Jump to content

Kerbal Electronics


Azimech

Recommended Posts

 

Kerbal Electronics

Tubes.jpg

 

I needed an ignition system for my Kerbal Piston Engines mod and because I can't code in C# yet I decided to research what I could do with programming stock modules.

This mod will be aimed at people wanting to create their own simple or complex circuits. I already have developed sensors and transistors however the principle behind them is more comparable with vacuum tubes. With these users should be able to build the following things:

  • AND
  • OR
  • NAND
  • NOR
  • XOR
  • timers
  • amplifiers
  • signal generators: square, sine, sawtooth.

To be continued.

 

Edited by Azimech
Link to comment
Share on other sites

31 minutes ago, FreeThinker said:

Intresting. How did you managed to create any stock module with this functionality?.

ModuleEnginesFX and ModuleResourceConverter are incredibly flexible and you can give them operating values which are almost opposite of their intended use. For example you can create a "jet" engine which produces almost no exhaust thrust but gives off a beam of heat. The kicker is the following, you can also give it a negative heat value and so it will cool anything within it's exhaust stream. This way you can cool something below ambient temperature gradually or punch it so it cools to absolute zero (in KSP that's 4 Kelvin). This gives you control over a lot of things. It can also work as an amplifier when you combine it with ModuleAlternator.

ModuleResourceConverter can be adjusted so it produces a single or multiple resources within it's predefined temperature margin and you can also define it's efficiency, this acts as the sensor and is also the primary building block for the logic gates. Also possible is to adjust if the sensor reacts fast or slow.

Here's an example of my piston engine running.

 

Edited by Azimech
Link to comment
Share on other sites

5 minutes ago, Azimech said:

For example you can create a "jet" engine which produces almost no exhaust thrust but gives off a beam of heat. The kicker is the following, you can also give it a negative heat value and so it will cool anything within it's exhaust stream. This way you can cool something below ambient temperature gradually or punch it so it cools to absolute zero (in KSP that's 4 Kelvin). This gives you control over a lot of things. It can also work as an amplifier when you combine it with ModuleAlternator.

ModuleResourceConverter can be adjusted so it produces a single or multiple resources within it's predefined temperature margin and you can also define it's efficiency, this acts as the sensor and is also the primary building block for the logic gates. Also possible is to adjust if the sensor reacts fast or slow.

Pure genius

Link to comment
Share on other sites

Just now, FreeThinker said:

Intresting, you say that ModuleEnginesFX also functions on non engine parts? I always assumed thet needed some special unity engine enabled part

If you create a part in Unity without thrustTransform, it will still function, yes.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...