zer0Kerbal

[KSP 1.7.3] On Demand Fuel Cells Refueled - Set SCE to AUX - v1.1.2.1 (21 Sep 2019)[RELEASE]

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Posted (edited)

Download on SpaceDock, Github or Curseforge..  Also available on CKAN. Patches: copy modify

On Demand Fuel Cells Refueled

1.1.2.1 - Set SCE to AUX

zer0Kerbal adopts for curation the mod known as On Demand Fuel Cells (ODFC)

ODFCr?include_prereleases)KSP 1.7.xlicense-CC--BY--SA%204.0-lightgreyCKAN listedsource%20code-github-yellowgreen

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 *** See below (sic) concerning parts.

DOES NOT COME WITH PARTS, but has a patch to copy/modify the stock Fuel Cell and Fuel Cell Array as new parts. Patches: copy modify

image.png

 

On Demand Fuel Cells (ODFC) is a plugin to simulate fuel cells in Kerbal Space Program (KSP), and do a better job of it than stock's use of a resource converter.  The main difference is it only generates electricity when it's really needed (batteries almost empty), and otherwise lets electricity of a craft float up and down, as it might in a solar powered vehicle when the sun is eclipsed by another celestial body.  It also allows fuel cells to generate byproducts, aimed at supporting life support mods like TACLS.

The plugin requires a set of Module Manager patches to function, as it does not do anything unless integrated into a part. There are two different sets of patches available on CKAN or SpaceDock.
One set that copies the fuel cells from Stock, Universal Storage 2, Jatwaa Demolitions Co, and Solid Fuel Cells (soon more) and replaces the stock modules with ODFC with three modes (four if Community Resource Pack is installed correctly) of operation. Also adds a 0.5 EC/s multimode fuel cell to all stock command pods (easily disabled since in separate patch)
Another set that modifies the same set of parts instead of copying them.

Features:

  • adjustable fuel cell use - much more than just On/Off operation
  • multiple fuel modes (serial usage - one mode at a time)
  • variable activation threshold
  • configurable to produce byproducts (so O+H2 = EC + H2O)
  • very small memory footprint
  • Brown and Black out protection assistance
  • PAW (Part Action Window / Right Click Menu) grouping with autocollapse, click the down arrow to drop the ODFC control panel down (KSP 1.7.1).
  • new Optional difficulty settings for moderate and hard play - Stall. Don't run out of EC or the fuel cells will stop functioning since they need electricity to function.
  • new feature: autoSwitch (disabled for hard play). If current fuel mode is lacking fuel, will automatically look for another mode that has fuel available. If you are completely out of fuel, well, let's face it - you are completely out of luck. We tried.
  • new the group label on the PAW/RMB part window now reflects status of the fuel cell so you don't have to expand the group to peek in to see if the refrigerator light is on.
  • more features coming soon (hopefully)

Known Issues:

  • Does not seeming work with Tweakscale
  • Ampyear, Kerbalism, B9, and BackgroundProcessing or Background Resources mods do not 'see' ODFC (being looked at).
  • Should not have both BackgroundProcessing and BackgroundResources installed.

ODFC-Spacedock-header.png

Parts:
DOES NOT COME WITH PARTS. There were custom modeled parts that came with the original ODFC, but they are under a restrictive license (all rights reserved) unlike the plugin which is under the CC-BY-NC-SA-4.0 license. There are plans to release more Fuel Cell Parts under a different release (this is underway). Links will be provided to these additional parts.

Patches: Sold separately. Batteries not included.

StockFuelCells.cfg patch modifies and or copies the existing Stock Fuel cells (+PART) and adds three (*four) modes of operation:

  1. Monopropellent
  2. Liquid Fuel + Oxidizer
  3. Liquid Fuel + Intake Air
  4. *Hydrogen Gas + Oxygen Gas = Electric Charge + Water
  5. if RealFuels installed, will add an additional mode (coming soon)

.* If you have the Community Resource Pack correctly installed it will give you the additional mode

See Betatest Check list (below) for a list of things we are looking for, especially looking for balance issues,

Requests for additional stock sizes and modes should be made below.

