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Author Topic: [WIP] Toroid fusion plant  (Read 674 times)

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Online Václav

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[WIP] Toroid fusion plant
« on: July 08, 2019, 09:50:18 PM »
I know that when I published some projects under construction, I did not finished them for some reasons. But I hope that this project will not be one of them.

I had some minor problems with historic version of tramway tunnel. So I needed to do something else for short time to find solution of that problem. And toroid fusion plant is result of that pause.

I decided to create only graphics and let somebody else to write dat. At least because I did not prepared any powerplant before. And also because I don't know what all was changed in dat file at time when I did not pay attention to Simutrans.

In attachment you can see matrix of outer surface of toroid - with base to see its size. Image is in target size for pak96.comic. But after needed changes it probably would be usable also in pak192.comic.

I wanted to keep shape of toroid also for outer surface, even if it is not needed. I created it first because it is part much harder to paint than headquarters - mostly if it will be very simply shaped, to make it futuristic.

Questions for discussion:
  • Start year
  • Primary/secondary producer of electricity
  • Location
  • Output

My answers/opinion:
  • 2025 or later
  • Primary - it means that it does not need any supplies. Because this powerplant has to run continuously and balancing of consumption of supplies for continuous running (with very great output) would be very hard.
  • Shores - in case of primary. Anywhere - in case of secondary.
  • :question: - really I am not sure what number would reflect planned enormous output

Online An_dz

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Re: [WIP] Toroid fusion plant
« Reply #1 on: July 09, 2019, 02:25:21 PM »
1. 2025+
2. It looks like it will be a nuclear fusion plant (using magnetic method), and I don't think it needs any meaningful quantities of material to power up and generate lots of energy. So primary makes sense.
3. For the same reasons above I don't see the need for shore.
4. I have not played with electricity much so I have to idea.

Online Václav

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Re: [WIP] Toroid fusion plant
« Reply #2 on: July 09, 2019, 05:01:03 PM »
2. It looks like it will be a nuclear fusion plant (using magnetic method), and I don't think it needs any meaningful quantities of material to power up and generate lots of energy. So primary makes sense.
3. For the same reasons above I don't see the need for shore.
2. Yes, it is TOKAMAK
3. In case of shore (for primary electricity source), I wanted to reflect needed resources (D, Li in the first generation, only D in the second generation). And D (deuterium) is extracted from heavy water (D20) produced by various ways (mostly electrolysis - but some latest researches showed new possible ways) of (mostly sea) water.
4. I loaded one game to see what is electricity consumption. And I saw: between 2400 and 2600 MW - in year 2000. And production was only 1800 MW (by 2 nuclear powerplants and 6 coal powerplants). So, production would have to be between 1000 and 2000 MW (in accordance with probability of appearance) if it is possible.

Minor balancing notice:

I think that nuclear powerplant could get:
- greater ouput (or)
- lower consumption of nuclear fuel

Some reactors have three years renewing cyclus, some modern even five years cyclus. Also I would dismiss uranium-238 (as waste of production of enriched uranium) from chain and let whole chain a bit simplier. There are chains that have complexity in their base. And some other (with reasonable complexity) still may be added.

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Re: [WIP] Toroid fusion plant
« Reply #3 on: July 09, 2019, 05:17:39 PM »
I loaded one game to see what is electricity consumption. And I saw: between 2400 and 2600 MW - in year 2000. And production was only 1800 MW (by 2 nuclear powerplants and 6 coal powerplants). So, production would have to be between 1000 and 2000 MW (in accordance with probability of appearance) if it is possible.

Power Plants are special. There is a setting called "electric_promille" which sets the relation between power-producers and power required on the map (or something similar). Hence you only need to set spawning chance in relation to other power plants, not in relation to all end consumers.

Online Václav

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Re: [WIP] Toroid fusion plant
« Reply #4 on: July 11, 2019, 04:25:48 PM »
And here is the second preview of toroid fusion plant. Now I am going to create headquarters in rest three rotations. Own reactor and its fence around is the same in all four rotations - but however, due to total size 4*5, it is not in the center of area.

Originally I wanted to create futuristic headquarters, but something went wrong... And also, we are getting near to year 2025 that was discussed for start of this power plant and still, nothing futuristic is not built for such purposes.

Any hints for changes are invited and post-releasing changes are allowed.
« Last Edit: July 11, 2019, 04:55:00 PM by Václav »

Online An_dz

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Re: [WIP] Toroid fusion plant
« Reply #5 on: July 14, 2019, 11:55:16 PM »
Make the shadowing soft, with a gradient.
Remove the fence around the toroid or make it the only wall around it.
Add some texturing to the building and to the wall. If you want something a little more "modern" looking go with a big glassed block.

Offline Leartin at

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Re: [WIP] Toroid fusion plant
« Reply #6 on: July 15, 2019, 04:24:27 AM »
A different option to a gradient (indicating a smooth surface) would be using the original construction grid and shade the cells (indicating large flat panels). While doing so, you can make sure to have brighter cells to the south side, since it's currently close to pillow shading.

