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Everything posted by Blackline
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Hello everyone, i don't like squads idea of batteries. The parts in the game called "batteries" actually behave like capacitors: unlimited re-/charge rates, and low EC storage capacity. My idea of a new mod: increase the available EC-storage per mass, and to keep the balance: a) limit the "fuel" flow rate (if that is possible) or b) convert EC to another type of "fuel" and thus enable some sort of re-/charge rate. I present: Real Battery Imgur album: http://imgur.com/gallery/mb01Z With this mod you get a realistic battery behavior: Charge and discharge rates are limited (dependent on battery tech ie. Lead_Acid or Li_Ion...) and is displayed in the right click menu Charge rate degrades, if the battery comes close to full charge or becomes too hot/cold (see wiki for detailed behaviour); Heat behaviour is customizeable in the cfg file EC range of operation is configurable in RealBattery_mm.cfg file; What this means: Discharge RealBattery until EC is at xx% level, and recharge until EC reaches yy% level. defaults are 10% and 90%. Much higher EC per mass ratio than stock "batteries" Stock batteries are currently cloned and enhanced with the new behavior RealBattery uses Stored Charge (1SC = 3600EC) Fits perfectly in the realism suite of RO, RSS or RP-0. Compatible with Ven's stock revamp mod altering battery models Support for @Nertea's DynamicBatteryStorage DOWNLOAD https://github.com/blackliner/RealBattery/releases and CKAN SOURCE https://github.com/blackliner/RealBattery WIKI https://github.com/blackliner/RealBattery/wiki Required Addons: Community resource pack (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/83007-12-community-resource-pack-060-new-resources/ Module Manager (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/50533-12-module-manager-273-november-4th-better-late-than-never/ Todo: Balancing (done some with v1.1.5) Single use batteries (currently lead acid) DONE with v1.1.4 a nice model(currently using stock battery models) charging behavior dependend on soc DONE with v1.1.0 different classes of battery DONE: Li ION with 1.1.2 1.2 upgrade system (lead acid -> li ion -> future...) stock heat system (fast initial discharge, slowdown when getting too hot/cold) DONE with v1.1.1 load balancing algorithm DONE with v1.1.3 License: MIT
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I like it, I've been looking for a useful lab 'nerf'. thanks!
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[1.10.x] EasyBoard v1.10 : Board key works as a toggle
Blackline replied to Dizor's topic in KSP1 Mod Releases
Does it work? It does not for me (KSP 1.2)- 114 replies
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- board
- kerbal control
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(and 1 more)
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1) you did misinterpret me. I do NOT want to deorbit via vsc only. What I said, that it IS possible to deorbit via vsc, you said it isnt. 2) suizide burn is NOT the most efficient way to dorbit. See https://m.reddit.com/r/KerbalSpaceProgram/comments/2zoeqf/most_efficient_way_to_land_suicide_burn_good/ 3) linking the availability of vsc to the orbit status is IMHO a unnecessary limitation. I am just asking for a way to enable vsc in all situations, for example via user config
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You may ask :-) at first thanks for the information, but that was not what I intend to do. But I do not fully agree. It wont make much sense at first glance, im with you on that side, but setting a vertical speed control of -300m/s would definitely deorbit your craft. You can change the allowed vsc range in the user config file. I want to start in a 10x10 Orbit around mun and start a retro burn with vsc set to 0m/s to realize a Constant Altitude Burn (CAS) . And slowly increase the allowed the vsc until it ends in a common suizide burn.
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If you don't mind, ill repost this, since it seems it has been overlooked : Quote: Because in Orbit there's no notion of vertical speed. I don't understand what you mean by this, or why it should prevent using vsc in Orbit. But this might hit another issue I have: the prograde commmand does not follow my selection (surface or Orbit (or even target)) but rather decides by itself, what prograde is to be used. Are there any threshholds for that behavior change? Wouldn't it make sense to couple it to the users selection?
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I actually want something different, TCA should ONLY use engine thrust, IF reaction wheels are fully engaged, to save fuel.
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Quote: Because in Orbit there's no notion of vertical speed. I don't understand what you mean by this, or why it should prevent using vsc in Orbit. But this might hit another issue I have: the prograde commmand does not follow my selection (surface or Orbit (or even target)) but rather decides by itself, what prograde is to be used. Are there any threshholds for that behavior change? Wouldn't it make sense to couple it to the users selection?
