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l00

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Everything posted by l00

  1. @togfox: Thx for the testing! The parachutes don't work atm, i'll look into that! I am also working on something to integrate PowerNode control and Vessel power info @crimsonknight3: The panels need to use the module "SolarPanels_adv_PowerTech", the one you show is using "SolarPanels_PowerTech". You may be able to simply change the module, you can give it a try! If it doesn't work, please use a panel using the "SolarPanels_adv_PowerTech" module! Cheers!
  2. @nacoleptic: That's strange. Please check if there is an EPS.cfg in the Resources folder in your KSP directory! If not, you can add it from the EPS_0.3.zip file. If you do have the resource and it still doesn't work, i'd like to ask that you provide the 'output_log.txt' from the 'KSP_Data' folder. Just try to use EPS, and after it fails, quit KSP and attach the output log to a post! @Crimson_Pride14: I'm looking into making the nodes more solid, they will be updated soon! @togfox: Yepp, power is constantly drained if the node isn't manually powered down. I'm not sure how to get around that for now, as there is no general parameter i could read to tell if something on the ship is on or not... Thanks all for your support, Stay tuned!
  3. @ssTALONps: I will, but as EPS is backwards compatible at the top level, which ISRU uses, you should be able to simply upgrade to EPS v0.3 and use ISRU as it is. It is possible the staging icon will be wrong, but other than that, it should work! Cheers!
  4. Hi Everyone! I have updated the OP with assembly instructions on the PowerNodes. Please let me know if you have any problems with them! Answers: @sal_vager: Thanks for the help, it's much appreciated! @Crimson_Pride14: There are, but i have to check if they are updated. The ones used in 0.16 don't work so well now, i will put a link to folding panels in OP when they will be available for current version. @Lead_poisoning: Every part should behave exactly like normal, except they drain power reserves and deactivate when unpowered @Subcidal: Did you put the parts to be controlled on the Nodes themselves? They only drain power if they have a part to control. Please check OP for the new assembly guide! Thanks for the questions, have fun! Cheers!
  5. New version released. As this mod now has a use by itself, i'd like to request this thread to be moved to the Plugin-Powered releases section. Thank you, and enjoy
  6. Hi Everyone, New version released, hopefully addressing most issues. Check the OP for detailes, demonstration video and a cool new Announcement! Cheers!
  7. Hi Everyone! New version is up! Adding more ZO2 systems is now possible (0.6.2 had a bug that allowed it, but this is the real deal), see OP! Crewtanks are also supported. About ZO2 transfers: I might do that later, but this can already be done: Use Fuel cells to generate ZO2, and transfer fuel to power them @Evil Beaver: That is what EPS is designed for I am hoping there will be "official" versions by the mod creators soon Anyway, hope you like the update, Cheers!
  8. Hi Everyone! Thank you all for your support! 0.11 us up, as i named the .dll wrong... Please see OP! Pictures of a mission with ISRU have been also added to OP. The unit does indeed need to be activated by staging. I suggest activating it by putting it in the same stage your landing engine(s). Cheers!
  9. Hi! I might just be stupid, but i can't modify the title of my threads. I can change the title of my OP in advanced mode, but that does not update the thread title. I searched on how to change thread titles in vBulletin in general, and doublclicking near the title does enable me to edit; however, after pressing enter, the title does not update. I get a "rotating star" next to the title, than nothing... i did wait a few minutes, of course. Can someone help me out with this? Thank you in advance, Cheers!
  10. Yepp, the pics section has it wrong indeed. Thx for pointing that out! I need to redo the pics anyway, it's terribly outdated... Ability to have more than one ZO2 main system is a planned feature. Cheers!
