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[1.8-1.11.x] Beamed Power Standalone (and Propulsion), v1.1.0


Wavelength setting  

46 members have voted

  1. 1. How realistic do you want the wavelength setting

    • Full realism (eg. "Far Ultraviolet")
      10
    • Some realism (eg. "Ultraviolet")
      15
    • Simple (and vague), (eg. "Short"/"Long"), option currently implemented
      19
    • No wavelength mechanic (wavelength preset by the code itself)
      2

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Quick question- does this mod allow electric charge to be sent across long distances, e.g. park a solar array near the sun to then fire all that power out to something further from the Sun that needs it? Or am I misunderstanding the purpose of this mod?

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2 minutes ago, jimmymcgoochie said:

Quick question- does this mod allow electric charge to be sent across long distances, e.g. park a solar array near the sun to then fire all that power out to something further from the Sun that needs it? Or am I misunderstanding the purpose of this mod?

Yes it allows that. There are no parts for it currently, but the plugin has part modules you can apply to parts to give them that function. Try this mod with NFeX, some of the parts in that will have that function.

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So "short" means it's useful for long distances while "long" for shorter distances, right? Also, this isn't supposed to be scaled for larger solar systems, right? I'm playing RSS+Smurff and thought "Oh, I could make a solar farm on Mercury's orbit and power stuff on Earth and beyond" and well, you can't because the losses are huge, it only seems to work within a planetary system. OTOH, maybe that's intended? I'm not sure how realistic (even if incredibly advanced) solar farms in Mercury would be

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33 minutes ago, juanml82 said:

So "short" means it's useful for long distances while "long" for shorter distances, right? Also, this isn't supposed to be scaled for larger solar systems, right? I'm playing RSS+Smurff and thought "Oh, I could make a solar farm on Mercury's orbit and power stuff on Earth and beyond" and well, you can't because the losses are huge, it only seems to work within a planetary system. OTOH, maybe that's intended? I'm not sure how realistic (even if incredibly advanced) solar farms in Mercury would be

The mod does use the real equation for calculating power received:

power received = power beamed  x  receiver diameter  x  transmitter dish diameter /  (1.44  x  wavelength  x  distance)

The wavelength for 'long' is 10^-3, which means it is microwave, while the wavelength for 'short' is 5 x 10^-8, which means it is ultraviolet. So this does mean the received power is the same whether used on stock scale or RSS, it isn't scaled based on solar system size. For RSS, I'd highly recommend the realistic wavelengths version of the mod, under 'Extra' folder. This gives you more options, like gamma-rays which are shorter wavelength and have even greater range.

Edited by Aniruddh
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Alright.

I've created this cfg to add the module to J2X antenna

@PART[jx2LDA]:NEEDS[JX2Antenna]
{
    MODULE
    {
        name = WirelessSource
        DishDiameter = 20
        Wavelength = GammaRays
        Efficiency = 0.8
    }
    @cost *= 40
}

And replaced the dlls for the RW ones, renaming the RW ones in the extras folder with the original names (ie BeamedPowerPropulsionRW.dll to BeamedPowerPropulsion.dll and the same to BeamedPowerStandaloneRW), but when I try to toggle to transmit, it immediately disables the transmiter (ie, I can't beam power)

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3 minutes ago, juanml82 said:

when I try to toggle to transmit, it immediately disables the transmiter (ie, I can't beam power)

That is likely because you aren't generating enough power. It is a failsafe mechanism, when the electric-charge amount on your ship goes below ~10% of the total, the transmitter shuts-down so that your ship doesn't become uncontrollable.

Don't use the slider unless you are generating more than 10,000 EC/s, you want to click # on the top right of the right-click menu and type in the exact amount you want to beam.

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1 hour ago, Aniruddh said:

That is likely because you aren't generating enough power. It is a failsafe mechanism, when the electric-charge amount on your ship goes below ~10% of the total, the transmitter shuts-down so that your ship doesn't become uncontrollable.

