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Found 8 results

  1. On Demand Fuel Cells (ODFC) By zer0Kerbal, originally by @`Orum adopted with express permission and brought to you by KerbSimpleCo Preamble by Orum The plugin requires a set of Module Manager patches to function, as it does not do anything unless integrated into a part. There are two different sets of patches available on CKAN or SpaceDock. One set that copies the fuel cells from Stock, Universal Storage 2, Jatwaa Demolitions Co, and Solid Fuel Cells (soon more) and replaces the stock modules with ODFC with three modes (four if Community Resource Pack is installed correctly) of operation. Also adds a 0.5 EC/s multimode fuel cell to all stock command pods (easily disabled since in separate patch) Another set that modifies the same set of parts instead of copying them. Features adjustable fuel cell use - much more than just On/Off operation multiple fuel modes (serial usage - one mode at a time) variable activation threshold configurable to produce byproducts (so O+H2 = EC + H2O) very small memory footprint Brown and Black out protection assistance PAW (Part Action Window / Right Click Menu) grouping with auto collapse, click the down arrow to drop the ODFC control panel down (KSP 1.7.1). Two new features from the game settings: Stall: fuel cell stops working if vessel total electric charge falls to close to zero (0f) and will not start until there is more electric charge. Fuel cells require EC to work. autoSwitch: automatically switched fuel mode looking for fuel if the current mode becomes fuel deprived. more features coming soon See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Either 3 Module Manager Module Manager /L Parts designed to use, or patches to modify existing parts This addon does nothing by itself. Supports GPO (Goo Pumps & Oils') Speed Pump (GPO) AllYAll - supports by removing Either BackgroundProcessing (exclusive to BackgroundResources) (see known issues list) Background Resources (exclusive to BackgroundProcessing) (see known issues list) Community Resource Pack Suggests (These mods have Fuel Cells) Hot Beverages Irradiated - Fuel Cells (HBI/FC) Bluedog Design Bureau Stockalike Mining Extension (SMX) Univeral Storage II Universl Storage RLA Reborn Solid Fuel Cells Jatwaa Demolitions Co Does not work with parts from (because they use own generation MODULES) Kethane USI @Angel-125's mods (Buffalo, Pathfinder, et al) CONFLICTS [ODFC-Refueled-CopyPatches][ODFC-C] [ODFC-Refueled-ModifyPatches][ODFC-M] REPLACES ODFC ODFC - On Demand Fuel Cells by Orum >-- ORIGINAL (outdated)--< [ODFC-Refueled][ODFC-R] Tags plugin, config, flags, agency, control, convenience, sound, resources red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @`Orumfor creating this glorious addon! @4x4cheesecake for helping with the initial adoption see Attribution.md for more comprehensive list Known Issue Tracker [NEW][BUG 1.1.2.1a] AmpYear doesn't seem to recognize ODFC [BUG 1.1.2.0a] TweakScale will not scale module ODFC [BUG 1.1.2.0b] Kerbalism doesn't recognize ODFC, ODFC still functions correctly [BUG 0.0.1.9a] B9 doesn't work on ODFC enabled parts [BUG 0.0.1.9b] next fuel mode should not be visible when only one mode [BUG 0.0.1.6a] BackgroundProcessing or Background Resources mods don't see ODFC, so ODFC doesn't work when doesn't have focus. Should not have both BackgroundProcessing and BackgroundResources installed. any mod that requires to use onLoad() instead of onStart() to update a part Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  2. Hi, I have a modded career and just got started with Kerbalism and other mods. I'm early on and wanting to launch a ScanSat satellite that operates all the time without running out of charge (e.g. Not running out of charge while being on the dark side of the Mun). I'm planning to do this via a fuel cell. Some quick reading up online uncovered that (in stock at least) that fuel cells will only operate when the (presumably combined total?) battery charge is less than 95%. So my queries are as follows, in Kerbalism: 1) Does it work the same way with the 95% threshold? 2) if you start the fuel cell when you have more than 95% charge then put the satellite on rails by doing other launches/active vessels or space centre timewarp, will the fuel cell kick in correctly when inevitably the charge drops below 95%? Or do you need the fuel cell to be actively generating (battery charge <95%) before putting the satellite on rails? 3) Say the satellite had solar panels for perpetual charge. The satellite emerges from the darkside of the Mun with the fuel cell generating, but this is still on rails (not the active vessel). While on rails would the solar panels charge and the fuel cell stop generating as it would if it were the active vessel? Any help or additional info you think would be topical is greatly appreciated :)
  3. Hello, I have played KSP for a long time now (around 1000 hours) but I didn't play carrier a lot so I sometimes have trouble to really understand what the contracts want from me. I had to put a space station around minmus with specific parts attached to it. But I also had another condition stating I had to collect 7500 electric charge with it which I still haven't achieved. It has gone around minmus for multiple revolutions now with a lab that is running non stop but I still haven't completed the contract. Each time it is going into the shadow it completely drains the 2300 electric charge on the station which are recharged fully once it gets back in the sun. Do I need to have a capacity of 7500 electric charge on the station for the contract to be completed or could there be something else i'm not getting.