  11. Dear fellow Kerbonauts! I am pleased to present you an ISRU (In Situ Resource Utilization) addon to KSP. This basically enables you to mine celestial bodies, for fuel. PICTURES HERE! Parts contained in mod: -ISRU Module: If "powered" by Laser Drills, it will slowly mine fuel. Only accepts "power" from EPS drills! Has to be activated by staging. You'll need more than one drill. -EPS Laser Drill: Use these to power the ISRU Module. They also power other EPS parts and batteries (not included ) They are NOT landing gear! Do not land on them or they will explode! Hit 'V' to lower / raise. -EPS Laser Drill Larger Version: Same as the above, for the larger landing legs. Changelog: 0.1: -Initial release. 0.11 -Fixed naming issue. Download below (mediafire). Download 0.1: ISRU_0.11 Source: ISRU_0.11_source Since i screwed up the name in 0.1 (IRSU, lol...) please make sure that you have ISRU.dll in the plugins folder and delete IRSU.dll, if you upgrade from 0.1! Please note that this mod adds custom data to the persistence file! I suggest backing it up before trying this! Credits -Yorik: Part models and textures -l00: coding & the rest:) Bug reports and suggestions are welcome! Cheers! This work by l00 is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  12. Hi Everyone! Some answers: The flights should be ended and ships rebuilt is because i changed EPS significantly, it now uses partmodules instead of 'simple' modules. I tested upgrading 6.1 to 6.2, and the save did not break, however, there was some odd behaviour. Better safe than sorry braking your saves I am beginning work on multiple zo2 modules being supported, EPS should make that relatively easy. The ship should still explode using more than one, but i didn't test that recently. Is there still a place where the L key is indicated as drill position toggle? Please tell me where so i can correct it! Also place the drills as low as possible, they will stop when they reach the ground. A good way to tell if they are working is if they display the light-effects. The ZO2 animated panels are indeed outdated, i have included a .cfg in OP. Just replace the panels .cfg with that one to make it work! Also you can use Kosmos and Dynasat panels now, please see OP! For the future, i am planning to implement multiple ZO2 systems available, as well as ZO2 integrated pods. I am also working on Kerbals having ZO2 on EVAs. It is actually done, but due to a bug in KSP, it won't work properly. I'll keep trying! Cheers!
  13. Hi Everyone! New version is up, please see OP! Thread title refuses to update, sorry about that... Cheers!
  14. Hi Everyone! Since EPS 0.2 is in playtesting phase and is to be released soon, i just want to give an update on what this will mean to Zoxygene: New parts: -Fuelcells: consuming fuel to generate power. Can have fuellines attached to it, and consumes power like an engine (of course at much slower rate) -Nuclear Batteries: They generate "infinate" power, but not that much as you may think, and they are quite heavy too. You may take some if you have other mods using EPS to make your batteries drain slower Partmodules: -All EPS parts are now partmodules, and can be attached to pretty much anything. A fueltank with a built-in battery? No problem! -The Solar Panel module can now be attached to any "SolarPanels_adv_PowerTech" panel and that panel will than become EPS comatible. No more mess with the panels! Part Resources: The Batteries now use the resource "Energy". This makes EPS compatible with EE, provided you use batteries and sources from EPS, and engines from EE! Since EPS will now have a very simple and easy to use interface, i am hoping we will see more mods using EPS soon! Now i will go test this baby on the weekend to make sure everything is ok (yea, and to have fun killing Kerbals too....) Cheers!
  15. Hi! Since EPS is also discussed here, please read my latest post for information regarding that! http://kerbalspaceprogram.com/forum/showthread.php/14144-PLUGIN-PARTS-0-15-EPS-Electric-Power-Standards?p=228931#post228931 @ Kreuzung: I think this will resolve all previous issues. You can use it with the partresource system now (well, after it is released) Cheers!
  16. Hi Everyone! I just want to make a quick update on what to expect from EPS 0.2: -All EPS Batteries and Sources converted to PartModules. -Solar Panel Modules detect if they are attached to Powertech adv. panels, and can use any of the panels using them (dynasat, kosmos...). -EPS Batteries now contain PartResource, so EPS can now be used that way too! This results in SRC-->BATT-->Consumer power flow. -EPS Reactor module. -A powerful but really simple interface to make your plugin compatible with EPS. -An EPS_User module that needs to be attached to the consuming part. This handles all EPS functions, you only need to tell it what to do. -A "Dumb Mode" for the EPS_User module that enables parts that have nothing to do with EPS to consume power and be deactivated if it runs out and reactivated if power is back(!). Release should be this week. Cheers!
