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[1.12.4] Fuel Cells (FUEL) v0.9.99.0-prerelease `<Thank you Ph34rb0t>` edition [02 Jan 2023]


zer0Kerbal

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Fuel Cells (FUEL) KSP version License
Curseforge GitHub SpaceDock CKAN
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Fuel Cells (FUEL)

These modules are an alternative to solar panels, also offering way better weight and endurance than batteries.

By zer0Kerbal, originally by @Ph34rb0t

adopted with express permission and brought to you by KerbSimpleCo

FuelCells Hero

Preamble by @Ph34rb0t

These modules are an alternative to solar panels, also offering way better weight and endurance than batteries. They are set to last for 14 (Kerbin) days, so they should be useful for missions for which solar panels are not a suitable option due to aesthetics or such. Operation is fairly realistic: Hydrogen and oxygen (called FuelCellFuel for simplicity) are turned into electricity (ElectricCharge), heat and water (FuelCellWaste, for the latter). Some aspects of real fuel cell operation, like electrical yield, amount of water generated by the process, cooling of the fuel and oxygen, etc have been simplified or exaggerated for the sake of gameplay.

See more

Spoiler

Help Wanted

Spoiler
  • Compatibility patches - especially life support
  • Contracts for these glorious parts
  • Variant Textures
  • Marketing Images and Videos such as hero shots, animated gifs, short highlights
  • Have a request? Glad to have them, kindly submit through GitHub.
  • Translations: See the [README in the Localization folder][MOD:local] for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections welcome!

Localization

  • English English
  • your translation here

Installation Directions 1

Spoiler

Use CurseForge/OverWolf App (currently does not install dependencies)

CurseForge/OverWolf App

I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. CKAN is a great mod for those that can't use zip tools. If you are having issues please let the CKAN people know and refer to the CKAN thread. My support of CKAN extends as far as me checking the checkbox in Spacedock when I upload. Beware, CKAN can really mess up though it tries very, very, very hard not to.

or CKAN

Dependencies

Suggests

Supports

Tags

  • agency, flag, config

red box below is a link to forum post on how to get support

How to get support

Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

Credits and Special Thanks

Legal Mumbo Jumbo (License provenance)

Spoiler

Current (1) - zer0Kerbal

Forum: Thread - Download: CurseForge - Source: GitHub
License: License License

Disclaimer(s)

All bundled mods are distributed under their own licenses
All art assets (textures, models, animations, sounds) are distributed under their own licenses

see Notices for more legal mumbo jumbo

Original (0) - Author: @Ph34rb0t

Forum: Thread - Download: CurseForge - Source: CurseForge
License: License License

 

DONATIONS

Spoiler

How to support this and other great mods by zer0Kerbal

Completely voluntary, absolutely amazing, and really does help me out a lot! quote from cybutekcreator of Kerbal Engineer

Support Github Sponsor Patreon Buy zer0Kerbal a snack

and it is true.

Connect with me

Track progress: issues here and projects here along with The Short List

zer0Kerbal | kerbalspaceprogram.comzer0Kerbal | CurseForgezer0Kerbal | redditzer0Kerbal | Patreonzer0Kerbal | YouTubezer0Kerbal | Twitchzer0Kerbal | PayPalzer0Kerbal | Buy Me a Coffeezer0Kerbal | Twitter

 

Release Schedule

GitHub, reaching first manual installers and users of KSP-AVC. Right now.

CurseForge. Right now.

SpaceDock (and CKAN users). Soon™ (the button was pressed)

Spoiler
  1. this isn't a mod. ;P↩︎

  2. may work on other versions (YMMV)↩︎

  3. Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎

Edited by zer0Kerbal
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11 minutes ago, theJesuit said:

Nice. What a great idea!  Why havent I seen this before, or even considered it?

Thanks for adopting this.

@theJesuit

 

YVMW.

Original only has 3 stack parts (size 1,2,3) - but will be releasing with 0,1,15,2,3 and maybe even some fuselage parts.) will fully integrate with ODFC. If there is enough demand will supply in two variants: LFO and MP (or just use ODFC) Is ready to release - just need some time behind my eye lids to refocus. No rest for @zer0Kerbal. :P 

Apologize, I've been sitting on this one for several years. I would get sidetracked on other projects; time to get them out the proverbial door because this is probably the last year for KSP (1?) addons.