  4. Hello kind people, I have a question about antenna, relays and power consumption. In my new rebirth game I am about to launch my first satellite contract and just for giggles I thought I'd make it a relay sat. This made me think. The satellite I have built for the contract has a 200 battery, an OKTO, 4 communotrons ( just for looks ) 4 basic solar panels, an oscar-b tank and a spark engine. I was thinking of adding an HG-5. The HG-5 uses 51.4 charge per second when transmitting so in theory my 200 unit satellite could transmit for around 3.9 seconds before zonking out (assuming no input from the panels ) This then left me asking the question - what If I had extra ground stations turned off and I was using relay sats for an actual network and I wanted to transmit data from say eve to the far side of kerbin where the KSC is. This would route through my dinky relay sat. Am I going to lose connection to the KSC after 4 seconds or does the game ignore power requirements on comnet sattelites? I'm well aware that if I had one on a mun station and transmitted data back to Kerbin I'd quickly run out of power if I didn't have sufficient battery life and or solar panels, But that's on a craft that's currently loaded in memory and being fully simulated. So I think my actual question is: Do I need to make sure that my comnet satellites always have enough power to transmit for at least a few minutes at a time or does the game just check for the presence of a relay sat and not worry about power ?
  5. TLDR: What's the best method to avoid a probe running out of electric charge (and therefore becoming uncontrollable) over long durations of not monitoring it if you only have static solar panels? I've recently sent a probe to Moho and I did so with less tech than I would have liked because the transfer window was there and it seemed exciting to try. I'm now getting concerned though because it will be on a long voyage and the static solar panel may move away from sunlight while I'm not watching and then I will lose the ability to control the probe. I have two batteries, and I just tested a theory I read online that said you can deactivate one so that if you come back and the rest is depleted you can simply activate the full battery. My experiment showed that this doesn't work, because once the probe is out of electric charge you can no longer activate that battery remotely, so you're really just losing more buffer. I have tried activating SAS while facing the sun (risky I know, since it uses even more charge, but if it guaranteed sun facing it would of course be worth it). Unfortunately some limited testing suggested that this doesn't necessarily work over long periods. This also wouldn't work with the round probe that doesn't have SAS. My best idea so far is to use the reaction wheel to set the probe into a slow diagonal spin and leave SAS off. This gives a big arc within which the the static panel will catch at least a few rays on occasion, thus making the only 'deadzones' for the panel when the probe is perfectly perpendicular to the sun, which is very unlikely to happen and unlikely to stay that way for long. Other ideas would be appreciated!
  6. My Tylo lander just reached Jool, but something's eating its electric charge at a rate of 0.03 per second. I tried turning off all systems on the ship, but it won't stop even when I'm angled toward the sun. I know those panels don't provide much power that far out, but I can't see why my power is going down even when I'm not doing anything. I've turned literally everything off.
  7. Hello there, I'm building a docking trainer while playing in sandbox and I have a couple of questions: 1) I am placing RCS blocks on my space craft and the only way I can see to place them equidistant from the COM is to use another part as a reference guide like so. Is there a better way? (without mods for now, I only use MecJeb for the moment and will mod up with the upcoming 64 bit support for windows with ALL the mods ) 2) I have found on a un-kerbeled re-entry using SAS and one of the probe cores to hold retro-grade that the 150 charge of the capsule is used up very quickly. The capsule stabilizes eventualy without power but I worry if I have a re-entry from interplanetary speeds with a live crew it will not do that in time before it explodes. Is this something to worry about? Thanks in advance!
  8. As anyone who has played RO knows, it completely re balances the way electricity is generated, stored, and used. I REALLY prefer this system. It keeps you from getting away with things like powering a 100t space station with a single solar panel, and generally makes electrical requirements a more interesting challenge to overcome. Is there a way to implement this change into a stock or otherwise non-RO install? Has anyone done it? Is it possible to simply take the config(s) that RO uses? I understand this is an extremely small niche I'm trying to fill, so I'd be fine with doing it myself as long as somebody can point me in the right direction. Edit: I should probably say that I was partially inspired by project Odyssey and what Bob did to the EC system.
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