  17. Hi! I do it like this: int NumberOfActiveEngines=0; for (int i = 0; i <= PART.vessel.parts.Count() - 1; i++) { if ((part.vessel.parts.ElementAt(i).GetType().Name == "LiquidFuelEngine")&&(PART.vessel.parts.ElementAt(i).State==PartStates.ACTIVE)) { uint active=0; foreach (FXGroup fx in part.vessel.parts.ElementAt(i).fxGroups)//in 0.15, l.engines no longer deactivate when they run out of fuel. This checkes if they emit particles. If so, they are active running engines. { foreach (UnityEngine.GameObject gfx in fx.fxEmitters) { if(gfx.renderer.particleEmitter.emit) active++; } } if (active>0)//just in case an engine has more than one emitters... { NumberOfActiveEngines++; } } } Yes, it's quite a mess, but at least it works
  18. Hi Everyone! Just giving a very quick update: After rewriting a lot of code in the mod, i am confident i can put up an update in the next few days (possibly tomorrow). Sadly, a lot of things changed in 0.16, one of these is the way Kerbals are accessed. As a result, i can\'t make them turn blue or react to being sufficated at the moment... After 3 days of trying different ways to access the Kerbal ai and headref, i see no point in delaying the new release any longer on account of this, so the next version will be without blue kerbals... I\'ll ask around for a solution, maybe the gamedevs can help me with this one! On the positive side, there are new things to look forward to: If the crew sufficate, they will die and be removed from the ship, if all die, the ship will loose control like all kerbals were on EVA. As a result, 'dead' ships can be reclaimed if a rescue team is sent to recover them! I also added a longer version of the laserdrill for the new legs. Regarding Zo2 on EVA Kerbals, as far as i know, Kerbals are not moddable in EVA at the moment. That will be a feature for the future... I\'d like to thank you all for all your support, i\'ll be uploading the new version soon! Cheers!
  19. Hi Everyone! Some replies: Well, for a pure part creator, this has not much use, as the calls for power must be managed by the plugins to make EPS versatile. For the Buffer, all you need to do is to define the 2 floats 'Energy' and 'MaxEnergy' in your class and CTRL+C / CTRL+V the code to the beginning of your 'onPartFixedUpdate()' override! Now, if you have no idea what the last line meant, than, with all respect, you will need to learn about coding plugins before EPS is any use to you. Again, i meant no disrespect by this at all. Of course, if you want to make a model, like a battery or a panel, simply do it like you would with any other part, and use the part.cfg in the EPS parts to see what module you need to use and parameters you have to define. Those are what you use to get power, get the warprate, charge the batteries, etc... Yes, it is 'limited', because you don\'t install this mod on it\'s own. The goal of this mod is to make a standard system plugin creators can use in their mods, and than all those mods created would be compatible. An example: You make the Sat-dish. It drains power. If you make the panels and batteries that support it\'s power needs, that will work fine. But than, when your mod is released, and someone has the (pre-0.6) Zoxygen mod and you mod too, the Zoxygen cannot be refilled from your mods batteries/panels, and your mod won\'t use the sources from Zoxygen. So than, the player has to put 2 types of panels and batteries on his/her craft to use both mods. And the part creators have to make 2 types of panels, batteries, etc... Now imagine the same scenario with 10 mods, all using their own form of elecricity! -> Chaos... So, with EPS, every plugin creator can say: 'Ok, i don\'t have to make my own code for the elecricity stuff, i can just use the ones provided by EPS, i can also modify them using the templates in the documentation, write my plugin using EPS, and it will be compatible with every other plugin using EPS!' Than part creators can make their own versions of EPS parts, add animations and such (if they want), and know their parts will work with all EPS powered plugins. And than the player, who has 10 things that use EPS electric power can simply put the appropriate number of panels, batteries, drills on their craft, and everything will work with everything else. Of course, this only applies if the plugin mod creators use EPS in their mods. Also, the Filter was made by Kreuzung in his mod, to be able to use the Electrical Energy type of energy as Zoxygen type of energy. The Zo2 Main System has the filters 'built in'. EPS poweres the Zo2 Main System directly. Those are in Kreuzung\'s mod. If he will use the EPS (from what i hear, yes!), than both the IonEngine and the Reactor will be compatible with Zoxygen too. The filter will probably be outdated. I most definiatly want the option for selective powering! For ex.: an IRSU must be able to get fuel from the Drills only, but not Batteries or Panels! An even simpler scenario where 'SOURCE ---> BATTERY ---> EpsUsingPART' would not work: What if the player doesn\'t want Batteries at all? EPS would just stop working. I\'d like to make it possible for the players to 'screw around' with EPS stuff as 'flexibly' as stock parts. Here\'s to hoping! :cheers: It does not store the energy as part resource, i thought about it, but i think it\'s better not to do that, at least for the time being, as the part resource system is a new thing, and if something is changed in later KSP versions, that might mean a major rewrite of the mod. Also, i find it more flexible to use my own system Ask any question, i will try my best to answer it! I am also working on expanding the documentation! Well, i seem to have managed to write a nice wall of text! Thank you all for your replies, fell free ot ask any questions! Cheers!
