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I made a slightly more realistic RTG


MAFman

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I made a quick ModuleManager patch that adds two resources, NuclearFuel and SpentFuel, and modifies the ModuleGenerator in the RTG to use NuclearFuel and produce EC and SpentFuel.

Code:

RESOURCE_DEFINITION {
  name = NuclearFuel
  displayName = NuclearFuel
  abbreviation = NF
  density = 0.0075
  unitCost = 5
  hsp = 920
  flowMode = NO_FLOW
  transfer = NONE
  isTweakable = false
  volume = 5
  RESOURCE_DRAIN_DEFINITION
  {
	isDrainable = false
	showDrainFX = false
  }
}
RESOURCE_DEFINITION {
  name = SpentFuel
  displayName = SpentFuel
  abbreviation = SpF
  density = 0.0075
  unitCost = 5
  hsp = 920
  flowMode = NO_FLOW
  transfer = NONE
  isTweakable = false
  volume = 5
  RESOURCE_DRAIN_DEFINITION
  {
	isDrainable = false
	showDrainFX = false
  }
}
@PART[rtg] {
  RESOURCE
  {
    name = NuclearFuel
    amount = 100
    maxAmount = 100
  }
  RESOURCE
  {
    name = SpentFuel
    amount = 0
    maxAmount = 100
  }
  @MODULE[ModuleGenerator] {
    INPUT_RESOURCE {
      name = NuclearFuel
      rate = 0.000001
    }
    OUTPUT_RESOURCE {
      name = SpentFuel
      rate = 0.000001
    }
  }
}

 

Edit: I made the fuel and spent fuel massless, since the generator is heavy enough already.

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Looks good.

One option would be to use the CRP resources if you don't want this to be standalone.

Also, if you have two resources, why not simulate mass loss due to energy being generated (negligable) or neutron loss? Reduce the mass of the part to compensate.

Peace.

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