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[Idea] Mechanical accumulators. Transformer storages.


kerbiloid

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Transformer storage.

Just an idea for mode, more or less industrial.

In @BahamutoD's extension for Extraplanetary Launchpads there was a family of ore containers changing their shape depending on еру filling degree.
(Just a box if empty, with bumps extending from faces while it's being filled).
 

Spoiler

maxresdefault.jpg

IRL there are mechanical storages of energy used together with a power source.
Water reservoirs, high-pressure air tanks, flywheels, or just a weight on chain.

***
When the power source is on (say, solar panels in the daytime, or just an excess of electric energy to be wasted), 
the storage gets filled with potential energy (converted from electrical one):
water level raises in the reservoir, air gets pumped into a high-pressure tank, flywheel rotates faster and faster, weight raises up.

When the power source gets low (say, night above the solar panels, or prime time show on TV draining off all electricity from the power line), 
the engineer opens a latch, and the storage gets discharging, feeding a generator:
water level goes down, flywheel rotates slower and slower, air gets away from the tank. Electricity is being produced.

So, this is like a simple (and reversable) animation. 

Probably, a resource would be added: something like StorageFillingDegree.

If the part is an enegy storage, then in cfg - 2-3 of stock converter MODULEs: 
*    Receive (converts a custom set of input resources into this StorageFillingDegree).
*    Release (converts StorageFillingDegree back into the custom set of resources).
*    Leakage (converts StorageFillingDegree back into a decreased set of resources).
So, modules are stock, need no programming.

If the part is just a container, not a generator (like in the mentioned ore sample), of course no converters, just a position depending on filling.

So, two types of transforming parts: 1a, 1b and 2.

***
Type 1a. "Level-based storage". Like the mentioned @BahamutoD's container. 

An animated part with two end positions. The current filling degree defines the current intermediate position.
No "Receive"/"Release" modules in cfg. Use it like any tank/container.
"Leakage" converter maybe yes, maybe not, as can be easily added.
So, put 100 water inside, watch how a blue cylinder gets raised.
Drink 80 water out, watch how it gets low.
Leave it for 10 days, every day 1 Water leaks out. 100 days will dry a full one.
 

Spoiler

vpBWafS_7c27058ef4f146dd397abb28362ad149potable-aboveground-aquastore-546.jpg14064199_1438930329457087_30524640606055KI4ZuiPQ.jpg

Or like this

Spoiler

jabara_tank-1.jpg


***
Type 1b. Absolutely the same part, but with added to cfg "Receive"/"Release". So, a storage with a built-in engine/generator.

Say, for a water reservoir (numbers arbitrary):
Receive: 100 ElectricCharge + 1 Water → 1 StorageFillingDegree and 
Release: 1 StorageFillingDegree → 1 Water + 80 ElectricCharge.
Leakage: 1 StorageFillingDegree/day → nothing or Water.
Animated detail: visible water level (not real water, but just a large blue cylinder in the column/pool).
Model: the same, but with a kinda pump/generator box aside.


For a high-pressure airtank: the same but with with IntakeAir.
Animated detail: ... well, maybe an emergency depressurization valve position.
 

Spoiler

Isisan_picture3.jpg

For a weight on a chain being lifted/lowered - just an energy:
Receive: 100 ElectricCharge → 1 StorageFillingDegree
Release: 1 StorageFillingDegree → 80 ElectricCharge.
Leakage: 1 StorageFillingDegree/day → nothing.
Animated detail: weight up/down.
 

Spoiler

eff3ee0d2c364c7f8f86421a2140fe0c.jpg88ed06.jpg

For a close-loop liquid storage.
Receive: 100 ElectricCharge → 1 StorageFillingDegree
Release: 1 StorageFillingDegree → 80 ElectricCharge.
Leakage: 1 StorageFillingDegree/day → nothing.
Animated detail: liquid up/down.
 

Spoiler

Gravitacionnye-nakopiteli-energii-r2.jpg17.jpg


***
Type 2. "Speed-based storage". A flywheel. The more it's filled - the faster its cycled animation is being played.
Receive: 100 ElectricCharge → 1 StorageFillingDegree
Release: 1 StorageFillingDegree → 80 ElectricCharge.
Leakage: 1 StorageFillingDegree/day → nothing.
Animated detail: flywheel permanent rotation.

Spoiler

kinemak.JPGBundesarchiv_Bild_183-2005-0722-516%252C01.jpg

 

So, with this Kerbals can put a small solar panel and a water tank and they will work in pair.

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...Okay.

But what is the reason that would make me want to use them, instead of a stack of batteries? The batteries discharge 100% of what was put into them.

Additionally, keep in mind that electricity consumption and generation is not calculated for vessels that are not in the player's physics bubble. This makes "storage to get through the night" kind of pointless, because chances are, you're going to be at the space center or flying a different vessel at that time, which means the base isn't going to lose any Ec at night anyway.

Remember: when you're designing for a game, you need to design something that is playable :wink:

Edited by Streetwind
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8 hours ago, Streetwind said:

But what is the reason that would make me want to use them, instead of a stack of batteries?

What's the reason to use chemical rockets when there are KSPI-E meganukes?
What's the reason to use propeller packs when there are sabre SSTO?

Just different styles. Hi-Tech, Not-So-High-Tech, etc. Atompunk vs dieselpunk.
These are mostly for micromanagement style, when you have a home facility, an airplane, a submarine, a moonrocket and a hut on the Mun. When role-playing, not strategy.

Edited by kerbiloid
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