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[1.9.1 1.10.1 1.11.1] (Semi-) Saturatable Reaction Wheels


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I'm starting a new thread for the SRW mod I have recently rebuilt for a relativelly new KSP version 1.10.1. The mod has been abandoned by @Crzyrndm few years ago and then was kept rebuilt in a fork of @HebaruSan.  I found out that fork being more updated and featuring a couple of improvements only after rebuilding the mod on my own with a change that is critical for me. If I find more time to spend on the mod - the first thing I will do is adding the QoL tweaks from that fork. The only reason for the first version released by me to be called 2.0.0 is to prevent the mod's version names from being confusing.

(Semi-) Saturatable Reaction Wheels

Dependency -  ModuleManager

Download from GitHub or via CKAN

License - GPL v3

 

Features

  • Reaction wheels accumulate momentum with use, torque output is modified based on the current stored momentum
  • Stored momentum "magically" (ie. no basis in real physics) slowly decays over time, recovering the parts torque capabilities. The rate is configurable in the part configuration files (ie. you can turn it off, decrease the rate, or increase the rate to suit your play style)
  • Stored momentum can also be discharged at the expense of propellant. Not enabled by default, change the file extension of ResourceDrain.txt to .cfg to enable

Before you download

I have not done much testing. Please report any problem you encounter with the mod.

I have not marked KSP 1.8.1 as compatible but I use it in my 1.8.1 heavily modded career and I'm sure I'll have a reason to explicitly declare compatibility after some time.

Changelog

v2.1.3

Added:

v2.1.2

Fixed:

  • Non-EN KSP versions throwing exceptions or even failing to load.

v2.1.1

Fixed:

  • Each time you entered flight scene, you got one more toolbar button.

v2.1.0

Added:

  • RCS Fuel icon for "propelled" discharge toggle button. The button is now also red when the discharge is active.
  • For-propellant discharge availability is now toggled not via file renaming, but mod's difficulty settings.
  • Reasonless discharge can be both toggled and scaled in the difficulty settings (from no discharge up to 10 times faster than "default legacy speed").
  • Icon in mod toolbar to toggle RW Window (so you don't need to search for an RW part to access it). As of now the icon used is the icon of vessel controll science node found in GameData/Squad. Its copy is put in the modfolder, a "better" icon is planned.

Fixed:

  • RW Window is now a bit better spaced (the close button).
  • RW Window treated in-physics craft with same names as a single one (probably it had some severe side-effects).

v2.0.0

  • Built vs KSP 1.10.1
  • Added a patch to remove SaturatabeRW module if we find a part lacking ModuleRecationWheel on zzz_ prefixed pass
  • Fixed severe NRE spam if ModuleReactionWheel is removed (in a wierd way) by SETI mods.
Edited by DarthPointer
v2.1.3
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46 minutes ago, DarthPointer said:

 The only reason for the first version released by me to be called 2.0.0 is to prevent the mod's version names from being confusing.

Nice to see this updated again...
and not enuff "continuers/adopters" consider the little step in versioning to help clarify things...
waayyyy too many times, I am confused by continuations/adoptions, when names are so close, and versioning overlaps, or does anything but pick up from the very next version in the sequence.

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sweet, this will hopefully pair nicely with PersistentRotation, recently revived as well. Currently I'm using MandatoryRCS mod to get both of these features but it hasn't been serviced in a while and it's dubiously working on more recent KSP versions. Thanks for the update and hope you continue with the QoL fork at the very least

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The QoL update is here, I've also smashed a small but probably nasty bug, meet the 2.1.0!

 

Added:

  • RCS Fuel icon for "propelled" discharge toggle button. The button is now also red when the discharge is active.
  • For-propellant discharge availability is now toggled not via file renaming, but mod's difficulty settings.
  • Reasonless discharge can be both toggled and scaled in the difficulty settings (from no discharge up to 10 times faster than "default legacy speed").
  • Icon in mod toolbar to toggle RW Window (so you don't need to search for an RW part to access it). As of now the icon used is the icon of vessel controll science node found in GameData/Squad. Its copy is put in the modfolder, a "better" icon is planned.

Fixed:

  • RW Window is now a bit better spaced (the close button).
  • RW Window treated in-physics craft with same names as a single one (probably it had some severe side-effects).
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I got a report of NREs on game loading for KSP 1.11.1, mod 2.1.0 while 2.0.0 being ok but failed reproducing it.

However I have found out that each time I enter flight scene there is one more button in the Toolbar.

Mod version 2.1.1 is released to fixed it.

Edited by DarthPointer
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It has turned out that the issues on loading KSP were connected with game language. KSP that use non-EN locstrings for RCS modules descriptions (GetInfo if it helps you understand what I'm speaking about) were affected as one of the modules used to depend on EN version of string. Version 2.1.2 is out to fix it.

Fixed:

  • Non-EN KSP versions throwing exceptions or even failing to load.
Edited by DarthPointer
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  • 2 weeks later...
Posted (edited)
1 hour ago, HoneyBadger said:

Hi. I am using this with RSS/RP-1. In the tech tree it shows that it requires mono propellant. Is this correct? I thought it would only require EC.  

Hi!

Yes, it can consume monopropellant. It is the "dump accumulated torque" feature to do it. It is here to "simulate" you decelerating the wheels and burning RCS simultaneosly the way you dont affect vessel's rotation. AFAIK it is disabled by default, you can change it in difficylty settings. When the feature is enabled you will see buttons to activate the torque dumping in the RW Window. And it is the only case the wheels consume fuel.

Apart from this "torque dumping" it does not need anything but EC. You still can dump the torque manually just for EC, The only difference is you will have to counter the "recoil" after that using your regular RCS.

Edited by DarthPointer
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