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ModuleResourceConverter Documentation


Svm420

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Would anyone be able to give some more info as to the effects of the variables in ModuleResourceConverter. I want to add heat to most to make radiators and heat control more important.

AutoShutdown = false

GeneratesHeat = false

UseSpecialistBonus = true

SpecialistEfficiencyFactor = X

SpecialistBonusBase = X

EfficiencyBonus = X

TemperatureModifier = X

FillAmount = X

DefaultShutoffTemp = X

Thanks!

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  • 2 weeks later...
  • 1 year later...

I know it's a necro-post but there is very few documentation about the ModuleResourceConverter around and so I decided to give it a go.

Recently I've noticed that the specialist bonus now works in KSP 1.2.2 and I couldn't find anything explaining the config entrys asked in the OP. Only found this post by @westamastaflash that gave me a basic equation to start with. After several hours of trial & error I think the formula works as follows:

Efficiency = EB * [SBB + (SEF * EE)]

EB:     EfficiencyBonus
SBB:    SpecialistBonusBase
SEF:    SpecialistEfficiencyFactor
EE:     ExperienceEffect (No Specialist:EE=0; Zero Star Specialist:EE=1; Five Star Specialist:EE=6)

Stock ISRU looks like this:

        SpecialistEfficiencyFactor = 0.2        //    SEF
        SpecialistBonusBase = 0.05              //    SBB
        ExperienceEffect = ConverterSkill       //    EE (NoSpecialist=0;FiveStarSpecialist=6)
        EfficiencyBonus = 1                     //    EB

Without specialist: Efficiency = 5%; Zero Star specialist: Efficiency = 25%; Five Star specialist: Efficiency = 125%.

Here is my attempt to give some information about the ModuleResourceConverter and how it interacts with other modules:

    MODULE
    {
        name = ModuleOverheatDisplay            //    Shows ThermalEfficiency and CoreTemp ingame
    }

    MODULE
    {
        name = ModuleResourceConverter          //    Module Name
        ConverterName = TestConverter           //    Converter Name (visible in Right-Click Menu)
        StartActionName = Start TestConverter   //    Text to start conversion (visible in RCM)
        StopActionName = Stop TestConverter     //    Text to stop conversion (visible in RCM)
        AutoShutdown = true                     //*    Heat exceeded? Related to DumpExcess?
        TemperatureModifier                     //    Float-Point Curve
        {
            key = 0 100000
            key = 750 50000
            key = 1000 10000
            key = 1250 500    
            key = 2000 50    
            key = 4000 0
        }                
        GeneratesHeat = true                    //    Part produces heat or not
        DefaultShutoffTemp = .8                 //*    80% of MaxTemp, MaxTemp=?
        ThermalEfficiency                       //    Float-Point Curve
        {
            key = 0 0 0 0
            key = 500 0.1 0 0
            key = 1000 1.0 0 0
            key = 1250 0.1 0 0
            key = 3000 0 0 0
        }
        UseSpecialistBonus = true               //    EB*[SBB+(EE*SEF)] ; EE=0-6
        SpecialistEfficiencyFactor = 0.2        //    SEF
        SpecialistBonusBase = 0.05              //    SBB
        ExperienceEffect = ConverterSkill       //    EE (NoSpecialist=0;FiveStarSpecialist=6)
        EfficiencyBonus = 1                     //    EB        
        INPUT_RESOURCE                          //    Resource to be consumed
        {
            ResourceName = Ore                  //    Name of the Resource to be consumed
            Ratio = 0.5                         //    How much Resource is consumed per second at 100% Effic
            FlowMode = STAGE_PRIORITY_FLOW      //    Resource FlowMode (See CFG Doc for more info)
        }
        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 30
        }
        OUTPUT_RESOURCE                         //    Resource to be produced
        {
            ResourceName = LiquidFuel           //    Name of the Resource to be produced
            Ratio = 0.45                        //    How much Resource is produced per second at 100% Effic
            DumpExcess = false                  //    Continue Converter if this Resource can't be stored?
            FlowMode = STAGE_PRIORITY_FLOW      //    Resource FlowMode (See CFG Doc for more info)
        }
        OUTPUT_RESOURCE
        {
            ResourceName = Oxidizer
            Ratio = 0.55
            DumpExcess = false
            FlowMode = STAGE_PRIORITY_FLOW
        }
    }