 

Software/Source code Only License (Source Code):

 gplv3-or-later-sm.pngGPLv3

Non-Software(all other) License:

CC 4.0 BY-NC-SA CC 4.0 BY-NC-SA

 

links to original:

On Demand Fuel Cells (ODFC) by `Orum'. Licensed under CC 4.0 BY-NC-SA

Source Code: Github repo.

Edited by zer0Kerbal
new release.

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Posted (edited)

reserved for changelog (full changelog here):

v1.1.2.1 - Set SCE to AUX

Feature Request Tracker
 + AYA integration
 + Add Heat production
 + Convert to On-Demand Resource Converter (still base of ODFC) by either adding or modifying

v1.1.2.0 -Stall Alert! aka Stall Tactics

Spoiler
  • [NEW] feature: Stall. Optional difficulty settings for moderate and hard play. Don't run out of EC or the fuel cells will stop functioning since they need electricity to function. Thank you to LinuxGuruGamer for the Setting.cs code and assistance.
  • [NEW] feature: autoSwitch (disabled for hard play). If current fuel mode is lacking fuel, will automatically look for another mode that has fuel available. If you are completely out of fuel, well, let's face it - you are completely out of luck. We tried.
  • [NEW] group label on the PAW/RMB part window now reflects status of the fuel cell so you don't have to expand the group to peek in to see if the refrigerator light is on. thank you to @Blowfish, @Dmagic, and @LinuxGuruGamer for the assist. That is one LONG piece of code.
  • PAW group label now in living color (disable in settings menu)
  • removed attempt at adding color to PAW group label. those coders have been sacked.
  • continued working on [BUG 0.0.1.9b]
  • /CODE/
    • udfs - updateFS
    • udft - updateFT
  • [NEW][BUG 1.1.2.0a] Tweakscale will not scale module ODFC because onLoad() vs onStart issues?
  • [NEW][BUG 1.1.2.0b] Kerbalism doesn't seem to recognize the unique brilliance of ODFC, not their fault hard to see when its that bright. :D
  • reversed removal of color coding PAW label. those coders have been sacked, and those sackers of the previously sacked are now extra-judicially sacked
  • PAW label now acts as a color coded STATUS label - dynamically updating
  • Known Issue Tracker
    • [BUG 0.0.1.6a] Does not seeming work with BackgroundProcessing or Background Resources mods (being looked at) (so ODFC doesn't work when doesn't have focus). Should not have both BackgroundProcessing and BackgroundResources installed.
    • [BUG 0.0.1.9a] B9 module swapping - needs onLoad etc update to make work
    • [BUG 0.0.1.9b] next fuel mode should not be visible when only one mode

v0.0.1.9 (this is actually 1.1.1.9 and next release will switch to 1.1.2.0)

Spoiler

 * added item grouping in PAW.
 * [NEW][BUG 0.0.1.9a] - B9 module swapping - needs onLoad etc update to make work
 * [NEW][BUG 0.0.1.9b] next fuel mode should not be visible when only one mode
 * [D][BUG 0.0.1.9c] mangled config caused this. added error checking in cfg.cs - thank you LGG for this code.
 * [NEW][BUG 0.0.1.9c] ERROR!'s out when there is only one fuel mode. Stock pod patch only adds one mode (monoprop - because pods usually have monoprop if they have any fuel). This bug was temporarily fixed by added a second mode(it can be the same as the first so it appears like there only one fuel mode) in the patch (LFO).
 * Split patches into two categories, copy (green text) and modify (blue text)
 * Copy Patches now automatically rename the part with an ODFC prefix
 * Copy/Modify patches all add 50 cost, 0.001 mass, 5 EC battery, and 5 MP tank to all parts, even if part already has a battery / monoPropellant tank.
 * Added support for the following: JatwaaDemolitionsCo, SolidFuelCell, StockPods, UniversalStorage2,
 * Patches coming for the following: Bluedog Design Bureau, RLA, MiningExpansion, UniversalStorage
 * ad hoc, ergo promptus hoc: dropping the 'v' on all future version numbering.

