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Resource Usage Question


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Hi,

I've been working on a little mod for my personal use. It consists of two modified stock parts: an Engine-Precooler that's been converted into an Internal Comubstion Engine, which intakes air and LF to produce a special 'RPM' resource. This goes to my modified TR-2L Rugged Wheels, which produce much greater speed than the regular ones (plus improved crash tolerance, etc).

I set up my 'RPM' resource by copying the ElectricCharge resource and pasting it as a new module at the bottom, and simply changed the name.

Currently, if I have the throttle at 0, no RPMs are produced, and the tires won't spin. At even a tick above 0, it produces enough to get up to nearly top speed, but much more than I want. At full, it gets top speed easily. Would I just need to play with numbers, or would it just not be modeled correctly in the current system? I feel like when I experimented before with lower numbers, one wheel would simply not get any power below a certain threshold.

My question is this: how can I manage RPM output and usage so that changing the throttle affects how much power the wheels get? Is there a better resource to model it after than ElectricCharge?

Edited by Slam_Jones
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Are you using the stock "Engine pre-cooler" part as a template? Because that does not produce any ElectricCharge at all by default. The B9 one may do so.

You can try using the Basic Jet Engine as a template, set it to produce almost zero thrust, and modify the ModuleAlternator entry so it generates your "RPM" instead of EC (alternatively, add a separate ModuleAlternator to do just that).

The ModuleAlternator output is proportional to the engine's throttle output, so it does what you want.

You could also try the ModuleResourceConverter for the same purpose, however, I don't know if that can be set to respond to throttle output.

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