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Hello everyone, i don't like squads idea of batteries. The parts in the game called "batteries" actually behave like capacitors: unlimited re-/charge rates, and low EC storage capacity. My idea of a new mod: increase the available EC-storage per mass, and to keep the balance: a) limit the "fuel" flow rate (if that is possible) or b) convert EC to another type of "fuel" and thus enable some sort of re-/charge rate. I present: Real Battery Imgur album: http://imgur.com/gallery/mb01Z With this mod you get a realistic battery behavior: Charge and discharge rates are limited (dependent on battery tech ie. Lead_Acid or Li_Ion...) and is displayed in the right click menu Charge rate degrades, if the battery comes close to full charge or becomes too hot/cold (see wiki for detailed behaviour); Heat behaviour is customizeable in the cfg file EC range of operation is configurable in RealBattery_mm.cfg file; What this means: Discharge RealBattery until EC is at xx% level, and recharge until EC reaches yy% level. defaults are 10% and 90%. Much higher EC per mass ratio than stock "batteries" Stock batteries are currently cloned and enhanced with the new behavior RealBattery uses Stored Charge (1SC = 3600EC) Fits perfectly in the realism suite of RO, RSS or RP-0. Compatible with Ven's stock revamp mod altering battery models Support for @Nertea's DynamicBatteryStorage DOWNLOAD https://github.com/blackliner/RealBattery/releases and CKAN SOURCE https://github.com/blackliner/RealBattery WIKI https://github.com/blackliner/RealBattery/wiki Required Addons: Community resource pack (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/83007-12-community-resource-pack-060-new-resources/ Module Manager (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/50533-12-module-manager-273-november-4th-better-late-than-never/ Todo: Balancing (done some with v1.1.5) Single use batteries (currently lead acid) DONE with v1.1.4 a nice model(currently using stock battery models) charging behavior dependend on soc DONE with v1.1.0 different classes of battery DONE: Li ION with 1.1.2 1.2 upgrade system (lead acid -> li ion -> future...) stock heat system (fast initial discharge, slowdown when getting too hot/cold) DONE with v1.1.1 load balancing algorithm DONE with v1.1.3 License: MIT
This is a battery with 5000 units of electrical charge. There is also a recharger on board. License: GPL 3 Download link: https://spacedock.info/mod/1287/Portal Core Battery Please visit our official website for more information and support: https://keslaauto.wordpress.com/
I randomly came up with an idea! Challenge: Go to A moon/planet without recharging the batteries Super Easy: To Orbit and back Easy: to the Mun orbit Normal: To Mun landing and Back Hard: Interplanetary orbit Extreme: Interplanetary landing and back Rules: 1.Stock ships only 2. No generating power (solar panels, etc.) 3. Points for percent of Electric Charge Winners! (This could be you) 1._____JacobJHC__ 2.__Jetski_____________ 3.___________________
Hello. So I've run into some issues with battery power during the latest build. I'll build a ship with a manned space pod, and I'll attach batteries to the fuel tanks to give it more power. But it seems that when it comes to prioritizing power usage, my ship prefers to draw power from the command module first, then the batteries themselves. When I separate my command pod from my fuel tanks preparing for reeentry, I find that I have no power left in my command modules. As a result, I cannot orient my ship so that the heat shield is pointing in the retrograde position, and my ship burns up in the atmosphere. Is this a bug, or am I doing somehting wrong?