v.0.0.1.8

Spoiler

 * ns renamed to newState
 * nmax renamed to newMax
 * add new recommended mod: HotBeverageReheated
 * add ODFC and AYA_FuelCell patches for HotBeverageReheated
 * add ODFC and AYA_FuelCell patches for UniversalStorage2
 * fixed typo in StockFuelCells.cfg (replaced '-' with '=')
 * [D][BUG 0.0.1.2b] must have some EC to function, if EC == 0 causes ODFC to hang - just had to move two lines of code to execute earlier. Reason this works, why it wasn't working if vessel EC == 0 was the order of execution. Needed to add the generated EC before handling byproducts, and remove fuel which triggered update state.
 * Release to Beta-Testers

v.0.0.1.7

Spoiler

 * [D][BUG 0.0.1.4c] other fixes seems to have fixed this.
 * [D][BUG 0.0.1.4a] someone tried to hotwire the fuel tanks with EC (**ElectricChargeID** needed to be replaced with **fuel.resourceID** )
 * removed ScreenMessages #DEBUG code

v.0.0.1.6

Spoiler

  * commented Scale related code out
  * removed commented code from StockFuelCells.cfg to fix [BUG 0.0.1.6b]
  * Added AllYAll-Removal.cfg (AllYAll doesn't currently work with ODFC, and the AYA_FuelCell module carries over with +PART)
  * Bug tracking now implemented via Github (all current and prior known bugs have been added and updated)
  * [BUG 0.0.1.3e] changed to Future Feature Request (heat)
  * [NEW][BUG 0.0.1.6a] Doesn't seem to work with BackgroundResources mod (so ODFC doesn't work when doesn't have focus)
  * [D][NEW][BUG 0.0.1.6b] AllYAll module being added

v.0.0.1.5

Spoiler

 * [D][NEW][BUG 0.0.1.5] the paw label is created from the FSHORT node name in the part.cfg (or patch)
 * corrected changlog bug numbering (missing .)
 * started converting changelog to include markup
 * [D][BUG 0.0.1.4b] zer0Kerbal left the capslock on when typing WATER, which the code didn't like.
 * removed code supporting FSHORT, instead using game references, which will also bring in localization
 * removed FSHORT from StockFuelCells.cfg

v.0.0.1.4

Spoiler

 * 4x4cheesecake
     * variable sweep and decrypt (continued)
     * typo correction
     * removed animation code
     * [D][BUG 0.0.12a] fixed log spam
 * variable sweep and decrypt (continued)
 * [D][BUG 0.0.13d] corrected misplaced decimal point in StockFuelCells.cfg (LF consumption 1/10 what it should have been in LF+IA mode)
 * [WIP]Added H+0 operational mode to StockFuelCells :NEEDS(Community Resource Kit)
 * Decyphered variables
   * cft = cfTime (temp)
   * mecrl = fuelModeMaxECRateLimit
   * ecn = ECneed
   * eca - ECAmount
    BUG:
   * [NEW][BUG 0.0.1.4a] fuel cell doesn't switch to the "Fuel Deprived" state if you run out of any of the currently used resources and continues to produce EC
   * [NEW][BUG 0.0.1.4b] the H2O+water mode causes the part to mis-function (ERROR) - probably has to do with resourceAbbreviations
   * [NEW][BUG 0.0.1.4c] [BUG] if ECneed > ECsupply & ECtotal = 0 will make the PAW fluctuate in size.

