SIM CombCycle 2600 box art — a retro combined-cycle power station overlooking a city
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Voltage Falls Power Station

Combined-cycle plant simulator · 1×1 · 265 MW class
Sim timeDay 1 · 06:00
Weather15 °C
Net output0 MW
City demand— MW
Power price$— /MWh
Budget$—

Plant overview

100%
✓ Plant health — good
Air filter ΔP ok Gas turbine health 100% 0 rpm fuel air exhaust ≈630 °C G1 0 MW HRSG health 100% drum 20 °C stack steam Steam turbine health 100% 0 rpm G2 0 MW Condenser health 100% vacuum — kPa Cooling tower health 100% fans 0/4 circulating water feedwater
Gas turbineOffline — cold
Steam turbineOffline
Gas turbine controls
Steam turbine controls

Inside the machine — live cutaway

Air Fuel Flame Hot gas Steam Smoke Water Spark

A stylized physics toy, not a literal cross-section — it mirrors your plant's real state: load, fouling, and health. Left running long enough at critical health, a chamber can fail catastrophically and scorch permanently until rebuilt.

Net output
0 MW
Plant efficiency (LHV)
—%
Heat rate
—
Btu / kWh
Fuel flow
0
MMBtu / h
CO₂ emissions
0
tonnes / h
Hourly margin
$0
revenue − fuel − O&M

Output vs. city demand — last 3 hours

Net output (MW) City demand (MW)

Alarm & event log

Synchronizing & checklist

Synchroscope — GT
Grid: 60.00 Hz · Machine: — Hz
Phase angle: —°
Trim machine speed until the needle barely creeps, then close near 12 o'clock

First-start checklist

  • Start cooling-tower fans (at least 2)
  • Select a fuel
  • Purge the gas path
  • Ignite and accelerate to 3,600 rpm
  • Synchronize G1 to the grid
  • Warm the HRSG (drum ≥ 250 °C, steam ≥ 30 bar)
  • Roll the steam turbine to 3,600 rpm
  • Synchronize G2 — combined-cycle operation

Gas turbine

Fuel
Load setpoint 0 MW
GT output / max available 0 / 180 MW
GT efficiency —
Ramp rate

HRSG & steam

Drum temperature20 °C
Steam pressure0 bar
Warm-up rate0.0 °C/min
Steam path—

Steam turbine & cooling

Condenser pressure— kPa abs
Cooling load / capacity0 / 0 MWth
Cooling-tower fans

Dispatch

Load control mode

Component health

Health falls with fired hours, starts, trips and thermal stress. Below 50 % a component loses performance and begins to risk forced outages; below 25 % trips become likely. Maintenance costs money and takes the unit out of service — plan it for low-price hours. Why do machines degrade?

Consumables & inventory

Maintenance work orders

Most jobs need the affected unit off line first. Work advances only while the sim runs.

Lifetime profit
$0
Energy delivered
0 MWh
City served (while running)
—%
Unit trips
0
Starts
0
CO₂ emitted
0 t
☠ Catastrophic failures
0

The city of Voltage Falls

Your plant is the city's main generator. Demand follows daily life: a morning ramp as people wake, an evening peak as lights, cooking and air-conditioning stack up, and a quiet valley overnight. Hot afternoons add air-conditioning load. Electricity price rises and falls with that demand — a merchant plant earns most by being on line and efficient during the peaks.

Demand right now— MW
Power price— $/MWh
Natural gas price— $/MMBtu
Break-even price at current efficiency—

Grid & weather events

What is a combined-cycle power plant?

A combined-cycle plant is two heat engines stacked in series so that the waste heat of the first becomes the fuel of the second:

1 · Gas turbine (Brayton cycle). A compressor squeezes air to ~20× atmospheric pressure, fuel burns in it at ~1,400 °C, and the hot gas spins a turbine that drives both the compressor and generator G1. Its exhaust leaves at about 630 °C — far too hot to throw away.

2 · Heat-recovery steam generator (HRSG). The exhaust flows over kilometres of water-filled tube banks, boiling water into high-pressure steam — a boiler with no flame of its own.

3 · Steam turbine (Rankine cycle). That steam expands through the steam turbine, spinning generator G2, then condenses back to water in the condenser and is pumped around again.

Energy that a simple gas turbine would blow out its stack instead produces roughly 50 % more electricity for zero extra fuel. That is why combined cycle is the most efficient way we have to make electricity from fuel.