  20. EPS usage Examples Sorry to put the examples seperately like this, but the Forum only allows 20000 characters to be in a post. -Getting power from all sources (panels, drills...): //EPS example code //Getting power from all sources //Get the current Warprate (get it this way to avoid a KSP bug) float wr = EPS_Common.GetWR(); //This variable is what we will use to store the amount of power we get. float get=0; //This is the target amount we want to get float Needed=0.2f //Get the list of sources, and the number of sources, according to filter (in this case, all) int[] sources=EPS_Common.GetSourceList(this.vessel,'');//the final argument is filter int sourcecnt=EPS_Common.CountSources(this.vessel,''); //get power from powersources if available; go through the sources that were identified in sources[] for (int i = 0; i <= sourcecnt - 1; i++) { if (get>=Needed) break;//don\'t continue (or start) draining if we got enough get += ( EPS_Common.GetSourcePwr(sources, (Part)this, this.vessel) * wr);//Get power from a panel / drill. Arg: 'The Sources element number in the vessel', 'the requesting PART'. Ret: (float) PwrGain of the Source / users of Source. Multiply by warprate! } //Note that while the 'get' variable is filled up, power consumption is handled by the EPS_Common.GetSourcePwr as well! -Getting power from drills only: //EPS example code //Getting power from all types of drills eg.:EPS_SOURCE_LaserDrill_WHATEVER_TYPE //to get power from a specific type, use a filter like 'EPS_SOURCE_LaserDrill_default' for the default for example. //Get the current Warprate (get it this way to avoid a KSP bug) float wr = EPS_Common.GetWR(); //This variable is what we will use to store the amount of power we get. float get=0; //This is the target amount we want to get float Needed=0.2f //Get the list of drills, and the number of drills, according to filter int[] drills=EPS_Common.GetSourceList(this.vessel,'EPS_SOURCE_LaserDrill');//the final argument is filter int drillcnt=EPS_Common.CountSources(this.vessel,'EPS_SOURCE_LaserDrill'); //get power from powersources if available; go through the sources that were identified in drills[] for (int i = 0; i <= drillcnt - 1; i++) { if (get>=Needed) break;//don\'t continue (or start) draining if we got enough get += ( EPS_Common.GetSourcePwr(drills, (Part)this, this.vessel) * wr);//Get power from a drill. Arg: 'The Sources element number in the vessel', 'the requesting PART'. Ret: (float) PwrGain of the Source / users of Source. Multiply by warprate! } //Note that while the 'get' variable is filled up, power consumption is handled by the EPS_Common.GetSourcePwr as well! -Getting power from all Batteries in all stages, prioritised by stage: //EPS example code //Getting power from all batteries with priority on lower-stage batteries //Get the current Warprate (get it this way to avoid a KSP bug) float wr = EPS_Common.GetWR(); //This variable is what we will use to store the amount of power we get. float get=0; //This is the target amount we want to get float Needed=0.2f //Get the list and number of of all EPS Batteries int[] battlist=EPS_Common.GetBattList(this.vessel); int battcnt=EPS_Common.CountBatt(this.vessel); //get power from batteries if available; go through the batteries that were identified in battlist[] for (int i=(Staging.StageCount);i>=0;i--) { if (get>=Needed) break;//don\'t continue (or start) draining if we got enough get+= ( EPS_Common.UseBattPwr(Needed, this.vessel, i, battlist, battcnt) ) ;//Try to use batteries to get power. Needed is the amount we want to take (if we already have enough, no matter, it will be excess and will be charged back to the battery) } //Note that while the 'get' variable is filled up, power consumption is handled by the EPS_Common.UseBattPwr as well! -A Reactor, constantly generating power: class EPS_SOURCE_Reactor : Part { //EPS - These variables are mandaroty public float MaxPwrGain = 0.013f,MinPwrGain = 0f, PwrGain = 0f; public String Users=''; public uint nUsers=0; int