v.0.0.1.3

Spoiler

 * created StockFuelCells.cfg which copies both stock fuel cells and adds ODFC
 * 4x4cheesecake variable sweep and decrypt
 * comment out all emmitter and light code, left animation
 * zer0Kerbal variable sweep and decrypt
 * [D][BUG 0.0.1.2b] zedEC bug - fixed (variable name)
 * [D][BUG 0.0.1.2c] fuel decrement - fixed (variable name)
    BUG:
   * [BUG 0.0.1.2a] log spam
   * [NEW][BUG 0.0.1.3a] upon vehicle load, PAW showing errors that go away with activation/EC production
   * [NEW][BUG 0.0.1.3b] missing 'prev' fuel button
   * [NEW][BUG 0.0.1.3c] current/max display just showing ECRateLimit/ECRateLimit instead of ECRateLimit/maxECRateLimit
   * [NEW][BUG 0.0.1.3d] when in LiquidFuel+IntakeAir (LF+AI) mode - LF consumption too low
   * [NEW][BUG 0.0.1.3e] byproduct (heat) missing from StockFuelCells.cfg or should be in .dll?

v.0.0.1.2

Spoiler

        change = released:  
        change = [REVERTED] updated .version to 1.7.3.1  
        change = recompiled against KSP 1.7.3  
        change = converted FLOAT to DOUBLE - might be slower, but KSP seems to be going this way
        change = updated Assembles.cs
        change = updated entire project
        change = BUG:
        change = [NEW][BUG 0.0.1.2a] log spam - Val was singing offkey in the OnStart method
        change = [NEW][BUG 0.0.1.2b] Must have some EC to function, if EC == 0 does not charge
        change = [NEW][BUG 0.0.1.2c] Does not decrement fuel (all or any)

v.1.0.1.1 - >-- ORIGINAL --<

Spoiler

        change = >-- ORIGINAL --<
        change = ODFC - change log
        change = Released on 2016-04-29
        change = Release split into two pieces; plug-in is now distributed separately from the OI parts, to ease CKAN support
        change = Updated to support KSP v1.1 (KSP 1.0 was not and will not be supported)
        change = UI will now hide certain elements if they are not used (mode switching and fuel used is hidden for those with only a single mode; Byproducts is hidden unless there are at least 2 modes, at least one of which has a byproduct)
        change = Info screen will now report units in an easier to read and interpret manner (e.g. 0.36/h instead of 0.0001/s)
        change = Fixed a bug where floats were truncated to integers when reading the MaxEC value
        change = Changed code to use public KSP/Unity functions where applicable
        change = Very small code optimizations and organization

v.0.0.1.0 - >-- ORIGINAL --<

Spoiler

        version = v1.0
        change = Initial release (for KSP v0.90)

 

Edited by zer0Kerbal

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Posted (edited)

Would you kindly help us out by trying this plugin (and the non-game breaking copied parts) and telling us what you think?

Here is a Betatest / Checklist to assist you: To make things easier, have added link to github version of this checklist.
 

Spoiler

### Core Functions:
 * threshold - does it start/stop when EC falls below/goes above the threshold set in PAW?
 * What about if have several ODFC on the same craft, each with different set thresholds.
 * are fuels properly consumed?
 * are byproducts properly excreted?
 * What happens when EC is max?
 * What happens with EC is == 0?
 * What happens when you switch modes?
 * What happens when you disable/enable the part in various states?
 * Does the ODFC stop EC production when runs out of one or more fuels?

### Mod interactions
 * Any adverse Mod interactions?
 * Behavior when using Background Resources?
 * How does not having Community Resource Pack (CRP) installed change the the PAW?

### GUI
 * Fit and finish - is the GUI/PAW easy to use and understand?
 * does the GUI/PAW work as expected?
 * any suggested improvements?

### Log/System
 * Does the mod recognize if there is another version or copy of the .dll installed? How does it respond?
 * any messages concerning this mod in the KSP.log?
 * any performance hits?
 * any noticeable memory leaks?

### Enviroment
 * What version of the game are you using?
 * Any DLC's?
 * Which mods?
 * Hardware (CPU/GPU/Memory/G.Mem/OS/type of drive/anything non-standard (like HUD/Mind-Controlled Input/etc)

### Improvements
 * Additional sizes of stock fuel cells? What EC/s desired? Consumption?
 * Patches for stock pods? what specs?

