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Help with ModuleResourceHarvester


Fraz86

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I can't find an explanation of ModuleResourceHarvester. I'm interested in understanding Efficiency, EfficiencyBonus, SpecialistEfficiencyFactor, and SpecialistBonusBase. For reference, here is the module on the radial drill:

MODULE
{
name = ModuleResourceHarvester
HarvesterType = 0
Efficiency = 1
ResourceName = Ore
ConverterName = Surface Harvester
StartActionName = Start Surface Harvester
StopActionName = Stop Surface Harvester
ImpactTransform = ImpactTransform
ImpactRange = 5
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
Specialty = Engineer
EfficiencyBonus = 1

INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 15
}
}

Anyone know what these values do?

Edited by Fraz86
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  • 4 months later...

I'm having the same problem with a lack of information.
What i CAN tell you with certainty is...

 

MODULE
{
    name = ModuleResourceHarvester
//The name of the module tells kerbal/plugins what the heck is going on.

   HarvesterType = 0
//The type of the harvester seems to change the mechanic of the module. 0 is specifically for land/water drills. it assumes surface contact and is designed for ore/metals. the game will measure the amount of resource in the ground where the drill the drill is activated(topographically). USI Karbonite pack utilities modes 2 for air-scoops and 3 or upper stratosphere. im assuming that the DLL's tell the game how much of each resource should be at a given altitude of a given planet assuming you set the resource to extract to a gas (especially if its a gas recognized by KSPI).

    Efficiency = 1
//Self explanatory. for settings 2/3 or the harvester type (Gasses) this is not the intake rate, but rather a multiplier of what the suposed air/resource density is. in space you'll still get a wopping 0.

    ResourceName = Ore
//the resource you want to intake. keep in mind that different Harvester modes are better suited to different resources as they have different mechanics. I've been looking into a way for one to switch resources without making a billion different modules to switch between but no luck so far. (Interstell Fuel Switch Dll modification may be required)

    ConverterName = Surface Harvester
//this is the literal name displayed when you right-click the part. this has no bearing on the part's mechanic unless another part or scrips calls upon it (highly unlikely)

    StartActionName = Start Surface Harvester
// this is the text displayed for the 'start' button for the right-click menu.

    StopActionName = Stop Surface Harvester
//likewise, this is the 'stop' function text.

    ImpactTransform = ImpactTransform
// this function seems to be unique to Harvester type 1. it relates to contact with the ground. if a drill of type 0 has no contact, it will NOT function. i do not understand the details of this specific value.

    ImpactRange = 5
// this is specific to Harvester 0 again, it has to do with the distance at which a drill makes impact with the ground. in kerbal, when you see a drill move, the PART isn't actually moving, nor does the drill arm have any collision frame. this distace represents the distance between where the drillhead is when it's 'deployed' and where the actual part is. basically, the movement of the drill is just an animation, nothing more.

    AutoShutdown = false
//this means if the drill overheats it will automatically shut off. other values may cause it to shut off that i don't know about.

    GeneratesHeat = false
//very importand. this means the drills operation generates heat. for realism purposes on setting 0 this SHOULD be enabled.

    UseSpecialistBonus = true
//this means certain crew members of certain traids give a bonus to the resource extraction efficiency.

    SpecialistEfficiencyFactor = 0.2
//this is a multiplier for how muchbonus you get based on the number of specialists and their skill

    SpecialistBonusBase = 0.05
//this is the base amount if you have a specialist of the givin type, no matter their number or skill

    Specialty = Engineer
//the type of specialist that this all applies to

    EfficiencyBonus = 1
//added efficiency for having a specialist.

    INPUT_RESOURCE
    {
        ResourceName = ElectricCharge
        Ratio = 15
    }

//the resource part is self explanatory as its a universal part of kerbal CFGs. you have have multiple resources required for input. in my case im working on an atmospheric processor, so i require electricity and air intake
}

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