• Zero Point Module
    116 replies, posted
In Stargate Atlantis (season 3, episode 5 "Progency") McKay makes the ZPM's in the replicator Atlantis overload. But... he needed all 3 and they were in the ZPM power controller.
[QUOTE=Volgan]It was tainted i believe aswell. It had that weird glow when put under that radiation was it? Also in that atlantis episode, if they used the cloak the zpm would have overloaded because some of the safeguards were disabled. If i remember right :). Hmm i can't remember where i was going with this now... ah well.[/QUOTE] That was the episode when Colonel Caldwell was taken over buy a [spoiler]Goa'uld[/spoiler]
[QUOTE=jdm12989]In Stargate Atlantis (season 3, episode 5 "Progency") McKay makes the ZPM's in the replicator Atlantis overload. But... he needed all 3 and they were in the ZPM power controller.[/QUOTE] However that sure was a "forced" oveload, done by the "energy converter" system, not by the nature of the ZPM itself. However if you want some stuff to go boom, create "Project Arcturus" or how this thing was called.
Jea just extract zero point energy from the source engines intern space-time-continoum and blow up your house :D.
Just get teta bonita's nuke sent. That's why he made it? Why does everything need to explode?!
[QUOTE=aVoN]By the way, I just read you thought about the idea making a ZPM overload and explode. Well, that's not a good idea: A ZPM creates it's own universe, separated to ours. From this, it is taking vacuum energy (Zero Point Energy, because on every point in a universe how we know is energy due to quantum fluctuations). Vacuum energy is so less that it will never reach a critical ammount Anyway, Rodney Mc'Kay also said on the earlier Atlantis Seasons, a ZPM is the ultimate way of getting energy: No waste, great amounts of power, no need to fear any risks. Making the ZMP overloading and explode might be as silly as Martin Loyd's idea "The singularity explodes" (Episode #199, "200").[/QUOTE] Ah ok well then i meant the type of over load on Stargate Atlantis where they were with the explicators and the City/ship was heading to Atlantis to destroy it, they set the 3 ZPMs to overload and jumped ship. It could have been the container that had the overload function and the ZPMs powered that explosion.
The point is unless you remove fail safes (which only someone like McKay would do :P) the ZPMS don't explode, now how many of you could say you could remove fail safes from an ancient device.
Well.. I could.
Well it depends doesn't it? Is the ancient device we are on about in a game or in a tv show? :P. Oh and in any case, you would just use the ancient version of windows search, and look for anything mentioning Fail Safes. :)
A ZPM should not "explode" due to overload - it cannot overload. HOWEVER, it should be possible for a user to rig a ZPM up to explode (as seen in episodes of atlantis). I would assume that you'd need to have three (as in the series) in an Atlantis style ZPM station to be able to do this though. Otherwise cool, it should be made so that each user can only have a maximum of 3-6 un-depleated ZPM's on the map, depleated ZPM shouldn't count.
[QUOTE=fishyghost]Otherwise cool, it should be made so that each user can only have a maximum of 3-6 un-depleated ZPM's on the map, depleated ZPM shouldn't count.[/QUOTE] Yes but it should not let you spawn a ZPM right after one has been depleted :keke:
[QUOTE=madjawa]Yes but it should not let you spawn a ZPM right after one has been depleted :keke:[/QUOTE] A time delay could be good. It's difficult to get ZPM's in the series.
[QUOTE=fishyghost]A time delay could be good. It's difficult to get ZPM's in the series.[/QUOTE] Or, only allow a certain amount of energy to be made at once, For example, the ZPM starts at 1% power, and slowly builds up to 100%. Once it gets to 100%, make it go back down to 0 so it will be depleted. That way when you first spawn it, you will only be able to use a small portion. P.S. I'm having a bit of a problem. Whenever I spawn a ZPM, it's missing the texture. I've tried just the original ZPM addon, the ZPM fix, and the ZPM in Avon's SVN version of Stargate. No matter what I do, the texture is missing. Anyone know what I'm doing wrong? Take a look: [img]http://img395.imageshack.us/img395/7738/zmptextureuw1.jpg[/img]
[QUOTE=Cornflake]P.S. I'm having a bit of a problem. Whenever I spawn a ZPM, it's missing the texture. I've tried just the original ZPM addon, the ZPM fix, and the ZPM in Avon's SVN version of Stargate. No matter what I do, the texture is missing. Anyone know what I'm doing wrong? Take a look: [img]http://img395.imageshack.us/img395/7738/zmptextureuw1.jpg[/img][/QUOTE] Eventually, [url=http://forums.facepunchstudios.com/showpost.php?p=7107405&postcount=4841]this might help you[/url]
[QUOTE=aVoN]Eventually, [url=http://forums.facepunchstudios.com/showpost.php?p=7107405&postcount=4841]this might help you[/url][/QUOTE] Thank you aVoN, that solved the problem :)
[QUOTE=Cornflake]Or, only allow a certain amount of energy to be made at once, For example, the ZPM starts at 1% power, and slowly builds up to 100%. Once it gets to 100%, make it go back down to 0 so it will be depleted. That way when you first spawn it, you will only be able to use a small portion.[/QUOTE] Then it would no longer be acting like a ZPM, it would be a new device which looks like a ZPM. Really, the use of a ZPM should be restricted to only powering super huge draining devices - I.e. Big Devices that can be powered by ZPM or by standard means and small devices that can only be powered by standard means. It would be up to the admin if he allows a converting device.