### Balance Issues
 * Adjustments suggested for consumption/production/byproducts?

Thank you in advance!

Edited by zer0Kerbal

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Posted (edited)

 

This discussion concerns .1 meter high stack fuel cells.

Each module contains the fuel cell, fuel tank (in units) and a battery module. These will be released shortly in another (related) parts only mod which is being prepped for release.

I want your input as to the game balance of each of the sizes, and where on the tech tree they should appear

Don't want to use Tweakscale on these due to the need for fine tuning game balance.

Fuselage versions (mk0-mk5) are included just in case a model/texture can be found/provided that will allow these to be created/included.

Thank you in advance!

image.png

 

For comparison

Stock Fuel Cell:

  • cost:  750
  • entry cost:  2250
  • techRequired: Electrics
  • mass:    0.05
  • EC/s Produced:    1.5       
  • EC storage: 50

Stock Fuel Cell Array:

  • cost:  4500
  • entry cost:  13500
  • techRequired: Electrics
  • mass:    0.24
  • EC/s Produced:    18      
  • EC storage: 300
Edited by zer0Kerbal

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Posted (edited)

Niiice...i hate stock fuel cell logic. This is superb. Honestly i dont think new parts should be a big deal. My vote is simply for the plugin and providing cfgs that optionally clones/replaces modules or does a full swap of modules alltogether with no cloning. Im certain there are a plethora of mods out there that adds a fuelcell part. To be kind and ask if you can make a cfg for said part for this plugin and g2g. Universal storage2 for example? I really like his modeling and texturing and im almost positive theres a fuelcell in that mod pack.

Edited by Jesusthebird

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Posted (edited)
17 hours ago, Jesusthebird said:

Niiice...i hate stock fuel cell logic. This is superb. Honestly i dont think new parts should be a big deal. My vote is simply for the plugin and providing cfgs that optionally clones/replaces modules or does a full swap of modules alltogether with no cloning. Im certain there are a plethora of mods out there that adds a fuelcell part. To be kind and ask if you can make a cfg for said part for this plugin and g2g. Universal storage2 for example? I really like his modeling and texturing and im almost positive theres a fuelcell in that mod pack.

thank you for the response. I like those models/textures very much as well.

done. already included is one patch (+PART) for the two stock fuel cells.

done. There are two - the PEM and the Akaline Fuel Cells are included in Universal Storage 2. US2 support is fully uploaded to the github repo for the next version. I made sure to keep the specification true to the original. I have (briefly) tried them in game, but forgot to see if they change size like most of the other parts do (they don't). I will look at US(the original) and see if a patch for those parts is warranted (it is).

Both patches add Monopropellent / LFO / Liquid Fuel + Intake Air / and if you have Community Resource Pack installed - Hydrogen+Oxygen=EC+Water.

Currently the patch is a (+PART), but will add an update(@PART) optional version as well. I don't know which version should be default, the copy or modify patch.

Believe it or not, I have been hard pressed to find other *current* mods with fuel cell parts. Am currently busy updating one that will remedy that. Just want someone to update the textures. :D

What about adding a ODFC patch to include a fuel cell in stock pods?

Edited by zer0Kerbal

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Posted (edited)

Hmm tough call on the default...

My 2cents? I think @part should be default as the aim of this mod is to change the logic of the fuelcells anyways. If anyone wants the additional cloning to keep the stock logic in addition..an extra set of cfgs are simple enough to add in. I think if its ckan indexed this would be the easier route too. 1 install to change..2 to change and clone. Only stipulation being the mm configs possibly needing different syntax to patch correctly and in proper order if cloning is wanted.

 

I dont have much experience with fuelcells honestly...and i could be totally wrong here as i could be thinking of respurce converters like isrus.. But off the top of my head as im not at my computer these mods could contain fuelcells:

Near future electric??

Opt??

Kas/kis??

Stockalike mining extention??