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Just to understand it further: TCA does not only control attitude by changing the thrust of engines (by altering their limits) and thus creating a torque, but also 'creates' user-like control input (as seen in the bottom left GUI)? Is this to control the engine gimbals through stock mechanics? Can this be disabled?
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Why is the vertical speed control not available if in Orbit? I wanted to land semi manual, but vsc is hidden until you go suborbital. And how can I disable autogear,chute etc by default? And another thing: tca.user was renamed, but its mentioned this way in all the documentation. Maybe you could spare the next one to find out its throttlecontrolledavionics.user now. How are reaction wheels used in attitude control? Can I priorize to use them until they are in control saturation bevor spending any fuel on maneuver engines? Are control surfaces used at all? Edit: oh, forgot: hi there, awesome mod, keep up the good work!!!
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The vab categories are a little messed up, showing up in the EL tab and utilities.
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That aproach looks interesting (first Modlet: Science Relay ): If we could stick to stock transmission for material stuff with low efficiency, and an additional button, which would transmitt with 100% eff. but would require our ScientificStuff! Maybe we can hijack @DMagic's source? (I guess, he would be able to do our/your project in 5 mins...) Edit: Checking out the source on Github... im good at C#, but no Idea how close to C# that modding stuff is
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its all 5, but it looks cool
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Got it, you can set resource costs per data package with the antenna cfg, and the package size in turn is defined by the experiment. DARN...
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It does, would the EC scale up as well? Maybe as a first step, make the "numbers" experiments completely free, so it could be transmitted with any antenna (or still just the lab), because who cares for EC consumption for science transmission these days And the "heavy" stuff would cost the regular ScienceTXresource, which is produced/stored only by Labs.
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If this is possible, without screwing all the new 1.2 stuff, im in.
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Its about only sending Experiments back at full Efficiency if they are "just" numbers, like thermo or seismic.
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from @Yemo's Seti: 3. Part & Science rebalancing - SETI-Rebalance -snip- - Simple science experiments (eg thermometer) can be transmitted for 100%, recovery yields 100% for all experiments --> from SETI-ScienceSettings.cfg -snip- @PART[*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[#experimentID[temperatureScan]]] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } } -more snip- @PART[*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[#experimentID[seismicScan]]] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } } and so on its manual hand work i guess...
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My idea in the other thread was to add another required resource for the transmission. Something like "MPL-fuel" or whatever, which is only produced by labs. So a 10data transmission would cost 40EC and 40MPL-fuel to be sent at 100% efficiency. The MPL-fuel would be a) infinite and produced instantaneously or b) depending on stupidity of requiered scientists. Eventually, only material based experiments like goo and surface samples should require a lab, because why would you need a lab to send the value "23.245K" of a thermometer reading.
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Holy smokes, you already made the mod out of this :-) ill definitely give it a try when I got time to kerbal again! Cya in the dev-thread
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Can you make the transmission cost "mpl-data"? So only a mpl would be able to transmit data at all, but with 100%. And for balance s1 could use the mk1 lab mod.
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KSP Interstellar Extended Continued Development Thread
Blackline replied to FreeThinker's topic in KSP1 Mod Development
@Jimbodiah the top ones are the foldable from interstellar, and the bottom ones i think are the convecting ones, from interstellar as well. @Freethinker holy cow, and i belive thats not even an fade excuse :-) is this documented anyhwere? And i guess thats the reason why it throttles down power during high acceleration... Edit asks: why then is it working with 1.1.3? u were kidding, right? -
KSP Interstellar Extended Continued Development Thread
Blackline replied to FreeThinker's topic in KSP1 Mod Development
so the "Open Cycle Gas Core Ractor" kraken is gone now, but that engine is still very unstable in 1.2. The ThermalPower Lever is going nuts, and will only start to build up if launched by boosters?!? 1) Trying to Launch, no power: 2) firing up boosters, still nothing: 3) boosters burned -> Thermal Power genarated: 4) 5 seconds later, exploding engine from overheating... -
KSP Interstellar Extended Continued Development Thread
Blackline replied to FreeThinker's topic in KSP1 Mod Development
@FreeThinker two things: 1) naming of the downloaded file for 1.10.4 is wrong 2) the contained folders are different, any reason for that? I just tried it again, and now it works ?!? Curse you, CURSE!