Efficiency & heat rate — the formulas

Thermal efficiency is simply useful work out over heat in:

η = Wnet / Qin Wnet = electrical power delivered · Qin = fuel energy burned per unit time (both in MW)

When two cycles are stacked, the bottoming cycle only sees the heat the topping cycle rejected, so the combined efficiency is:

ηCC ≈ ηGT + ηST · (1 − ηGT) Example: ηGT = 0.37 and ηST = 0.33 → ηCC ≈ 0.37 + 0.33 × 0.63 ≈ 0.58, versus 0.37 for the gas turbine alone.

Power engineers usually quote the inverse, the heat rate — fuel energy needed per kWh generated (1 kWh = 3,412 Btu):

HR = 3,412 / η  Btu/kWh η = 0.58 → HR ≈ 5,880 Btu/kWh. Lower is better: every point of efficiency is fuel money and CO₂ you don't spend.
The Carnot limit — why temperature is everything

No heat engine can beat the Carnot limit, set by the absolute temperatures (in kelvin, K = °C + 273) that it works between:

ηmax = 1 − Tcold / Thot Firing at 1,400 °C (≈1,673 K) and rejecting at 30 °C (≈303 K): ηmax = 1 − 303/1673 ≈ 82 %. Real plants get ~60 % — friction, mixing and finite temperature differences take the rest.

This one formula explains most of what you do as an operator:

· Raising Thot (better blade alloys and cooling → hotter firing) is why modern turbines beat old ones.

· Lowering Tcold is your cooling tower's job — colder condensing water means a deeper condenser vacuum and more work squeezed from every kilogram of steam.

· On a hot day both ends get worse at once: intake air is thinner (less mass through the gas turbine) and the cooling tower can't cool as low. That's why output sags in a heat wave — exactly when the city wants power most.

Plant states, one by one
StateWhat is happening — and why it exists
Offline — cold / warm / hotHow much heat the machine still holds. Metal cools over hours, so a restart within ~8 h ("hot") skips most of the warm-up a cold start needs. Startup speed is limited by how fast thick metal may be reheated.
PurgeThe starter motor spins the unfired turbine so fresh air sweeps several complete volumes through the gas path and HRSG, flushing out any leaked fuel before a spark is allowed. Skipping it has destroyed real HRSGs.
IgnitionFuel is admitted at a small, precise flow and igniters fire it. Too little and the flame blows out; the control system watches flame detectors continuously.
AccelerationFuel increases and the machine accelerates itself to 3,600 rpm — the speed that makes a 2-pole generator produce exactly 60 Hz.
FSNL"Full speed, no load" — spinning at grid frequency with the breaker still open, making no power, ready to synchronize.
SynchronizedThe breaker is closed with frequency, voltage and phase matched to the grid. The generator is now locked in step with every other machine on the interconnection.
Loading / on lineMore fuel now becomes electrical power instead of speed. Ramp rate is limited to protect thick components from thermal stress.
Combined cycleHRSG making steam, steam turbine synchronized — the full 58 %-efficient configuration.
Duct firingExtra burners inside the HRSG boost steam output for peak hours — more MW, at a worse heat rate.
Shutdown / cooldownLoad is ramped off before breakers open, then the machine coasts down and cools for hours. The HRSG's stored heat decides whether your next start is hot, warm or cold.
Tripped / lockoutA protection system stopped the unit instantly (flameout, overspeed, loss of vacuum…). Alarms must be reset before restarting — after the cause is understood.
☠ WreckedA rare, permanent outcome of running a component at critical health under stress — the failure destroys hardware rather than just tripping a breaker. Only a full rebuild in Maintenance restores it. See "Catastrophic failure" below.
Why must the gas path be purged before ignition?

Natural gas piping runs right up to the combustor. If a valve seeps while the unit is down, fuel can pool inside the turbine, the exhaust duct and the huge HRSG casing. Introduce a spark into that mixture and the result is not ignition but an explosion — purge-related HRSG explosions have wrecked real plants.

So an interlock forces the starter to spin the unfired machine and blow fresh air through the whole gas path first. Codes require several complete volume changes:

tpurge = n · V / Q̇ n = required volume changes (≥ 3–5), V = gas-path + HRSG volume (m³), Q̇ = purge airflow (m³/min). Big HRSG volume is why the purge takes minutes, not seconds.