UpdCount=0; //part internal public VInfoBox _IndBar; private float DispA=0.75f; public string IndMsg='Reactor PWR'; public Color IndBgClr=XKCDColors.DarkYellow; public Color IndBarClr=XKCDColors.Yellow; public float IndBarLgth=2f; public DefaultIcons PartIcon=DefaultIcons.FUEL_TANK; protected override void onPartStart() { base.onPartStart(); this.stackIcon.SetIcon(PartIcon); this.stackIcon.SetIconColor(IndBgClr); this.stackIconGrouping = StackIconGrouping.SAME_MODULE; } protected override void onFlightStart() { base.onFlightStart(); _IndBar = this.stackIcon.DisplayInfo(); _IndBar.SetLength(IndBarLgth); XKCDColors.NextColorAlpha = DispA; _IndBar.SetMsgBgColor(IndBgClr); _IndBar.SetMsgTextColor(IndBarClr); _IndBar.SetMessage(IndMsg); _IndBar.SetProgressBarBgColor(IndBgClr); _IndBar.SetProgressBarColor(IndBarClr); XKCDColors.NextColorAlpha = 1f; } protected override void onPartFixedUpdate() { base.onPartFixedUpdate(); //custom code starts here if (this.state==PartStates.ACTIVE) { PwrGain=MaxPwrGain; } else { PwrGain=0; } UpdCount++; //This part is responsible for checking if users of the source are still using it. Just use as it is here! if (UpdCount>=50) { UpdCount=0; EPS_Common.UsersReScan(this); } _IndBar.SetValue(Mathf.Clamp01(PwrGain / MaxPwrGain)); //custom code ends here } protected override void onPartDeactivate() { base.onPartDeactivate(); this.stackIcon.ClearInfoBoxes(); } } -A Buffer (for engines and such)(only the FixedUpdate is important for the Buffer, no mandarory variables and such are needed for this): protected override void onPartFixedUpdate() { base.onPartFixedUpdate(); float wr = EPS_Common.GetWR();// sometimes, TimeWarp.CurrentRate is 0 instead of 1... This always returns the correct rate. //these get the sources and number of sources. These are needed for optimization. The string is for filtering, eg. use 'EPS_SOURCE_LaserDrill' to get laserdrills only. //Use 'EPS_SOURCE_LaserDrill_default' to get default drills only int[] sources=EPS_Common.GetSourceList(this.vessel,''); int sourcecnt=EPS_Common.CountSources(this.vessel,''); int[] battlist=EPS_Common.GetBattList(this.vessel);//get batterly list and number of batteries int battcnt=EPS_Common.CountBatt(this.vessel); float get=0; float Needed=0.010f * wr;//this is the Drain rate of EPS parts. Compensating for warp rate is also handled here. Remember, the more \'Needed\' is, the more we try to take from the sources, batteries on each attemt to drain! if (Energy>=MaxEnergy) Needed=0; for (int i = 0; i <= sourcecnt - 1; i++)//get power from powersources if available; go through the sources that were identified in sources[] { if (get>=Needed) break;//don\'t continue (or start) draining if we got enough //Get power from a panel / drill. Arg: 'The Sources element number in the vessel', 'the requesting PART'. Ret: (float) PwrGain of the Source / users of Source. //Multiply by warprate! get += ( EPS_Common.GetSourcePwr(sources, (Part)this, this.vessel) * wr); } for (int i=(Staging.StageCount);i>=0;i--)//Drain power from batteries { if (get>=Needed) break;//don\'t continue (or start) draining if we got enough already get+= ( EPS_Common.UseBattPwr(Needed, this.vessel, i, battlist, battcnt) ) ;//Try to use batteries to get power. Needed is the amount we want to take } Energy+=get; if (Energy>MaxEnergy) Energy=MaxEnergy; }
  21. Hi! Yepp, i\'ll need to do that, thaks noting it! For the Dish, you can use the Buffer code. Put it in 'onPartFixedUpdate()'. Than if 'Energy'>0, the dish is on. Else it is off. Once you make the part, use the provided EPS parts to power the Dish! Decide the size of the Buffer (think of it as an internal battery), i\'d use a small size, say, 0.1f. The size of the Buffer is 'MaxEnergy', the current level of the buffer is 'Energy' in the example, but those are just floats, you can define and name them anything you like! It may also be a good idea to have a bar in flight to show the buffer level! Same goes basically for any other part using EPS electrcity. Cheers!
