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Can MM make manned pods use EC?


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As the OP says, I'd like to be able to have any manned pods/parts use EC, perhaps also on a per-kerbal basis, so a full hitch-hiker would use more EC than a MK-1 for example, but a hitch-hiker with one crew would use the same as the MK-1. Bonus if a condition that Kerbals die if no EC for x time can be done as well.

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I don't know of any specific mod which does this, but it sounds similar to what the various life-support mods do. Linking to the number of Kerbals ends up being very like the Snacks! mod. but if you had Snacks! I am not sure it adds anything to consume EC as well. Would the consumption be significant?

There is a mod I saw since v1.3 came out that has the lighting in a part consume EC. Here's the link to Spacedock: Electric Lights

I'm not enough of a programmer to do anything, but a module that counted the number of occupied seats in a part and consumed EC for each occupied seat looks possible. I know KIS will show occupied seats for a capsule.

So check the various Life Support mods. Snacks! is a bit of the Kerbalisation of the problem, combining all the resources into a single notional pack of supplies, but it does the job. You have to carry more mass on longer missions.

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I'm pretty sure you can configure USI-LS to do exactly what you want. In the Space Center you can open the USI-LS settings and configure EC usage (per second) and EC Time (seconds after run out of EC before Kerbals die/mutiny/etc...). To disable the other LS parts of the mod, just set the effect to none for the other conditions:

Screenshot%202017-05-28%2016.40.47%20edi

 

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17 hours ago, Waxing_Kibbous said:

As the OP says, I'd like to be able to have any manned pods/parts use EC, perhaps also on a per-kerbal basis, so a full hitch-hiker would use more EC than a MK-1 for example, but a hitch-hiker with one crew would use the same as the MK-1. Bonus if a condition that Kerbals die if no EC for x time can be done as well.

If you just want to make them use EC you can try this

@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[1]]:Final
{
  @MODULE[ModuleCommand]
   {		
    %RESOURCE
     {
	name = ElectricCharge
	rate = 0.04         // This can be what ever you want to set it has
     }
    }
}

but killing them pretty sure your going to need a plugin from one of the LS mods

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Thanks for the suggestions, I've been playing with various LS mods trying to find a system that suits me. If I decide to use EC as the only LS resource than USI will work (CLLS seems to be broken currently), I tried Snacks! and was hoping to add EC usage to it.

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8 hours ago, MeCripp said:

If you just want to make them use EC you can try this


@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[1]]:Final
{
  @MODULE[ModuleCommand]
   {		
    %RESOURCE
     {
	name = ElectricCharge
	rate = 0.04         // This can be what ever you want to set it has
     }
    }
}

but killing them pretty sure your going to need a plugin from one of the LS mods

This is close, but still uses EC when the pod is empty. Hmmm...

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31 minutes ago, Waxing_Kibbous said:

This is close, but still uses EC when the pod is empty. Hmmm...

You could add

		hasHibernation = True       //<---- or just this 
		hibernationMultiplier = 0.004   
@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[1]]:Final
{
  @MODULE[ModuleCommand]
   {		
    %RESOURCE
     {
	name = ElectricCharge
	rate = 0.04   
     }
		hasHibernation = True
		hibernationMultiplier = 0.00125
    }
}

Not sure what the multiplier is doing

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