    MODULE
    {
        name = ModuleAnimationGroup              //    Module Name
        deployAnimationName =                    //    Animation name for deploy (Needs "autoDeploy = false")
        activeAnimationName = ProcessorLarge_running    //    Animation name while running (loop)
        moduleType = Converter                   //    Module is used by all Converters in this part
        autoDeploy = true                        //    Converter can be used without deployment?
    }

No warranty for accuracy. :wink: Hope this will be usefull and if something is incorrect let me know!
There are two entrys left I couldn't find out how they work/what exactly they do (AutoShutdown and DefaultShutoffTemp). For the latter I assumed .8 means 80% of max. Temperature but I raised the ISRUs CoreTemperature to 2900 and nothing happened.

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On 12/19/2016 at 2:58 AM, Streetwind said:

@Eleusis La Arwall - great job. If it's not too much trouble, could you check the Community API Documentation if some of what you discovered could be added there? It'll preserve your work much better than a small forum thread which might get lost in the annals of time :wink:

I think the edits were made successfully to BaseConverter; could you check to see it was done properly?

Also, if I understand that formula correct, if you think engineers increasing ISRU yield by 25x is completely and utterly ridiculous, you can swing it back towards less engineer bonus by increasing SpecialistBonusBase towards 1.0, and reducing SpecialistEfficiencyFactor down to something vaguely reasonable.

Personally, I might go for SBB of 0.65 and SEF of 0.1; that makes unmanned ISRU something vaguely useful, while still preserving the max output of having a 5-star engineer.

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On 19/12/2016 at 9:58 AM, Streetwind said:

@Eleusis La Arwall - great job. If it's not too much trouble, could you check the Community API Documentation if some of what you discovered could be added there? It'll preserve your work much better than a small forum thread which might get lost in the annals of time :wink:

Very good point, but I have to admit that I barely understand what I see on the Community API Documentation because I'm not a coder :(
For a first step I've added an entry for the ModuleResourceConverter to the Module documentation on the wiki: http://wiki.kerbalspaceprogram.com/wiki/Module
If you or anyone else can/wants to add these infos to the Community API Documentation, feel free!
Just to be clear, the formula is the product of pure trial and error. Would be nice if someone with the right skills could verify it :)

On 22/12/2016 at 4:23 AM, Starman4308 said:

engineers increasing ISRU yield by 25x is completely and utterly ridiculous,

That was also my first thought when I realized it :D 
I'm propably going for SBB=0.7 / SEF=0.05 and SBB=0.85 / SEF=0.025 in my converters.

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If someone has some specific questions 'What does field X do?' I can answer them (just be sure to ping me).  Would not mind setting some time aside to totally document that subsystem, but that's a pretty big nut to chew for the entire thing.

For the OP - thermal as in skin temp/internal temp/parts go boom, or thermal as in stuff becomes less effective?  They are two different subsystems.  

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  • 1 year later...

@RoverDude Bit of a thread necro but it's a short thread and seems relevant.

I have a few efficiency related questions I'm hoping you can help with:

  1. Does UseSpecialistBonus effect the speed/rate of ModuleResourceConverter or create more/less outputs for a set number of inputs?
  2. Can you explain how SpecialistHeatFactor works in a bit more detail.  Does the value of 0.1 mean that only 10% of the heat is generated or is it linked to the other specialist numbers?
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4 hours ago, Paul Kingtiger said:

@RoverDude Bit of a thread necro but it's a short thread and seems relevant.

I have a few efficiency related questions I'm hoping you can help with:

  1. Does UseSpecialistBonus effect the speed/rate of ModuleResourceConverter or create more/less outputs for a set number of inputs?
  2. Can you explain how SpecialistHeatFactor works in a bit more detail.  Does the value of 0.1 mean that only 10% of the heat is generated or is it linked to the other specialist numbers?

In my experience it does. Put a 5-star engineer on board and you'll see a massive increase in resource conversion and decrease in heat generation. You can observe the numbers for the lower classed engineers and extrapolate from there. I don't know about variables like stupidity.

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