  22. Hi Everyone! I\'m back after taking a break with a new version, 0.6. This is the version that will break all ships and saves, and it works about the same as the old one... So why does this even exist? Because it uses my standardised powersources (EPS)! Any mod can use EPS, and be compatible with all other mods using it! I have indeed, for testing purposes, made an EPS compatible version of EE and Alchemist\'s Panels. I will send them my versions soon, and if they like this idea, we will have cross-plugin compatibility! To make the transition to 0.6 easier, i left 0.5.2 in the post. Also, the mod now supports ZO2 Command Pods! It doesn\'t include one yet, but if you change the module of a standard pod to ZO2sys_Pod_default, it will act as a ZO2 main system! About the ZO2 system being deactivated bug: I couldn\'t reproduce it, but as the code has been revamped, it is possible that it was fixed too. If the problem persists with 0.6, i will look into it again! About Balancing: a few people say that capaticies of tanks (now Batteries) should be increased and IRL space missions don\'t need this many Oxygen and Power. While this is true, there are other factors here: -The scale of the game is 0.1. Everything compared to RL space missions is shrunk to 10%. So If you multiply the time it takes for the ZO2 to drain by 10, only than will any comparison with RL mean something. -KSP is a game. That means that it also must be interesting and fun, even if that costs some realism. I balanced the parts this way to provide a reasonable challenge. If the capaticy of the systems is increased too much, that could mean that the challenge is lost, because the ZO2 will last simply too long. Say, if the Main System capacity was enough to make it to the Mun and back, what would be the point of using the plugin? Part of the challenge of this plugin is that ships need to be redesigned and designs that worked before may not work if using this mod. All that said, the balancing is not written in stone, but i think making much higher capacity parts (without adding the appropriate weight) simply takes the challenge away. I am pleased that a lot of people seem to like this mod, thank you all for your support! Cheers!