In the simulator the Ignite button stays locked until purge completes — the same interlock a real control system enforces. It is one of the few steps where slower is simply safer.

Synchronization — joining the grid without breaking things

The grid is millions of machines all spinning in lock-step at 60 Hz. Closing your breaker connects your rotor to all of them rigidly, through magnetic fields. Three things must match at that instant: frequency, voltage, and phase angle (whether your voltage wave peaks at the same moment as the grid's).

N = 120 · f / P Synchronous speed: f = 60 Hz and P = 2 poles → N = 3,600 rpm. That's why FSNL is exactly 3,600 rpm.

Close the breaker badly out of phase and the grid yanks the rotor into step in a fraction of a second — torques many times rated can twist shafts and rip generator windings. The synchroscope needle shows the phase difference rotating slowly (its speed is your frequency error); the operator closes as the needle drifts through 12 o'clock. Most plants use an auto-synchronizer, with the human watching — try both in the simulator.

Thermal stress — why you must warm up slowly

Steam drums, headers and turbine rotors are steel up to ~15 cm thick. Heat one surface quickly and the inside lags behind; the hot layer tries to expand while the cold core holds it back. That internal tug-of-war is thermal stress:

σ ≈ E · α · ΔT E = stiffness of steel (~200 GPa), α = thermal expansion (~12×10⁻⁶ /°C), ΔT = temperature difference across the metal. Even ΔT = 50 °C gives ~120 MPa — a third of the steel's yield strength, cycled every start.

Each aggressive warm-up spends a little of the metal's fatigue life. It never heals; enough cycles and cracks start. This is why:

· Drum warm-up is held to a few °C per minute — in the sim, hold the GT at low load until the drum is warm, or watch HRSG health tick away.

· Starts are classified hot / warm / cold: a hot machine has small ΔT to close, so it may load fast; a cold one must crawl.

· The Fast ramp setting earns peak-price money but charges it to component life. Real operators make exactly this trade.

The condenser, vacuum, and cooling towers

Steam leaving the turbine is condensed on tubes full of cool circulating water. When steam collapses into liquid it shrinks ~1,000×, so the condenser naturally pulls a strong vacuum — typically ~5 kPa absolute (about 95 % below atmosphere).

The vacuum matters because the turbine extracts work from steam all the way down to condenser pressure. Colder cooling water → lower condensing temperature → lower back-pressure → more work per kilogram of steam (it's the Tcold in Carnot's formula).

Q̇reject ≈ Q̇steam − PST Whatever heat the steam cycle doesn't turn into work must be carried away by the cooling tower. At full load that's ~170 MW of heat — run enough fan cells to remove it.

Starve the condenser of cooling (too few fans, fouled tubes, a scorching day) and pressure creeps up: first the steam turbine loses output, then a protective low-vacuum trip slams it off line before the long last-stage blades are damaged by hot, dense steam.

Emissions — CO₂, NOₓ and the SCR

CO₂ is fixed chemistry: burn the fuel, get the carbon. For natural gas:

mCO₂ ≈ 53.06 kg per MMBtu of gas The only lever is efficiency — a 58 % plant emits ~35 % less CO₂ per MWh than a 37 % one, and roughly 60 % less than coal.

NOₓ forms when combustion is hot enough to make airborne nitrogen react with oxygen — it drives smog and acid rain. The SCR (selective catalytic reduction) in the HRSG injects ammonia over a catalyst:

4 NO + 4 NH₃ + O₂ → 4 N₂ + 6 H₂O NOₓ becomes plain nitrogen and water. It consumes ammonia — keep the tank stocked, because firing without a working SCR costs emissions penalties.
Degradation & maintenance — why machines wear out

Nothing in the plant fails all at once; everything drifts:

· Compressor fouling — air isn't clean; a film on the blades costs capacity and efficiency. Washes recover it (online = small sip, offline = full recovery).

· Inlet filters load up with dust; pressure drop throttles the compressor.

· Hot-gas-path parts creep and crack at 1,400 °C; each fired hour and especially each start and trip consumes life. Industry counts equivalent operating hours: one start ≈ 10–20 h, one trip ≈ many more.

· HRSG tubes fatigue with thermal cycling; condenser tubes foul and pinch the vacuum; cooling-tower fill scales up.

