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Found 8 results

  1. Blackline

    [1.4.x] Real Battery v1.4.1

    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
  2. I happened to have a satellite in Kerbin system with a survey scanner on it (contract I think), and I haven't scanned the planet yet, so I put in 1400km polar orbit and hit scan. Ran out of battery power while transmitting results! Is there any trick that might help here? I tried toggling the "partial transmit" button, but I'm not sure which way is which and I don't know if it applies to this situation. If I lowered the orbit, would it need less electricity to communicate with the KSC? Is there some other way to get it to finish its scan? Or is the satellite just too weak?
  3. So I'm running two separate orbital labs, one around the mun and one around kerbin and every time I go back to check on them after moving one of my deep space probes forward 30-40 days (don't want to miss out on the accumulated science gains) I find that instead of their batteries being fully charged or nearly so they are almost always nearly empty. Now I know I have enough charging capacity to keep them fully powered even while running research so I'm wondering if this is a bug or something else.
  4. Hi, this is my first post here, so please tell me kindly, if I should do anything in any other way. I would like to post a suggestion: prevent draining of probe's core (okto, hecs) battery by any other module. Situation: some other module is draining all the juice but I cannot switch it off, because okto/heces does not have enough power to do so. No power for core to disable what is disabling it. Dead core, even with solar panels and sun shine, that just happen to not provide enough charge for whatever is draining the power. Alternative: enable switching off anything even if the core does not have power (including hibernation). Alternative 2: Is there a mod capable of doing so? Thx. P.S.: I am a programmer and could possibly create such mod, but I am afraind that the rules do not permit this, because I am not allowed to use ILSpy to examine those DLL's in KSP_Data/KSP_x64_Data althogh they are clearly marked as DATA and should therefore not be considered SOFTWARE to apply the ridiculous EULA, but I saw a post about "Legal Boundary", which I do not want to cross.
  5. keslaauto

    Portal Core Battery

    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/
  6. S0NofThunder176

    Battery Life Challge

    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.___________________
  7. 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?
  8. I've released my first mod for KSP; a visual meter that will show you how much electric charge you have remaining on your vessel. The meter has adjustable warning levels, to let you know when your power is getting low. Update - I uploaded a new version that is compatible with KSP version 1.1 pre-Release http://www.curse.com/ksp-mods/kerbal/223817-electric-charge-meter Here is a Youtube video of a prototype version: Enjoy! Leemon1