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KSPI Megajoules, WasteHeat and Radiators


MatterBeam

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Hi.

I'm trying to make a reactor and a radiator that will be compatible with KSPI's resources.

Reactor: Produces WasteHeat, produces EC, converts into MJ

Radiator: Has a RadiatorArea, a RadiatorTemperature, a WasteHeat capacity and maximum value for WasteHeat removed per second.

If someone could direct me to which .cfg or section of the KSPI .cfg files explicitly handle these resources and conversions, I would be very grateful.

PS: The next step is to create a reactor and radiator that work in two modes.

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Exactly why do you want to create this. Is there something missing or lacking about KSPI exisiting. Reactors?

Creating a reactor from scatch is very difficult

The easiest way to do it is to use existing KSPI modules to create new Reactors parts. I did it in KSPI Near future integration, where I convert Near Future Reactor into KSPI Reactors.

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Alternatively, you could use[Plugin] [ODFC] On Demand Fuel Cells (v1.0 / KSP 0.90) Modules

to create a Reactor which produces EC and MJ on demand

Edited by FreeThinker
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I wanted to create an integrated high-performance gas-core/electrical generator that uses tin cooling, and the 'Tin' resource becomes a consumable resource for use in an in-line liquid droplet radiator. That way I get the performance of a fission reactor in two parts instead of 4-6 huge parts.

Also, I personally get to avoid the baffling performance-degradation-over-time of both the reactor and Large Electric Generator despite having zero waste heat production (more than enough radiators, fuel for 10 years, hyperedit into orbit, fast forward 100days and the MWe generated drop to 50% for no reason).

I'd create models for both.

Alternatively, you could use[Plugin] [ODFC] On Demand Fuel Cells (v1.0 / KSP 0.90) Modules

to create a Reactor which produces EC and MJ on demand

Wow. That is complicated. I thought it was a simple something like this:

MODULE{
name = ModuleGenerator
isAlwaysActive = true
requiresAllInputs = true
INPUT_RESOURCE
{
name = UraniumF4
rate = 0.000001
}
OUTPUT_RESOURCE
{
name = ElectricCharge
rate = 1000000
}
}

Edited by TruthQuark
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I see...

Going through the .cfg files for the reactor parts, I notice that very little information is actually contained in them. I mean, sure, they define reactor temp and efficiency and all that, but there are none of the modules that convert a 'ReactorTemp' value into something the game can use without another file somewhere.

Are these things hidden in Interstellar.dll?

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Another idea:

What if I made the reactor consume 'Cooling', and the radiator produce 'Cooling' by consuming 'Tin'.

While it might not be very realistic, it is simple. As the reactor operates, it uses up the coolant resource, and when it reaches zero, it does not produce any electricity, basically being 'off'.

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