The top memory component requires its value to be set based on how many fuel rods you have in at the same time: 4 fuel rods = 75 3 fuel rods = 50 2 fuel rods = 25 1 fuel rod = 1 or remove the divide component all together. *Also for those wondering about the multiply clamp values you can set them to 0 and 100. However the divide components already have the protection enabled meaning the multiply doesn't need to be set.
Heya so I am revisiting this video after like a year while working on a sub with some info you and some viewers might want to know. I did an entire playthrough of a campaign shortly after this videos release with this setup and my memory component was set to 75 and I never had more than 2 fuel rods in the entire time and it worked perfectly fine. Now I am currently working on a sub and I thought I would revisit this video to give it the same reactor setup and I am just now learning this info about changing the value based on how many rods are in the reactor. So of course out of curiosity I tested it. The reactor does not power the sub when the value is 60 or below regardless of how many rods are in the reactor. Also, the reactor runs just fine when the value is set anywhere from 75-100 regardless of how may fuel rods are in it. So now I am a bit confused and I am wondering if you could explain this value of 75 you landed on a bit further and how it effects the output of the reactor because in my experience the number of fuel rods in the reactor doesn't matter as long as the value is at least 75. I'm finding that just setting it to 100 still keeps the fission rate below the orange and in the low temp range. (sorry for the long paragraph 😅)
@@FaelienInvader interesting, would be good to explore why that is. I know there have been changes to how the reactor responds, which was a bit of a nerf to the bang bang controller. If i get some time ill dive into it to see whats going on. However might not be any time soon. Too many IRL projects atm
@@IronicandDead Fair enough I get that. It seems to me that the memory component in question just needs to be set a bit higher that's all. It looks like setting it to something like 75 for 2 rods, 100 for 3, 125 for 4 might be a bit better for preventing the temperature of the reactor from getting too low. Besides that everything still works perfectly and I'm sure I have everything wired correctly and all the values set properly. I was looking through the comments and I did see someone @CloneClown saying the same thing as me 10 months ago that it worked better with the value set higher. I wonder if there is something else that affects this? You would think it would need to be the same for everyone since the 75 number is based on fuel output of a rod right? In any case my conclusion on this is that some subs might need that value to be a bit higher for (?) reasons that are yet to be determined lol. Also thanks for your response I made sure to subscribe this time
@@FaelienInvader I'm experiencing some difficulty with this setup on the Orca2. The baseline reactor strength is 4000, so I have my bottom memory component set to 40, I have my upper memory component set to 75 (which used to be a divider based on the number of rods, but it more seems aligned with the rod output capacity itself with green rods being 80% of the total expected power because they suck). What I am experiencing is that my load will creep higher on the orca2 than the reactor can handle for whatever reason, and strangely when I shove 4 rods in I get an overheat at first, but if it cooks a bit the power and turbine situation stabilizes completely and meets all the load requirements. I just have to worry about a fire every single time I start the reactor from scratch, which leads me to leave it running all the time now. So even at 75, the reactor sort of holds firm regardless of number of rods. My current theory is something is amok with the fission rate not being as quickly adjusted compared to the turbine rate, leading to extreme temps for about 5 seconds, even with the fission being very very low. On the dugong, 75 over 30 works like a charm all day every day, but for some reason the 40 on the orca 2 seems to cause an issue. (I dont have any of the reactor power output skills or perks).
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)!
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)
I have this setup in a Humpback. I set the first Memory to 31, as the max output for the Humpback's reactor is 3100. However I messed around with the second Memory. I kept finding that that even with four rods, 75 was running the tractor just a little too cool. So I eventually set it to 80 and that seems to keep the reactor just at the bottom of, what I understand, as the ideal temperature marker.
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
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?
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
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*
How does this compare to @Adamonus 5C guide, which seems to be the same except the multiply and second divide components are reversed? Are they effectively the same?
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.
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?
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.
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?
having issues with this build ): i followed the wiring and everything, but i have the bottom memory component set to 53.56 (our submarine is the Camel with a +3% boost to the reactor output) and the top one is set to 75. i'm using 4 thorian fuels, and i definitely notice that the reactor takes longer to overheat but sometimes it'll overheat immediately and i have to take out one of the fuels?? what am i doing wrong ?
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.
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?
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.
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.
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.
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.
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?
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
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.
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?