Don't use the slider unless you are generating more than 10,000 EC/s, you want to click # on the top right of the right-click menu and type in the exact amount you want to beam.

jBxpLd2.png

I've cheated this into Mercury's orbit, I still can't enable the transmitter, it immediately switch to disabled when I click on the button

 

EDIT: I had to deploy the antenna first :blush:

Edited by juanml82
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1 hour ago, juanml82 said:

Yeah, I hadn't extended the antenna

In the real (future) world the undeployed power tx antenna would have exploded from massive VSWR!  You came out of it ok, so be happy, lol

[here I am giving Aniruddh ideas of how to handle sending Gigawatts to an undeployed antenna]

Edited by darthgently
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I made these patches to turn the stock relay antennas into power relays

Spoiler

@PART[RelayAntenna50]:NEEDS[BeamedPowerStandalone]
{
    MODULE
    {
        name = WirelessReflector
        Reflectivity = 0.95
        ReflectorDiameter = 2
    
        CanAmplify = False
        Efficiency = 0.8
        wavelength = Ultraviolet
    }
    @cost *= 1.5
}
@PART[RelayAntenna100]:NEEDS[BeamedPowerStandalone]
{
    MODULE
    {
        name = WirelessReflector
        Reflectivity = 0.95
        ReflectorDiameter = 3
    
        CanAmplify = False
        Efficiency = 0.8
        wavelength = GammaRays
    }
    @cost *= 1.5
}
@PART[RelayAntenna5]:NEEDS[BeamedPowerStandalone]
{
    MODULE
    {
        name = WirelessReflector
        Reflectivity = 0.95
        ReflectorDiameter = 1.5
    
        CanAmplify = False
        Efficiency = 0.8
        wavelength = Microwaves
    }
    @cost *= 1.5
}

But whenever a probe with a relay is on focus (ie, I build a probe in the VAB and roll it out to the launchpad to launch) the game slows down to a slow slideshow (I'm not even sure if I'm getting 1 FPS). I've tried changing the amplify bit from true to false and shutting down the only power beam emmiter in the system, but it doesn't matter. Here's the log file if needed http://www.mediafire.com/file/335rkssjw72iazq/KSP.zip/file

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53 minutes ago, juanml82 said:

But whenever a probe with a relay is on focus (ie, I build a probe in the VAB and roll it out to the launchpad to launch) the game slows down to a slow slideshow (I'm not even sure if I'm getting 1 FPS). I've tried changing the amplify bit from true to false and shutting down the only power beam emmiter in the system, but it doesn't matter. Here's the log file if needed http://www.mediafire.com/file/335rkssjw72iazq/KSP.zip/file

Thanks for providing a log file! There are two things causing problems, one is that you have enabled background resource processing which is known to cause problems, turn it off in the difficulty settings. Secondly, there might be a bug with realistic wavelengths for the WirelessReflector, this I will look into.

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  • 1 month later...

New release! This one mostly fixes bugs and optimises performance. There is one new part-  the transmitter dish I showed off on the previous page. Also this release has been tested with 1.11 and works well, although previous versions should too.

On 11/8/2020 at 3:27 PM, juanml82 said:

But whenever a probe with a relay is on focus (ie, I build a probe in the VAB and roll it out to the launchpad to launch) the game slows down to a slow slideshow (I'm not even sure if I'm getting 1 FPS)

I think I fixed this issue in the latest release (I managed to get from 40fps to 60fps). However, I couldn't replicate this exactly as I got 40fps (which is a dip of 20 from the usual) with the same craft, 1fps seems rather extreme. Please try the latest version when you can, to see if the performance is better.

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On 12/25/2020 at 4:11 PM, Aniruddh said:

New release! This one mostly fixes bugs and optimises performance. There is one new part-  the transmitter dish I showed off on the previous page. Also this release has been tested with 1.11 and works well, although previous versions should too.

I think I fixed this issue in the latest release (I managed to get from 40fps to 60fps). However, I couldn't replicate this exactly as I got 40fps (which is a dip of 20 from the usual) with the same craft, 1fps seems rather extreme. Please try the latest version when you can, to see if the performance is better.

Yes, it's fixed. I'm finding some stutter at the emitter and the receiver, but it may be caused by something else

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