Planetary base systems??

USI??

 

I have all of these installed so when i get home ill check it out and report back

Edited by Jesusthebird

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Posted (edited)

Universal Storage has one fuel cell (alkaline). it produces 16 EC/s max.

done. have created the copy patch however, ssomething is not quite adding up with the consumption so will be asking @Paul Kingtiger about the discrepancies between US and US2 fuel cell consumption.

11 hours ago, Jesusthebird said:

My 2cents? I think @part should be default as the aim of this mod is to change the logic of the fuelcells anyways. If anyone wants the additional cloning to keep the stock logic in addition..an extra set of cfgs are simple enough to add in. I think if its ckan indexed this would be the easier route too. 1 install to change..2 to change and clone. Only stipulation being the mm configs possibly needing different syntax to patch correctly and in proper order if cloning is wanted.

I was thinking the same, three CKAN entries - ODFC (core, copy, edit). This way no special coding is needed (except for the timing of the patches maybe)

  1. just the core .dll and generic utility patches
  2. option one - copy existing fuel cells
  3. option two - patch existing fuel cells
11 hours ago, Jesusthebird said:

Near future electric??

Opt??

Kas/kis??

Stockalike mining extention??

Planetary base systems??

USI??

Thank you for the suggestions, will also look at @CobaltWolf's voluminous and wonderful BDB mod for fuel cells later. Found two fuel cells (one in Gemini, the other in Apollo)

  • NFE one would think nfe would - but I've looked through all of @Nertea's glorious NF mods, and no fuel cells.
  • KAS/KIS - again nothing.
  • SME - nadda correction - 3xGenerator - patching
  • Planetary Base Systems by @Nils277 might - didn't see any
  • USI - by @RoverDude might - checking - yes but uses own system.
  • @Angel-125's Buffalo (et al) might have has fuel cells, pretty sure they do, but they use their own module
  • Feline Utility Rover also by @Nils277 might have fuel cells (didn't see any)
  • KSPEi might as well.

I have also added a Mk2 and Mk3 .(25m ish) fuel cell fuselage part (both with and without ODFC) into Hot Beverages (soon to be released) parts pack.

I plan on releasing v.0.0.1.9 just as soon as I have the final numbers for the US(original) fuel cell. Should have both types of patches, and a slight adjustment to the PAW (having <<PREV>> above <<NEXT>> was driving me nuts)

 

 

Edited by zer0Kerbal

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Posted (edited)

Found two fuel cells in Bluedog Design Bureau (BDB); one in Gemini, the other in Apollo.

added StockPods.cfg - which copies most stock command pods and inserts a very small ODFC into each pod. Specs will be posted later for comment. Again, will see if can provide a +PART and a @PART patch.

Seems RLA has a MP fuelcell. Adding it. :)

Edited by zer0Kerbal

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Hello,

First Thank you for this great mod!

 

Does this mod work with this mod, too, or do it need a MM-patch or something else?

 

I don't want to bother you, but I'm working on setting up a new install (after not having played KSP for over 12 moths) and I was wondering, if there will be a new update in the next days/weeks...

(For the other fuel cells and on CKAN?)

Or at least a rough ETA of some sort...

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Posted (edited)
4 hours ago, N3N said:

Hello,

First Thank you for this great mod!

 

Does this mod work with this mod, too, or do it need a MM-patch or something else?

...

I don't want to bother you, but I'm working on setting up a new install (after not having played KSP for over 12 moths) and I was wondering, if there will be a new update in the next days/weeks...

(For the other fuel cells and on CKAN?)

Or at least a rough ETA of some sort...

You are welcome.

Haven't tried, but there is no reason why it shouldn't - yes, it would need a  MM-patch - but that should be simple enough.

here is the patch - untested, kindly tell me if it works for you: (github)

Also - if the patch works (it should), suggest sending it to @Rocket Witch to include with the mod.