Tried this. There's a problem with one of the wires for me. First it probably bugged that it didn't wanna finish the connection and wire was left in hands. Restarted and it finished the wiring. Reactor worked like a dream. BUT then that one wire (which bugged first) from first divide component (that shares another wire in same slot) to multiply signal 2 started to remove itself and drop on the floor like every 30 seconds. Is the game bugged? Do I need electrical engineering skill? (I'm mechanic). This led to that when we docked and the wire was lying on the floor the reactor exploded which gave us a good laugh (because we were docked thank god). :'D
This might be a new bug, as we experienced it recently as well. It might be either a red wire specifically or a wire gained from another part of the sub (already existing, instead of a new one).
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
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 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.
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.
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
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?
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.
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?
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
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.
@@InvaderFelix if you are going to only run with 1 fuel rod constantly, just don't add the mem component. or refactor the design to bypass the mem and divide components.
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.
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 hi once again, just wanted to let you know it did work. I know it’s late but still wanted to let you know I did a play through using ur vid. Tyty
The top memory component requires its value to be set based on how many fuel rods you have in at the same time:
4 fuel rods = 75
3 fuel rods = 50
2 fuel rods = 25
1 fuel rod = 1 or remove the divide component all together.
*Also for those wondering about the multiply clamp values you can set them to 0 and 100. However the divide components already have the protection enabled meaning the multiply doesn't need to be set.
Heya so I am revisiting this video after like a year while working on a sub with some info you and some viewers might want to know. I did an entire playthrough of a campaign shortly after this videos release with this setup and my memory component was set to 75 and I never had more than 2 fuel rods in the entire time and it worked perfectly fine. Now I am currently working on a sub and I thought I would revisit this video to give it the same reactor setup and I am just now learning this info about changing the value based on how many rods are in the reactor. So of course out of curiosity I tested it. The reactor does not power the sub when the value is 60 or below regardless of how many rods are in the reactor. Also, the reactor runs just fine when the value is set anywhere from 75-100 regardless of how may fuel rods are in it. So now I am a bit confused and I am wondering if you could explain this value of 75 you landed on a bit further and how it effects the output of the reactor because in my experience the number of fuel rods in the reactor doesn't matter as long as the value is at least 75. I'm finding that just setting it to 100 still keeps the fission rate below the orange and in the low temp range. (sorry for the long paragraph 😅)
@@FaelienInvader interesting, would be good to explore why that is. I know there have been changes to how the reactor responds, which was a bit of a nerf to the bang bang controller. If i get some time ill dive into it to see whats going on. However might not be any time soon. Too many IRL projects atm
@@IronicandDead Fair enough I get that. It seems to me that the memory component in question just needs to be set a bit higher that's all. It looks like setting it to something like 75 for 2 rods, 100 for 3, 125 for 4 might be a bit better for preventing the temperature of the reactor from getting too low. Besides that everything still works perfectly and I'm sure I have everything wired correctly and all the values set properly. I was looking through the comments and I did see someone @CloneClown saying the same thing as me 10 months ago that it worked better with the value set higher. I wonder if there is something else that affects this? You would think it would need to be the same for everyone since the 75 number is based on fuel output of a rod right? In any case my conclusion on this is that some subs might need that value to be a bit higher for (?) reasons that are yet to be determined lol. Also thanks for your response I made sure to subscribe this time
@@FaelienInvader I'm experiencing some difficulty with this setup on the Orca2. The baseline reactor strength is 4000, so I have my bottom memory component set to 40, I have my upper memory component set to 75 (which used to be a divider based on the number of rods, but it more seems aligned with the rod output capacity itself with green rods being 80% of the total expected power because they suck). What I am experiencing is that my load will creep higher on the orca2 than the reactor can handle for whatever reason, and strangely when I shove 4 rods in I get an overheat at first, but if it cooks a bit the power and turbine situation stabilizes completely and meets all the load requirements. I just have to worry about a fire every single time I start the reactor from scratch, which leads me to leave it running all the time now. So even at 75, the reactor sort of holds firm regardless of number of rods. My current theory is something is amok with the fission rate not being as quickly adjusted compared to the turbine rate, leading to extreme temps for about 5 seconds, even with the fission being very very low.
On the dugong, 75 over 30 works like a charm all day every day, but for some reason the 40 on the orca 2 seems to cause an issue. (I dont have any of the reactor power output skills or perks).
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
pfp checks out
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)!
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)
Did this today in our groups playthrough....worked like a charm.