keep the Z P M 's the same, i suggest that you have the power controller with the following inputs and outputs: inputs: -safety protocol -overdrive -active outputs: -z p m socket 1 active -z p m socket 1 %/power remaining -z p m socket 2 active -z p m socket 2 %/power remaining -z p m socket 3 active -z p m socket 3 %/power remaining -safety protocol status -overdrive time remaining -active the safety protocol must be 'high' before the overdrive can be used, and even then can only be used for so long before exploding. say 30 seconds? the active outputs are just for indicators to show what z p m 's are in use. i built this system using wire, but without the overdrive and safety protocols, using the supply connector connected to the z p m, then unplugged it when i was not using it. just an idea
I hate this forum's smartness system.
To "Balance" the ZPM, one could simply make it only create zero point energy, which only special big items and what not can use. I.E. an equivalent of the Atlantis shield, or the city's star drive.
[QUOTE=FullMetal34]To "Balance" the ZPM, one could simply make it only create zero point energy, which only special big items and what not can use. I.E. an equivalent of the Atlantis shield, or the city's star drive.[/QUOTE] The only problem with that is you'd actually have to have someone make those special "big items" otherwise the ZPM is useless.
Cool :v:
Hey, this might sound stupid, but how do I hook this up to the aVon's Stargate?
[QUOTE=cbale2000]The only problem with that is you'd actually have to have someone make those special "big items" otherwise the ZPM is useless.[/QUOTE] What about making the ZPM generate the energy, and then having a converter that requires a lot of coolant or something to convert it into useable energy?
[QUOTE=Peaches410]Hey, this might sound stupid, but how do I hook this up to the aVon's Stargate?[/QUOTE] Figured it out. I was trying to use Wire Mod to hook them up, but I was messing around with Life Support and missed the storage cell and hit a Stargate by accident with the Link Tool and then it worked
[QUOTE=chris0132]What about making the ZPM generate the energy, and then having a converter that requires a lot of coolant or something to convert it into useable energy?[/QUOTE] That wouldn't exactly be accurate to the show. The entire concept of a ZPM is that it supplies an insane amount of energy without any drawbacks. The only disadvantage is that it's a one time use device that can be depleted (which, thanks to aVoNs Shield tool, is now possible in a short amount of time). It might not make all the Life Support people happy, but that's been the way it goes for most stargate stuff.
o dear, I think I'm doing something wrong when my ship requires 6 modules to hold shields up while under attack. the fusion reactors can power it but then I have to disconnect the modules, as the mismatch in timings between the power supplied and power drawn means that the energy is constantly changing between 50,000 and 49,999 drawing out of the modules. ah well the smartness system hates me because i am dyslexic and can't spell. :(
[QUOTE=cyberpunk]o dear, I think I'm doing something wrong when my ship requires 6 modules to hold shields up while under attack. the fusion reactors can power it but then I have to disconnect the modules, as the mismatch in timings between the power supplied and power drawn means that the energy is constantly changing between 50,000 and 49,999 drawing out of the modules. ah well the smartness system hates me because i am dyslexic and can't spell. :([/QUOTE] If you are using aVoNs Shields then it doesn't surprise me, those things suck a LOT of energy.
Yes, and that's just shields, haven't put weapons on it yet. Mind you the shield is 2500 units. wanted it to be 5000 units but that made game go crashy crashy
[QUOTE=cyberpunk]Yes, and thats just shields, haven't put weapons on it yet. Mind you the shield is 2500 units. wanted it to be 5000 units but that made game go crashy crashy[/QUOTE] What? I didn't think his shield was capable of going over 1000 units. I'll have to try it sometime.
[QUOTE=cbale2000]What? I didn't think his shield was capable of going over 1000 units. I'll have to try it sometime.[/QUOTE] Yes rather than using the slider, type in a number. I can use 4 shields to cover the in amber clad, and 2/3 larger shields for the Prometheus.
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