  23. Dear Fellow Kerbonauts! After about a month of work, i present to you: The Electric Power Standards plugin and parts. Seeing what a confusion only 2 addons create that use some form of electricity, standardisation in this area is a must. This addon attempts to do just that. What EPS provides: -Standard PartModule Classes you can use or derive from Power Sources, Batteries, Users calsses you can build upon. -Standard calls to use Electric Power -Highly cusomizable, and easy to implement to existing addons Current parts: -Battery to store Electricity in. -Solar Panel that detects Sunlight -Fuelcell that uses Liquid Fuel to power electric systems -Nuclear Battery -Laser Drill to mine for energy. Use 'U' to lower / raise. Download: EPS_0.3 Source: EPS_0.3 Source Folding Panels Guide: 1, Make sure that you are using at least PowerTech v0.2.6.1 2, Get a panel using the module SolarPanels_adv_PowerTech. These will be Standard DynaVolt (DynaSat) and Kosmos panels. Note: Don't use the EPS specific panels, but the standard ones, except if the panel is specifically made for EPS 0.3! 3, Download this module, and attach it to the end of the part.cfg of the panel 4, If you find a line starting with 'ShowIndicators' make it false like so: ShowIndicators = false If you don't find the line, add it as shown above! 5, Enjoy your new EPS compatible folding panels! Note: I'll be contacting panel makers about permission to provide animated panels without this hassle... Documentation: EPS_0.2 Documentation (PDF) (outdated, will update soon) PowerNodes (experimantal!): -Nodes convert whatever part is directly attached to them to EPS users. -If there is no power, the user is deactivated. When power returns, the user is restarted. -Should be compatible with most mods / parts (Including ASAS, MechJeb, etc...) -Power drain of each unit is 0.0075. If the nodes are put on via symmetry, the Sum drain of the nodes is 0.0075. -They can be found in the Decals section. -These are EXPERIMENTAL parts, they deactivate systems in an... unothodox way. Use caution when using this. I recommend you back up your save file! (even though i never broke saves with the nodes, better safe than sorry!) [ATTACH=CONFIG]33898[/ATTACH] PowerNodes: EPS_0.3 PowerNodes Compatibility (will update based on testing and input from this forum): RCS Thrusters: Compatible. ASAS: Compatible. Landing Gear: Compatible. Liquid Fuel Engine: Compatible. MechJeb: Compatible,throws errors to log when unpowered. Canards, moving winglets: Semi-Compatible, they lose function when unpowered and throws NullReferenceExceptions. Mods using this plugin: -ZOxygene Mods compatible with this plugin: -Electric Energy Ion Engine Others will hopefully follow. 0.2: -added new parts -all code is now PartModule based -Batteries use the PartResource "Energy". 0.3: -KSP 0.17 compatible -rewrote Source user management, users now take demanded power and intelligently find the best source of power -new battery management by sources -added PowerNodes -lots and lots of bugfixes Credits -Yorik: Part models and textures -l00: coding & the rest Announcement: I am very pleased to announce that i am now working with rocket2guns, the original creator of the Component Space Shuttle! Expect new awesome Models for the parts in the future! Cheers! This work by l00 is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  24. @Frostiken: Actually, you are correct in determining the zo2 consumption/kerbal, i just failed to do the math The gain should indeed be less than 0.1, i suggest you use 0.09. Will be fixed on next update... If you are using the EE plugin for the zo2 stuff only, i suggest using the solar panels that gain zo2, at least until the battery issue is fixed. I am currently working on seperating the ZO2 mod form the panels (of course, they will be included with the mod), but the panels will gain general power instead of a specific resource, and they will keep track of how many parts are using them. If others adept to this system, the new panels could become sort of a standard, so every modder who makes a panel would use that standard. Result of that would be: if you want to power any mod that uses solar power, you can just put on all kinds of 'powersource standard comatible' solar panels, and they would power *all* 'powersource standard comatible' mods! Of course, by output/number-of-power-using-parts. Also, this will be accomplished by one single request from the part(s) using the panel. The good news is that i am already playtesting this stuff, and it basically works, so this should be coming soon (*knocks on desk *). Oh, and it will also work for Drills! On another note, you can think of the Ext. ZO2 Tanks as batteries too, for a while, i was considering naming them ZO2 Batt., but i didn\'t want to bring 'electricity' into the mod like that, to avoid any confusion. But they actually are batteries, only they don\'t store electric power, they store the power put into cleaning the ZO2 that is in them. Cheers!
  25. Hi Everyone! I just made another quick update, vastly improving solar detection and fixing some bugs. (Of course, until the Powertech Panels are updated as well, the Solar Detection upgrade will only work for the standard panels) The next step in this project will be making the zo2 source and main classes abstract, so they can be used with other mods (e.g. Solar panels) Regarding ISRUs, i think i will make them, but later, first i want to make the classes abstract. That will also involve changing zo2 sources to general sources. That will mean panels and drills will keep track of the number of parts using them, and will have their outputs as 'power/users' After that, it will be a breeze to create a 'fuel processing' core, that uses these general parts and creates fuel (using also panels as powersource). But i think, that ISRUs will be their seperate mod. Also with the main class abstract, zo2 command pods will be relatively easy to make. Cheers!
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