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help understanding MODULE


Fengist

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Ok, I'm having issues figuring this out. I'm trying to create an engine that uses a resource but creates 0 thrust. I've changed ISP around, ratio and thrust. Can't seem to figure this out. Anyone know the secret?

	MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = False
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 0
heatProduction = 30
fxOffset = 0, 0, 0.02
PROPELLANT
{
name = CompressedWater
ratio = 1
DrawGauge = True
}
atmosphereCurve
{
key = 0 1
key = 1 1
}
}

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Are you trying to make a pump ?

Well, yes, I suppose so. There's an old submarine mod that uses monopropellant as balast. The guy modified 2 RCS ports to expel large volumes of monopropellent and to create large volumes of monopropellant.

His theory was, mass causes things to sink, and his mod did work.

I'm attempting to recreate what he did using a custom resource with a huge density. Instead of using rcs thrusters, I was thinking to use an engine that could be toggled on an off to expel, and create the resource.

So far, the only way I can get rid of the resource is by giving the engine thrust. (coincidentally, I can create the resource with negative thrust) If you have another idea that doesn't require me to learn C#, I'm all ears.

Edited by Fengist
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I would suggest trying ModuleResourceConverter using the same resource in/out but with different ratios rather than engines

If you want to do it with an engine, the best way I can think of is to set the vac ISP to something very high and sea level ISP to something very close to zero. Use max thrust to change the rate at which it drains fuel. It will produce thrust, but not on a noticeable level because of thrust scaling with ISP, but the fuel usage will be constant.

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Well the problem you have there is the water, I'm pretty sure don't act like water and there was a couple of mods that did that one was HooliganLabs http://forum.kerbalspaceprogram.com/threads/53961-0-22-Hooligan-Labs-%28now-under-new-managment%29-Featuring-Airships-Subs-and-more and boatparts http://forum.kerbalspaceprogram.com/threads/24845-Boat-Parts-SubmarineParts-R4-NEW! Both have plugins to let you do it and not sure if ether is working in 1.02

EDIT- O Man forgot about ModuleResourceConverter hehe smart thinking Crzyrndm

EDIT- But still think your going to need a plugin lol

EDIT- You could try and stick a ore tank and XenonGas and this probecore and see if can sink it and float it back

@PART[probeCoreOcto2]
{
MODULE
{
name = ModuleResourceConverter
ConverterName = Ore
StartActionName = Start ISRU [Ore]
StopActionName = Stop ISRU [Ore]
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
Specialty = Engineer
EfficiencyBonus = 1


INPUT_RESOURCE
{
ResourceName = XenonGas
Ratio = 0.5
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 5
}
OUTPUT_RESOURCE
{
ResourceName = Ore
Ratio = 0.5
DumpExcess = false
}
}
MODULE
{
name = ModuleResourceConverter
ConverterName = XenonGas
StartActionName = Start ISRU [XenonGas]
StopActionName = Stop ISRU [XenonGas]
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
Specialty = Engineer
EfficiencyBonus = 1


INPUT_RESOURCE
{
ResourceName = Ore
Ratio = 0.5
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 5
}
OUTPUT_RESOURCE
{
ResourceName = XenonGas
Ratio = 0.5
DumpExcess = false
}
}
}

Edited by Mecripp2
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Generator. AH HA... Thank you. I'll give that a shot.

I do have it working with engines. I modded an RCS tank and two "Puff" RCS engines. One to use the resource, one to create it but again, it generates some thrust. Not that what little thrust it does create matters under water. The bad news, at a density of 1.00 the image below has over 64 tons... of ballast. Not the ultimate solution but it works.

I shall try the generator next.

Thanks Cripp, I looked at those two mods long ago and wished they worked. The sub parts... well it sorta works. The problem with it is you can only really build subs with his parts. Trying to turn anything else into a sub doesn't work well. As for Hooligan, apparently the guys who took over that mod decided to focus on the airships. I've seen nobody doing the subs. And I wasn't crazy about his weird shaped parts either. But thanks for pointing them out.

Edit:

Here's the module code for generating the resource:

MODULE
{
name = ModuleEngines
exhaustDamage = False
ignitionThreshold = 0.1
minThrust = 0
maxThrust = -10
heatProduction = 0
fxOffset = 0, 0, 0.02
PROPELLANT
{
name = CompressedWater
ratio = 1
DrawGauge = True
}
atmosphereCurve
{
key = 0 1
key = 1 1
}
}

Sub1.jpg

- - - Updated - - -

And, thanks, ModuleGenerator works. Plus, I can 'charge' the user electricity to run it and if I remove the output key, it simply gets rid of the resource without generating anything. That'll work! Now, to figure out underwater propulsion!

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For the original question : maxThrust = 0 => maxFuelFlow = 0 => no fuel flow => no consumption

So essentially, you can't have fuel consumption without some sort of thrust? At least with an engine?

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