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phytech's Issues

roadmap

the 'theme' of the mod is being physically accurate, and calculate everything based on real world physics, at least where this is possible.
There will be some changing required to adapt it to the way minecraft works.

different materials have different properties, taken from the real world

1.0.0 mechanical system
Rotational Frequency * Torque = Power
stress limit depending on material
to high speed at the edge of a rotating thing -> explode
to high torque -> snap

2.0.0 fluids
Flow Speed, Pressure
convert to mechanical via turbine, maybe waterwheel
convert from mechanical via pump

3.0.0 DC current
Current * Voltage = Power
wire diameter, resistance
convert to mechanical via motor,
from mechanical via generator

4.0.0 AC current
2 Phase or 3 Phase
Current * Voltage * sin(Phase Difference) = Power
like DC, + Capacitance

Constants

Constants are a bit more complicated, since there are some that only make sense in the real world, or constants that are different in minecraft.

Constants made in minecraft require a reproducible setup to measure them to reasonable accuracy.

use vector based unit system

there was a video about it on youtube, which I sadly can't find anymore.
the gist of it was, that every unit can be represented as a vector, whose columns correspond to the SI base units (+ maybe an additional one to represent conversion factors)

Quantities

We won't support every quantity, only the ones we need to calculate.
We will also accept any quantity that is required to build a commonly used unit for a supported quantity.

We need more Units

every unit (for supported quantities) will be accepted and implemented, as long as it is actually used somewhere in the world (even if as a joke), and can be converted to SI units.

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