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XavGo

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  1. Ok, you're right performances weren't that good so I changed a few things: -detection of Kerbalism if loaded and BV adapts to it -support for stock fuel cells without background resource processing : initial fuel amount gives a maximum EC to drain through fuel cells, then each update calculates how much to consume (without actually drainning resources), and finally when the rover arrives to destination or when BV is deactivated the corresponding fuel is drainned. -update time is back to 1s when Kerbalism isn't loaded. In fact 200ms is usefull only not to drain huge amount of EC when high warping, meaning rovers would have to be filled with tons of battery to keep roving. Now about your questions and with these modifications (see the dev branch in my repo): It does now: I force it to LANDED when BV is activated. About that I wonder what happens when a rover drives through a new biome, I guess it won't be triggered as nothings change in the protovessel, but will it be usefull to update it ? I tested a few situations with MemGraph: -with official BV 0.12 -with BV 0.12 with 200ms update time: -with BV modified and stock fuel cells: (1s update time) -with official BV and Kerbalism: -with Kerbalism and modified BV: (200ms and resource background processing) My conclusion is that without Kerbalism these new features are transparent. But with Kerbalism, performances aren't that good, but still usefull features in my opinion: roving during night makes you save so much time (and supplies) and you don't have to irradiate your kerbals with tons of RTG (Kerbalism adds radiation emission to it, affecting your kerbals health). Also I learned about garbage thanks to your comment, so my opinion about performance and all desn't worth a lot Still this is yours to choose, my job is done here (well I guess...). Now I have som' rovin' to do !
  2. Hi ! First of all thanks for this wonderful mod. It adds a real purpose to rovers I'm playing this with a few mods including Kerbalism. My career is not advanced enough to be able to stack RTG on my rovers to have UNLIMITED POWER. So I tried to implement fuel cell support. To be clear I'm not a KSP expert nor a pro C# developer, but it got fun and I added a few features to my build, which felt legitimate with this mod. Here they are: -calculate fuel cell power production (from kerbalism H2 + O2 -> H2O + EC) -update vessels every steps to take into account resource modification (from Kerbalism background simulation). -Recalculating different power productions updates rover status. -Rover status depends on what production is enabled. -Electric Charge (EC) is drained from active vessels each steps. Then Kerbalism takes care of refilling batteries. -Rover stops when power production isn't high enough, when a certain amount of EC is drained and when the EC to drain is too high (to counter high warping problems). -Fuel cell power production stops when fuels are depleted. -Update time reduction to 200ms (instead of 1s). It feels a bit less laggy and it smooths EC draining. -Added PRELAUNCH (landed on runaway or launchpad) as satisfying condition to start roving. -Add a multiplier to solar power production (0.6) to correspond with kerbalism simulation (which simulates cosine factor). -I now need a connection to KSC to start roving unmanned vessels. Here are a few precisions (be carefull might be booooring ): Here is my mod list btw (just the few needed ones ): @RealGecko I know some features are not compatible with the vision of your mod (background resource management, CPU loading...) so I let you choose what is interessant and what is not so you can add them in you mod. I will fork the gitlab folder a do push request so you can examine my code (I changed only ActiveRover.cs, BonVoyage.cs and BonVoyageModule.cs). For now, there it is https://github.com/XavGo/KSP-BonVoyage
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