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[0.17] Electrical Energy Plugin | v1.5 (Oct 12)


Kreuzung

Ion engines...  

1 member has voted

  1. 1. Ion engines...

    • ...should stay infinite (only using energy)
      111
    • ...should use a bit of normal fuel too
      33
    • ...should use a bit of RCS fuel
      10
    • ...should have their own fuel type
      45
    • ... are for idiots (do not vote for this option!)
      8


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Could you update MechJeb in your zip? The one from their thread seemed to have one or two options more, but it doesn\'t work with your plugin.

Thought I used the newest one, damn. I\'ll try to fix it.

Edit: Recompiled, 10 secs of testing and reuploaded.

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Thanks.

Keep up the great work :)

@EDIT

I have another problem... I can\'t use parts from your plugin. Existing crafts from the previous version of the game are working fine, but I can\'t add new parts, because it says they are not available in this version of the game.

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Could you upload the image in the OP in a better-quality file format (PNG) please. It hurts my eyes. ??? It will probably help your download count too, since people are more likely to properly consider your plugin if attracted by a professional OP.

:)

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Ok, MuMech and EEP is working fine now, but Void Bukerneering parts need to be updated, because they seem a little buggy. Can\'t really attach anything to them, because it ends up in the wrong place. Tried normal ion engine and battery, and it attaching anything to it works fine.

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You need to attach the Solar Buddy 2000 to the nodes at the side of the battery. I want to change that but I don\'t really know how. I also have to announce that I won\'t do anything on this in the next two weeks \'cause I\'ll be on holiday without my laptop. I\'ll still give support in here, as far as possible (I probably won\'t spend much time on the internet, better things to do).

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I tried, really, but it just wants to go inside the battery... Other solar panels are fine... I attached a screenshot if you don\'t believe me. Solar Buddy 2000 is always red, can\'t attach it to anything no matter what.

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It only attachs to the Void Bukerneering battery, at least until someone makes an alternate part.cfg that allows radial and nose placement, I didn\'t get it, and I tried for 2 hours on a train journey...

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I feel so stupid right now... I had a third page of engines, and there was a VB 1m battery in there, along with a 1m ion engine... Solar Buddy 2000 attaches to it with no problems :) I was trying to attach it to the 2m battery, the one meant for the reactor...

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What the problem? Just specify the attach node

// this is a sample config file, for determining a good file format for 

defining part parameters
// comment line - ignored by cfg parser
// empty lines, or lines without a \'=\' sign are also ignored
// all other lines are split at the \'=\' sign, and the left operand is

used to know what parameter we are setting
// diferent parameters require data in different formats (see docs),

and each module has it\'s own parameters (again, see docs)
// each assignment must be in a single line. Lines without assignments

will be ignored. (You CAN turn on word wrap, though)
// each keyword here relates to an existing variable in the assigned

module. If the keyword isn\'t found, it is ignored.
// conversely, if a keyword is left unassigned (as in not in the file),

it will be initialized with it\'s default value
// This is done automatically, so any public variable defined in the

loaded module can be accessed this way (provided it\'s value can be

parsed)


// --- general parameters ---
name = VB_SolarPanel
module = SolarPanel
author = Cephei|Yorik

// --- asset parameters ---
mesh = SolarPanel.DAE
scale = 1
texture = SolarPanel.png
specPower = 0.1
rimFalloff = 3
alphaCutoff = 0.0

// --- editor parameters ---
cost = 500
category = 2
subcategory = 0
title = Solar Buddy 2000
manufacturer = Void Bukerneering
description = A beautiful solar panel, the Solar Buddy 2000 is not only

for collectors! Harness the awesome power of the sun and recharge your

battery on the go.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach,

allowCollision
attachRules = 1,1,0,0,0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y,

Up Z
node_stack_bottom = -0.002533, 0.0, 0.0, 0.0, 1.0, 0.0
node_attach = -0.002533, 0.0, 0.0, 0.0, 0.0, -1.0


// --- standard part parameters ---
mass = 0.08
dragModelType = override
maximum_drag = 0.02
minimum_drag = 0.02
angularDrag = 5
crashTolerance = 12
maxTemp = 3400
explosionPotential = 0.1

// --- solar panel parameters ---
EnergyGain = 2

// --- tweakables (coming soon...) ---




// ----- DO NOT EDIT BELOW THIS POINT ------

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No problem, I took care of it. But I have another question. How can I make Solar Panels from 'Dynasat Sattelites' mod work with EEP plugin? I added 'EnergyGain = 6' to part.cfg, but it didn\'t do anything.

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I think with MuMechVariableRCS. Never tried it though.

Maraz, whould you please add power and MaxZO2Gain to your panels for these who want to use them with my or l00s plugin? (standard type should still be the decorative or ZO2 one).

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I think with MuMechVariableRCS. Never tried it though.

I have tried the following cfg:



module = MuMechVariableRCS

...
...
fuelConsumption = 0.025
fuelType = 'Energy'

but does not work :(

Maraz, whould you please add power and MaxZO2Gain to your panels for these who want to use them with my or l00s plugin? (standard type should still be the decorative or ZO2 one).

Yes, I am preparing a new version with 0.15 meshes and alternate cfg files that can work with your plugin and with Zoxygen plugin. Should be out by tomorrow (I am testing it now)

Maraz

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I have tried the following cfg:



module = MuMechVariableRCS

...
...
fuelConsumption = 0.025
fuelType = 'Energy'

but does not work :(

Weird. I took the stock thrusters and changed it with this:

module = MuMechVariableRCS

fuelType = Energy

It seems to work just fine, the RCS thrusters work, there are no RCS fuel tanks on board, and using the thrusters started the battery draining.

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