Spoiler

// SolidFuelCell.cfg v1.0
// On Demand Fuel Cells Refueled
// created: 29 Aug 19
// updated: 29 Aug 19

@PART[solid_fuelcell]:NEEDS[ODFC,SolidFuelCell]:FOR[ODFC]
{
    @name ^= :^:ODFC:
    @title ^= :$: <color=green> ODFC</color>:
    @description ^= :$: <color=green> ODFC version. </color>:
    @tags ^= :$:  odfc demand:

    !MODULE[ModuleResourceConverter] {}

   MODULE
    {
        name = ODFC
        MODE
        {
            MaxEC = 1.5
            FUELS
            {
                SolidFuel = 0.00375
            }
        }
    }
}

// CC BY-NC-SA-4.0
// zer0Kerbal

I am planning on releasing ODFC v.0.0.19 this weekend to Spacedock and CKAN. It should be stable - been no complaints or bugs reported so far in this brief beta.

The release should include this patch, and others for stock and several other mods fuel cells.

I am also attempting to release stack mounted fuel cells (not the mods name) also this weekend.

The last major issue is with BackgroundProcessing, and that is something that is being looked into, and is probably going to take an update to BackgroundProcessing itself.

Hope this helps. Welcome back!

Edited by zer0Kerbal

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Just added PAW grouping, will be in next release. I might try to make it even more spiffylicious.

Hmmm... Next Fuel Mode shouldn't be active (showing) with only mode... bug.

image.png

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2 hours ago, zer0Kerbal said:

You are welcome.

Haven't tried, but there is no reason why it shouldn't - yes, it would need a  MM-patch - but that should be simple enough.

here is the patch - untested, kindly tell me if it works for you: (github)

Also - if the patch works (it should), suggest sending it to @Rocket Witch to include with the mod.

  Reveal hidden contents

// SolidFuelCell.cfg v1.0
// On Demand Fuel Cells Refueled
// created: 29 Aug 19
// updated: 29 Aug 19

@PART[solid_fuelcell]:NEEDS[ODFC,SolidFuelCell]:FOR[ODFC]
{
    @name ^= :^:ODFC:
    @title ^= :$: <color=green> ODFC</color>:
    @description ^= :$: <color=green> ODFC version. </color>:
    @tags ^= :$:  odfc demand:

    MODULE
    {
        name = ODFC
        MODE
        {
            MaxEC = 1.5
            FUELS
            {
                SolidFuel = 0.00375
            }
        }
    }
}

// CC BY-NC-SA-4.0
// zer0Kerbal

I am planning on releasing ODFC v.0.0.19 this weekend to Spacedock and CKAN. It should be stable - been no complaints or bugs reported so far in this brief beta.

The release should include this patch, and others for stock and several other mods fuel cells.

I am also attempting to release stack mounted fuel cells (not the mods name) also this weekend.

The last major issue is with BackgroundProcessing, and that is something that is being looked into, and is probably going to take an update to BackgroundProcessing itself.

Hope this helps. Welcome back!

Hey,

Thank you for your great and fast work! :wink:

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Posted (edited)

update:

attempting to install a B9 MODULE switch into the patches, there is an issue with compatibility - ODFC does things in onStart() that B9(and maybe other mods) needs done in onLoad() (and other changes).

@blowfish is being very, very, very patient with my lack of C# programing skills(thank you).
working on it.

Am also working with @Lisias to bring in Tweakscale patches using the new generator scaling.

 

The current plan is to release the plugin (.dll) /nakid/ meaning without any parts or patches, but also release two sets of patches as separate releases - I just don't know how to do this, yet.

  1. one that replaces part's existing fuel cells with ODFC versions
  2. one that copies existing parts and replaces the existing fuel cells with ODFC versions
Edited by zer0Kerbal

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Posted (edited)

@Orum has posted in original thread (here).

Today's planned release is suspended.

Instead I will work on releasing Hot Beverages Irradiated (finally chose name) and KGEx (KerbGuise Experimental) - more fun parts.

