One chilled-water loop, three buildings, one day. Delta-T sets the flow, friction sets the pump power. Virtual model for learning, not a design tool.
Each button runs a whole day for several values (all other sliders as set) and reports daily energy.
The science
Flow from load and delta-T. A building with cooling load Q and water temperature rise ΔT needs the mass flow m = Q / (cp ΔT) (cp = 4186 J kg⁻¹ K⁻¹), V̇ = m/ρ. The design ΔT falls at part load and with fouling: ΔT = ΔTd max(0.35, PLR0.3)(1 − fouling) (the exponent and floor are model values), the well-known "low delta-T syndrome": the same cooling needs more flow.
Pipe hydraulics. Darcy-Weisbach: Δp = f (L/D) ρ v²/2, v = 4V̇/(πD²), Re = ρvD/μ with μ = 1.4 mPa s (about 7 °C). Laminar f = 64/Re; turbulent Swamee-Jain f = 0.25 / [log10(ε/(3.7D) + 5.74/Re0.9)]² with roughness ε = 0.045 mm (steel, model value). Three runs carry the sum of the loads downstream (diameters D, 0.85 D, 0.7 D, represented lengths 0.8, 1.2 and 0.9 km); supply and return are equal. Head: H = 2 Σ Δp/(ρ g) + 10.2 m (about 100 kPa at the farthest heat exchanger, model value).
Pump and chiller. Ppump = ρ g V̇ H / η, η = 0.75 (variable-speed, model value). The chiller uses a second-law fraction of the Carnot cooling COP, COP = ηII Te/(Tc − Te), Te = Tsupply − 3 K, Tc = Tambient + 8 K, ηII = 0.55 [перевірити за джерелом]. At constant friction factor and no static head, pump power grows with the cube of flow, which is why a larger ΔT pays off.
Thermal store. Usable energy E = ρ cp V ΔT for 10 K (1000 m³ ≈ 11.6 MWh). The store charges when the load is below the daily mean and discharges above it, so the chiller runs flat; it shaves the peak but does not save energy by itself (no losses modelled).
Simplifications. One branch line without loops, ideal insulation, constant water properties, quasi-static hydraulics, no valve control, no cooling-tower detail, building ΔT set by a simple rule, daily load shapes are illustrative. This is a learning model, not engineering advice, and not for real network design. Building colours and the dusk scene are illustrative. Assets built with Blender; scene by Three.js.