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AshIzat

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Everything posted by AshIzat

  1. Personally I think its better to keep it separate. That's one of the things I tried while testing the generator code, and to me it felt a little bit overpowered, although I always find rtgs feel a little cheaty anyway. Its easy to stick one on if you need it, its a lot more difficult to remove one that's embedded in another part if you don't like it.
  2. Try this: [FONT=Verdana]MODULE [/FONT]{ name = KarboniteGenerator // The ammount of electric charge (in kJ) recieved from 1 unit of karbonite conversionRatio = 500 // The maximum output of the generator in kW maxOutput = 100 }
  3. The thing with KSP-I is, the lowest 0.625m fission reactor is going to have a higher output than the 3.75m karbonite generator, and rightly so, from the same table as I got that Gasoline figure, Uranium: 80,620,000MJ. Hmm... I would suggest not bothering with a 3.75m generator, now that I look back you don't have any parts that large planned anyway, so it wouldn't really make sense. 100kW, 20kW and 4kW? I can't see 4kW being all that useful, I think solar pannels fill that space quite well, it could make a useful night time generator I suppose, especially as you can leave it running in the daytime too and not waste karbonite. Also karbonite powered rovers, that could be cool. Actually I've talked myself round I like that idea now. In fact I may just go and build a Karbonite powered rover... Edit: great minds thing alike
  4. The electric generator module is about there now I think. You can timewarp freely, and as long as your other power sources can keep up, you'll not actually burn any karbonite. When your other sources can't keep up, you'll only burn enough karbonite to make up the difference. It also ramps up and down in power gradually, mainly because I liked it, but also because it stops the output numbers flickering. We probably need to work out how much power these things should be generating, and at what efficiency. If we based it on something like gasoline we would be looking at around 47MJ/litre, that's a lot, but we could probably assume that this thing is only 10% efficient even if we were feeding it pure gasoline, and what we are digging up is raw and unrefined and full of garbage we don't need so say, 1MJ/litre? Could possibly lower than that even. 500kJ sounds good to me. So that's my vote for its efficiency, or lack thereof. In terms of actual output power, I'm not sure. Obviously the bigger generators should have higher outputs, but what to base it on? I've been testing at 500kW output, that's a lot, absolutely nothing in the base game comes close to using that much power, but in terms of reality it's about right for a 3.75M part, and there are mods that can make use of that. This is what came up when I did an image search for 500kW generator. So my vote is 500kW, 100kW and 20kW. What are peoples thoughts on these numbers? EDIT: we could also consider slight efficiency penalties for the smaller generators, economy of scale and all that.
  5. I've been doing some more playing around with it and there are still a few issue that need working out. for example on the top two levels of time warp it still drains your karbonite (rather quickly) even if you have other forms of power that should be covering you. I think I've almost got it sorted now though, I'll update the pull request when I think it's ready.
  6. I've been following this thread with great interest and someone mentioned the idea of creating a kethane like generator to convert karbonite to electric charge. I've can't create models, and I'm useless at textures ect, but I can program. So I've create a part module which takes in karbonite and produces electric charge. It does so in a way that is proportional to the empty space in the batteries, and stops if that amount is below a very small threshold, so it shouldn't waste karbonite. I haven't created a part or any thing, I just tested it by adding the module to karbonite converter though I imagine it would be better as a separate part (possibly in multiple sizes) but here are some screenshots if it working. Here's the config I was using for testing, though It probably needs some work balance wise: MODULE { name = KarboniteGenerator // The ammount of electric charge (in kJ) recieved from 1 unit of karbonite conversionRatio = 500 // The maximum output of the generator in kW maxOutput = 500 } Here's a pull request to include the changes. Seriously I really love where this mod is going, I'd love to contribute to it and I give my code freely if you guys want it.
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