Edited by zer0Kerbal

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@Orum is on board.

developed a simple spreadsheet that allows me to plug in a desired EC/s and it creates the modulemanager code for the ODFC module. I just have to now copy and paste..

Am working on finalizing the official release with two sets of patches.

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moderators - kindly move this thread into Add on releases.

On Demand Fuel Cells Refueled

OndDemandFuelCellsRefueledOndDemandFuelCellsRefueledOndDemandFuelCellsRefueled

v.0.0.1.9 - Start 'em up! Oh you glorious Fuel Cells!

(this is actually 1.1.1.9 and next release will switch to 1.1.2.0)

  • added item grouping in PAW.
  • [NEW][BUG 0.0.1.9a] - B9 module swapping - needs onLoad etc update to make work
  • [NEW][BUG 0.0.1.9b] next fuel mode should not be visible when only one mode
  • [D][BUG 0.0.1.9c] mangled config caused this. added error checking in cfg.cs - thank you LGG for this code.
  • [NEW][BUG 0.0.1.9c] ERROR!'s out when there is only one fuel mode. Stock pod patch only adds one mode (monoprop - because pods usually have monoprop if they have any fuel). This bug was temporarily fixed by added a second mode(it can be the same as the first so it appears like there only one fuel mode) in the patch (LFO).
  • Split patches into two categories, copy (green text) and modify (blue text)
  • Copy/Modify patches all add 50 cost, 0.001 mass, 5 EC battery, and 5 MP tank to all parts, even if part already has a battery / monoPropellant tank.
  • Release to Beta-Testers
  • Added support for the following: JatwaaDemolitionsCo, SolidFuelCell, StockPods, UniversalStorage2
  • Patches coming for the following: Bluedog Design Bureau, RLA, MiningExpansion, UniversalStorage
  • ad hoc, ergo promptus hoc: dropping the 'v' on all future version numbering
  •  
  • Known Issue Tracker
    • [BUG 0.0.1.6a] Does not seeming work with BackgroundProcessing or Background Resources mods (being looked at) (so ODFC doesn't work when doesn't have focus). Should not have both BackgroundProcessing and BackgroundResources installed.
    •  

 


Kerbal Space Program 1.7.3

Unity 2017.1.3p1

.NET 3.5

Edited by zer0Kerbal

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2 hours ago, Snark said:

Hi @zer0Kerbal,

Looks like a fun mod!  :)

In accordance with our add-on posting rules, however, can you please add a source code link to your OP above? Thanks!

thank you. :D

isn't it already there? Done.

Would you be so kind @Snark to move this thread to Add on releases? Thank you in advance.

Edited by zer0Kerbal

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44 minutes ago, zer0Kerbal said:

isn't it already there? Done.

Close, but not quite.  First, saying "github" doesn't automatically mean "source code"-- it's perfectly possible for people to host files on github without putting source code there.  So please just say "source code here" rather than "github here".

Second, please make a link to the actual source code, not to a releases page.  Not everyone knows how to navigate their web interface.  That is, use this link:

https://github.com/zer0Kerbal/ODFCr

^ that right there's to the code, which is what we're after.  Take care of that and we're happy to move it across.  :)

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Just now, Snark said:

Close, but not quite.  First, saying "github" doesn't automatically mean "source code"-- it's perfectly possible for people to host files on github without putting source code there.  So please just say "source code here" rather than "github here".

Second, please make a link to the actual source code, not to a releases page.  Not everyone knows how to navigate their web interface.  That is, use this link:

https://github.com/zer0Kerbal/ODFCr

^ that right there's to the code, which is what we're after.  Take care of that and we're happy to move it across.  :)

thank you for the explanation. :D  :rep:

Done. Put it at the bottom of the post after your first post. :D

Spoiler

Source Code: Github repo.

Edited 28 minutes ago by zer0Kerbal
new release. kindly move to releases

 

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2 hours ago, zer0Kerbal said:

Done. Put it at the bottom of the post after your first post.

There ya go!

Moved to Add-on Releases.  :)

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