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Atmospheric fuel cell.


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We can copy the part's cfg, rename the part inside, find INPUT_RESOURCE definitions and replace Oxidizer with IntakeAir or so.
The number can be also corrected after a test with an air intake.

Then we have both.

Edited by kerbiloid
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Hmmmmmm... looking at alternator efficiency of engines, it varies quite a lot.

The wiki lists the Wheesley as having 0.0239 LF/EC at 4 EC/second. My data says more like 0.058. I suspect it's using beta era stats for the wheesley.

 

This compares rather poorly with fuel cell arrays, which produce 18 EC/s for 0.045 LFO/s. Meaning they get 0.0025 LFO/EC. Around 23 times the efficiency. 400 EC/LFO for the Fuel Cell but only 17.2 for the Wheesley.

Edited by Pds314
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I think modifying fuel cells to use intake air instead of oxidizer (don't forget to save the modified one as a separate part) could indeed simulate a generator like the one shown in the OP.

 

I think I'll go ahead and give that a try right now.

 

EDIT: Yup, works just fine. So if u don't mind a generator that doesn't sound and look like a generator u could just go ahead and modify the regular fuel cells to atmospheric ones.

Edited by DualDesertEagle
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can u check my code?

PART

{

name = FuelCell

module = Part

author = PositronLance001

 

MODEL

{

model = Squad/Parts/Resources/FuelCell/FuelCell

}

rescaleFactor = 1

 

node_attach = 0, 0, 0, 1, 0, 0, 0

 

TechRequired = largeElectrics

entryCost = 2250

cost = 750

category = Electrical

subcategory = 0

title = Atmospheric Fuel Cell

manufacturer = C7 Aerospace Division

description = A small fuel cell based off of Zaltonic’s that uses Intake Air instead of Oxidiser!

attachRules = 0,1,0,0,0

 

// --- standard part parameters ---

mass = 0.05

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 2

crashTolerance = 7

maxTemp = 2000 // = 3000

bulkheadProfiles = srf

tags = array bank charge convert e/c elect energ pack power volt watt

 

MODULE

{

name = ModuleResourceConverter

ConverterName = Fuel Cell

StartActionName = Start Fuel Cell

StopActionName = Stop Fuel Cell

ToggleActionName = Toggle Fuel Cell

FillAmount = 0.95

AutoShutdown = false

MODULE

{

name = ModuleResourceIntake

resourceName = IntakeAir

checkForOxygen = true

area = 0.001

intakeSpeed = 15

intakeTransformName = Intake

machCurve

{

key = 1 1 0 0

key = 1.5 0.9 -0.4312553 -0.4312553

key = 2.5 0.45 -0.5275364 -0.5275364

key = 3.5 0.1 0 0

}

}

RESOURCE

{

name = IntakeAir

amount = 0.5

maxAmount = 0.5

}

 

GeneratesHeat = false

UseSpecialistBonus = false

 

 

INPUT_RESOURCE

{

ResourceName = LiquidFuel

Ratio = 0.0016875

FlowMode = STAGE_PRIORITY_FLOW

}

INPUT_RESOURCE

{

ResourceName = IntakeAir

Ratio = 0.02

FlowMode = STAGE_PRIORITY_FLOW

}

OUTPUT_RESOURCE

{

ResourceName = ElectricCharge

Ratio = 1.5

DumpExcess = false

}

}


 

 

RESOURCE

{

name = ElectricCharge

amount = 50

maxAmount = 50

}

}

 

Edited by PositronLance001
missed some stuff
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I'm not a coding kinda guy but given the fact that u went a little further in modifying the script than I did and mine worked fine I don't see any reason why it shouldn't work.

 

I'd say go ahead and fire up the game to see if it works, and if it doesn't revert to the original or start over.

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