I have this setup in a Humpback. I set the first Memory to 31, as the max output for the Humpback's reactor is 3100. However I messed around with the second Memory. I kept finding that that even with four rods, 75 was running the tractor just a little too cool. So I eventually set it to 80 and that seems to keep the reactor just at the bottom of, what I understand, as the ideal temperature marker.
Wow new video after a month. Nice to see you back
good to be back
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
safed my day, good tutorial. Also made me understand Wiring better
Finally an updated version
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
So to be clear, "75" on the Mem Component is just a magic number constant, since (normal) fuel rods output 80 each from the FUEL_OUT terminal.
magic number constant yes, its a divide by 3. essentially. You need 4 fuel rods.
So 0 for 1
25 for 2
50 for 3
75 for 4
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
tried that on Barsuk, sec memory component works better at 120 for me instead of 75( i think, correct me if i am wrong)
dude i was wondering why it didnt work then I realized I had no fuel left, time to put a fuel meter! I'm a new player btw
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*
How does this compare to @Adamonus 5C guide, which seems to be the same except the multiply and second divide components are reversed? Are they effectively the same?
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.
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?
Thanks!
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.
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?
having issues with this build ): i followed the wiring and everything, but i have the bottom memory component set to 53.56 (our submarine is the Camel with a +3% boost to the reactor output) and the top one is set to 75. i'm using 4 thorian fuels, and i definitely notice that the reactor takes longer to overheat but sometimes it'll overheat immediately and i have to take out one of the fuels?? what am i doing wrong ?
try to get that bottom memory component a bit lower (i.e reduce its amount). increment in 5's until you find a sweet spot.
@@IronicandDead this actually worked, thank you so much
Thx u very much, ima engi main and this will be very useful for me❤
What do i set the multiply component to?
Man this is complex. But fun!
Does the placement of components matter even if the wiring is done correctly?
nope, you can put them anywhere
@@IronicandDead Thanks!
What are we supposed to ste the multiplier component min/max clamp values to?
Awesome stuff mate!
Thank you! Cheers!
3:01 yes. i was the one who blew up your reactor 🗿
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?
Thanks bruddah
man i'm just trying to hook up some lights stupid relay component not working.
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.
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.
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
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 :/
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.
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.
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
my engine wont turn on now
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.
do you leave the multiply component on default values?
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
Doesnt work for me
Reactor always goes on fire
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.
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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
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.
Where does the magic number 75 come from?
4 fuels rods in the reactor, 3 = 50, 2 =25 and 1 you don't need.
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.
Tried this. There's a problem with one of the wires for me. First it probably bugged that it didn't wanna finish the connection and wire was left in hands. Restarted and it finished the wiring. Reactor worked like a dream. BUT then that one wire (which bugged first) from first divide component (that shares another wire in same slot) to multiply signal 2 started to remove itself and drop on the floor like every 30 seconds. Is the game bugged? Do I need electrical engineering skill? (I'm mechanic).
This led to that when we docked and the wire was lying on the floor the reactor exploded which gave us a good laugh (because we were docked thank god). :'D
This might be a new bug, as we experienced it recently as well. It might be either a red wire specifically or a wire gained from another part of the sub (already existing, instead of a new one).
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.
Great stuff. Very clever. Thank you!
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
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.
I did this, it works fine with 1 rod but blows up with any more, any ideas what I may of done wrong?
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.
@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.
where is video example how this works on practice?
as example, when people change engine speed from 0% to 100%, how this automatic works.
Nice
do you change the value of the multiplier?
no need to touch the multiplier
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.
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.
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?
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.
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.
Do you change the values of the multiply component aswell or do you leave it default?
leave it at default
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.
hello Ironic and Dead. Also, first.
why hello there
General Kenobi
do you need 4 fuel rods?
yes
@@IronicandDead Does rod type matter? what happens if you use less than four?
@@KingZavis Fuel rod type does not matter, and I have just added a pinned comment about less than 4. Hope it helps.
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
does this still work?
Yep, its been used on all the speedrun attempts :D
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.
@@IronicandDead How could 0 be sent to the divide component, would that not just output 0? I tested this out with a display and it output 0, so... 0?
@@InvaderFelix if you are going to only run with 1 fuel rod constantly, just don't add the mem component. or refactor the design to bypass the mem and divide components.
will this make the ship faster?
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.
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
@@IronicandDead hi once again, just wanted to let you know it did work. I know it’s late but still wanted to let you know I did a play through using ur vid. Tyty
Does this still works?
Yep
i cant try it since i always use workshop ships, but some people say it explodes lol