Maintenance buys the health back with money and downtime. The operator's puzzle: schedule outages for cheap-price hours, before a forced outage schedules itself during the peak.

☠ Catastrophic failure — when neglect becomes destruction

Every trip in this simulator is normally recoverable: a protection system stops the unit before something breaks, you fix the cause, reset alarms, and start again. But real plants have a second category of event — one where the protection didn't act fast enough, or the equipment was already too far gone for the trip to matter. Push a component's health to single digits and keep running it anyway, and the simulator can hand you one of these instead of an ordinary trip. They are rare on purpose, and permanent on purpose — the "dead battery" edge of an otherwise forgiving game.

Uncontained turbine failure. A spinning rotor stores kinetic energy:

KE = ½ I ω² I = rotor's moment of inertia, ω = angular speed (rad/s). Energy scales with the square of speed — a rotor already cracked from neglected hot-gas-path damage that lets go at speed releases enormous energy in a fraction of a second, fast enough to punch through a casing designed to contain far gentler events.

This is why opening the breaker on a heavily loaded, badly worn machine is dangerous: with the electrical load gone, all that fuel energy goes into pure acceleration instead — an overspeed event — precisely when the metal has the least margin left.

Compressor surge deflagration. A badly fouled or blocked inlet can stall the compressor's airflow mid-start. Fuel already committed to the combustor has nowhere productive to go — instead of a clean flame front, it can flash back through the casing. Real gas turbines have surge-limit control for exactly this reason; in the simulator it only becomes likely once filter ΔP or fouling is left past ~85%.

HRSG tube rupture. Warming the drum faster than its safe rate over and over fatigues the metal (see thermal stress, above). Water held above 100 °C stays liquid only because it's under pressure; if a fatigued tube lets go, that superheated water flashes to steam almost instantly:

Vsteam ≈ 1,600 × Vwater Flashing water expands roughly 1,600-fold at atmospheric pressure — a genuine steam explosion inside the casing, not just a leak.

Condenser vacuum collapse. A condenser shell is built to hold a strong vacuum against atmospheric pressure pushing in — about 100 kPa of differential across a large thin structure. Fouling and cavitation damage thin that shell over time; push the vacuum to its worst while the shell is already critically weakened, and the pressure differential can cave it in rather than merely trip the turbine on low vacuum.

Every one of these has the same real lesson: the health meters in Maintenance are not cosmetic. A component below 25% isn't "still working, just needs a wash sometime" — it's on borrowed time, and the ordinary trip that usually saves you is no longer guaranteed to. A wrecked component shows scorched and dark in the cutaway view and the schematic, is locked out of every normal work order, and needs a full rebuild — far slower and far more expensive than the maintenance that would have prevented it.

Economics — how the plant earns (or loses) money

A merchant plant sells energy at the market price and buys fuel. Ignoring fixed costs, each hour's margin is:

margin ≈ MW · price − Q̇fuel · gas price − O&M Q̇ in MMBtu/h. The famous spark spread = price − HR × gas price / 1000 tells you instantly whether running is profitable.

Break-even: with a 6,000 Btu/kWh heat rate and gas at $3.50/MMBtu, fuel alone costs 6,000 × 3.50 / 1000 = $21 per MWh. Below that price you lose money on every megawatt — sometimes the right move is to shut down and wait for the evening peak. But a start costs fuel, wear and time too… which is the whole game.

Glossary
MW / MWhMegawatt = a rate of energy flow (1 MW ≈ 800 homes); megawatt-hour = that rate held for an hour.
MMBtuMillion British thermal units — the unit fuel is bought in. 1 MWh of heat = 3.412 MMBtu.
LHVLower heating value — fuel energy not counting the heat locked in exhaust water vapor; the honest basis for efficiency.
FSNLFull speed, no load — at 3,600 rpm, breaker open.
HRSGHeat-recovery steam generator — the flameless boiler in the exhaust.
DrumThick steel vessel where boiling water and steam separate; its metal temperature limits warm-up speed.
Back-pressurePressure at the steam turbine exhaust — lower (deeper vacuum) means more output.
TripAutomatic emergency shutdown by a protection system.
Baseload / peakingRunning steadily at rating vs. starting up just for high-price hours.
Aux (house) loadPower the plant itself consumes — pumps, fans, controls. Net = gross − aux.
Educational simulator — physics simplified but honestly shaped. 1 sim minute per tick.