depending on the exact materials used, both the base element type and what isotope (AKA how loaded with extra neutrons the nuclei of the atoms are, or how "radioactive") they are.
They are pretty awesome, but great care needs to be maintained in the handling of such materials. The reason nuclear (and that's why it's called nuclear--because the neutron radiation comes from the nucleus of atoms). The problem you run into when you get irradiated yourself is that these neutrons fly into you and stick instead of passing through. Most radiation really likes to stick to Hydrogen, you see, and our bodies are mostly water containing this exact element. Hydrogen is an amazing shielding material for this reason.
Biological anything tends to get really messed up when the molecules in your cells get disrupted and changed into something else that doesn't really function properly. Lethal doses of fissionable radiation tend to do things to people like make your skin turn black and fall off after a few days, which sucks, but might be cool to include radiation in the game. It is a major component of dealing with space and other worlds in general.
A lot of people that play this game and like it are probably huge turbonerds. I highly recommend reading on physics in general, including but not limited to nuclear. It is neat to be able to know how things like that actually work. A great realistic depiction of a larger RTG is in "The Martian." Anyone unfamiliar can see what it is and what it does there. It's also a good watch.
From other hand RTG would be handy as well.
Advanced players might even be able to use TEGs as part of their base cooling system, allowing them to recapture some of the waste heat energy from their machines in order to reduce their power need.
I think that RTGs should not be a viable power source for running an entire base - they should be hard to manufacture and provide little power (Maybe half that of a solar panel, as they operate continually), making them suitable as a means for powering remote outposts, or as a high-reliability power supply for lighting and doors.
If TEGs are implimented, the design is obvious enough: A machine with two pipe ports, that are not connected internally. Heat moved from the hotter tot he cooler side at a rate proportional to the temperature difference between them, and electricity is made available at a rate limited by Carnot's theorem. If you use his equation then, rather conveniently, you can be sure you won't run into a situation where a player might design a perpetual motion machine. The TEG should be able to generate far more power than solar panels, at the expense of needing a high temperature difference provided by shoveling volatiles and oxygen into a furnace, or building and regulating a nuclear reactor.
It would be up to the players if they wish to build huge fields of solar panels, or a single power plant of a higher tier and complexity.
Some of the end-game items, the things which veer further from reality and into sci-fi realms, may even be characterised by an extreme level of power use such that it would require a substantial energy production or storage facility to run them. We are a long way from considering such abstractions as force fields and teleporters, but I do like the idea of a distant future game where a random event warns of incoming debris and players have to panic-rush to shut down all nonessential systems and divert power to the anti-debris lasers while they cower in the safe room. Watching the gauges and hoping that the danger passes before the cooling system saturates and the generators shut down. That would make an exciting story - the sprawling complex of a base verses whatever the RNG may throw at it, and players scurrying around inside with wire-cutters and wrench in a struggle to heal the mechanical behemoth upon which they depend.
Right now we have a gas generator. Igniting gas produces heat, but that heat doesn't produce any electricity by itself, so it's assumed that a gas generator also includes a method for turning that heat into electricity. Since a gas generator turns heat into electricity, to me that fits the definition of a TEG, and it's already in the game. Past that, how that gas generator accomplishes it's heat to electricity conversion isn't really explained, but it can be done several different ways, turbine being the most common (but I guess a peltier could also be used). That conversion is internal to the generator, and not really something you interact with in the game, so it's more of a lore based thing.
Now, you could introduce peltiers into the game that generate electricity through the transference of heat, but I honestly can't think of a practical use for them outside of what the gas generator already does.
So that's how I'd envision it:
- Solars: Early game power source, but a large base would consume far more power than is practical with solars alone.
- RTGs: Expensive to make and a trickle of power, but their compact size and zero-maintainance gives them an important niche for powering critical systems.
- Gas generator engine: A tool for generating massive but short-lived amounts of power without needing to construct a full-scale TEG plant.
- TEG: The 'big generator' for centralised power production, once the base outgrows solar. Requires heating a pipe, and players should be offered several ways to achieve this (Fission reactor, fusion reactor, heat reclamation from base cooling or furnace waste gasses, solar concentrators, whatever)
This provides a continuous progression during base construction - as more rooms are added and power demands go up, players will have to upgrade their power production accordingly, starting with a few solar panels and ending with a whole building or large room dedicated to power, but with enough adaptability that no two stations will turn out quite the same. It also gives the scope for things to go horribly wrong in the way we all love, and which may be important to future game modes. It means players will constantly be faced with choices of how to proceed, rather than simply knowing that 'add more generators' is the solution.
Of course with a stationeers theme of course, ie rather than the Singularity engines radiation collectors just purely making electricity they can produce heat which you could them pump into a Thermal electic generator
I know the developers want a more realistic theme to its systems but SINGULOOSE is fun and even if an equivalent made it into the game I don't expect it to be as fatal as in ss13, it would be fine to have it dissipate.
Delamination is also very very fun but maybe someday, it would be a stretch and not something to even reasonably expect for quite a long time until Stationeers is in more of a complete state.
I'd rather see more important features like polishing and adding new toys to round out the existing systems, the prospect of away missions and using our ships to move around playfields (How empyrion handles travel is probably a realistic implementation) as well as NPCs/AI
Very good job by far though, I think the devs have a very good philosophy towards their development
Realistic-ish power station equipment is still capable of going wrong in fun ways. Picture a scenario where someone fiddles with the fission core and pulls out the control rods too far, causing overheating and overpressure which leads to rupture of the hot line, which starts venting 2000-degree death into the station interior. No exotic physics involved. Or the many issues we've all met already where improperly planned upgrades burn out a critical power cable, trapping the crew inside with all airlocks nonfunctional and forcing them to improvise their way around to run a bypass, or jerry-rig emergency power using their own tool batteries to run APCs.
Always have emergency power, for sure. That's a solid multi-engineering game rule.
Also remember that things on SS13 are actually designed to go wrong. That's part of what makes it such fun. The pre-built stations are all deliberately engineered to be one act of sabotage away from immolation.