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Found 9 results

  1. Download on SpaceDock, Github or Curseforge.. Also available on CKAN. Patches: copy — modify On Demand Fuel Cells Refueled 1.2.0.0 - To Go Boldly (KSP 1.8.1 + .NET Framework 4.8) zer0Kerbal adopts for curation the mod known as On Demand Fuel Cells (ODFC) Continuation of On Demand Fuel Cells (ODFC) originally by @Orum, now continued by zer0Kerbal with massive support from @4x4cheesecake, @linuxgurugamer and additional community support. The plugin has undergone massive and systematic updates and changes. *** THIS IS DOES NOT COME WITH ANY PARTS; PLUGIN ONLY
  2. 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 rate
  3. 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?
  4. 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.
  5. 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 t
  6. 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/
  7. 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
  8. 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
  9. 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
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