Online Václav

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Re: [WIP] Toroid fusion plant
« Reply #7 on: July 15, 2019, 06:44:31 AM »
Make the shadowing soft, with a gradient.
Yes, shadowing around will be done. But making it soft will be in your hands, lords.

Quote
Remove the fence around the toroid or make it the only wall around it.
Will be done.

Quote
Add some texturing to the building and to the wall.
I am going to try to find any texture.

Quote
If you want something a little more "modern" looking go with a big glassed block.
May it be that upper floors (with fence) may get something like that - to break long wall. And also, if I was sure (but I am not) with result, I would like to make fence transparent with using of 24bit transparency instead current form.

A different option to a gradient (indicating a smooth surface) would be using the original construction grid and shade the cells (indicating large flat panels). While doing so, you can make sure to have brighter cells to the south side, since it's currently close to pillow shading.
I am not sure if I understand correctly - to shade plates, and make their borders highlighted (stronger), maybe with own borderlines. Probably, it can be done - but this highliting would need own shading.

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Re: [WIP] Toroid fusion plant
« Reply #8 on: July 15, 2019, 10:22:34 PM »
I am not sure if I understand correctly - to shade plates, and make their borders highlighted (stronger), maybe with own borderlines. Probably, it can be done - but this highliting would need own shading.
Leartin is talking about doing the same as was done for the interior of the toroid. I guess it would look nice too, and quite modern looking.

Online Václav

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Re: [WIP] Toroid fusion plant
« Reply #9 on: July 16, 2019, 09:50:08 AM »
Fence got texture in a similar colours as were originally used. Any shade of grey (even if it could give a sense in its special way) would not be good idea for grey is massively used on reactor. Rods part was deleted.
Reactor was reshaded and plates got highlighting of borders. Now, shading is still not perfect, but I think that with that decorative cage it is better because some imperfections (originally visibl on plates connections) are not visible. However, I am not sure with colour of that decorative cage (excepting one - it cannot be in any shade of grey).

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Re: [WIP] Toroid fusion plant
« Reply #10 on: July 16, 2019, 03:51:20 PM »
The wall as a whole is very nice now. As for the colour of the toroid frame try the same brown used on the wall, or even strong black. I'm guessing that using the same colour as the wall will give more harmony to the whole thing.

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Re: [WIP] Toroid fusion plant
« Reply #11 on: July 16, 2019, 08:36:33 PM »
Reactor in new colours. In some parts is visible that decorative cage has own border lines. And also with much lighter decorative cage.

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Re: [WIP] Toroid fusion plant
« Reply #12 on: July 17, 2019, 12:44:47 AM »
Both look great, I guess the choice will need to be left for when the rest of the building is drawn.

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Re: [WIP] Toroid fusion plant
« Reply #13 on: July 17, 2019, 12:29:58 PM »
For headquarters I have got idea for new face.
  • new size will take 2*4 instead 1*4 (and general size of whole factory will be 6*4 instead only 5*4)
  • shape will be very similar
  • upper two floors (that did not take all area of HQ) are deleted
  • the first floor (above dark part) got double height
  • the second floor got staircase to roof
  • roof got green texture to imitate grass and will be equipped by decorative transparent coverage
Decorative roof is partially inspired by buildings I loved in SC2000 - arcologies

However, it will be hard to keep roof in all four rotations the same ... and so they may differ. And at this time I don't know how much.

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Re: [WIP] Toroid fusion plant
« Reply #14 on: Yesterday at 08:07:47 PM »
Headquarters of toroid fusion plant in new face.

Parts of roof space (if something would not be clear what it is  ;D):
  • center: staircase
  • right: swimming pool
  • left bottom: tennis court
  • left top: recreation tables with benches, swing
  • top center: climbing wall

Questions for roof space usage:
  • What to add between swimming pool and tennis court?
  • How to improve swimming pool? (must be simply visible)
  • How to improve climbing wall? (must be simply visible)

What to do with roof coverage?
  • Let it as it is (but add border line)
  • Change colour but let transparent as is (and add border line)
  • Use style of reactor decorative cage (highlight borders roof tiles, but delete own tiles)

I have already tested option 3 - and found that it leads to effect that roof is larger than building. So, it is needed to extend roof construction around building walls. However, result should be probably stable.
In case of options 1 and 2, I am not sure how it will look like in game.

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Re: [WIP] Toroid fusion plant
« Reply #15 on: Today at 06:41:37 AM »
Use the same ground texture from the in-game grass terrain. Also add black line around the small objects inside (tables, parasol).

Roof:
I think something more transparent and a lighter colour would be better.

What to do with roof coverage?
1. Move the tennis court to the middle of the "backyard" and move the small objects to that empty spot.
2. Draw it like the Pool building that is already on the SVN repository.
3. Add multiple colourful grip points, basically many single or two pixel dots.