Also: there will be a range of RTG (stack at least) and the Kerturn V rocket parts; there even might be some 'experimental parts' kicking around.

Also - will try to include integration for RTG's in SimpleNuclear.

And Val has found Bill's can of fire engine red spray paint and a stencil. see if you can find all the places she tagged.

 

Spoiler

post-script: will get back to code based projects this coming week along with the high-demand (most downloaded) parts addons like SpaceY and WOS and KDVA and FTP and RSR and more after that.

 

also @theJesuit

https://github.com/zer0Kerbal/FuelCells/blob/0.9.99.0-adoption/docs/PartsCatalog.md

has a preliminary spec sheet; open to suggestions (pe

Spoiler

Fuel Cell Specifications

Specification Spreadsheet (WIP)

Mod Name Cost Entry Mass Tech maxEC Fuel (L) Battery  
***       Cost (t) Required   (L) (EC)
(S) Fuel Cell 750 2250 0.05 Electrics 1.5 - 50  
(S) FC Array 4500 13500 0.24 Electrics 18 - 300  
                   
(HB) 0.3125m 330 750 0.03 survivability 0.45 5 10  
(HB) 0.625m 495 1250 0.05 basicScience 0.75 15 50  
(HB) 1.25m 895 2250 0.1 Electrics 1.5 30 100  
(HB) 1.875m 2390 6008 0.2967 Miniaturization 4.45 90 300  
(HB) 2.5m 4277 10753 0.59 advElectrics 8.85 180 600  
(HB) 3.75m 7829 19683 1.2 largeElectrics 18 365 1225  
(HB) 5m 2 35429 2.4 specElectrics 36 730 2427  
(HB) 7.5m 17616 44287 3.3333 expElectrics 50 1010 3371  
(HB) 10m 33031 83038 6.9444 expElectrics 75 1515 5056  
(HB) 20m 49546 124556 11.5741 expElectrics 125 2530 8427  
                   
(HB) mk0                
(HB) mk1                
(HB) mk2                
(HB) mk3                
(HB+) mk4                
(HB+) mk5                
xxxxx xxxxxxxxxxxx xxxxxxxxx xxxxxxxxxxx xxxxxxxxx xxxxxxxxxxxxxxxxx xxxxx xxxxxx xxxxx  
  • (S) = Stock | (HB) = Hot Beverages | (HB+) = Hot Beverages + another addon | (US2) = Universal Storage 2 *

r usual)

Edited by zer0Kerbal
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Hey @zer0Kerbal you really put up something interesting here. Inline fuel cells with tankage and able to sustain a probe core for a good few days. :)

You may want to check the part configs. Currently the have the issues of: There are two instances of ElectricCharge tankage; Their ElectricCharge amount is 0 (You don't release a battery empty. You release it fully charged); Their Oxidizer amount is greater than maxAmount.

As for your spec sheet, I would advise you spread the parts across the xyz Rocketry tech nodes (as these care firstly and size classes of parts) or otherwise don't spread them across more than 2 nodes (they're all the exact same tech and I'm sure there's no hint that these things become more mass efficient and energy efficient as they get larger). So I say:

  • Keep the 1.25m and 2.5m in Electrics alongside the stock ones.
  • Put the 3.75m and maybe 5m into Large Electrics (because large).
  • Put the 0.625m into Miniaturization or Precision Engineering. And don't offer any smaller. Personally speaking, I don't see such a small "fuel cell" being practical at all. The stock RTG (producing 0.75 EC/s) is better than it. Just hang the RTG off the side of the craft.
  • Don't offer anything above 5m (and maybe don't even offer the 5m). It's far better to have a nuclear reactor instead or stack a few of the 3.75m one in a 5m+ cargo bay. This becomes a clear case of "too much of an inefficient thing" when super-efficient things are just a step ahead in the progression path.
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On 1/3/2023 at 7:52 AM, JadeOfMaar said:

you really put up something interesting here

All credit goes to @Ph34rb0t

I loved it when I first saw it. Fuel Cells are part of history and deserve more props.

On 1/3/2023 at 7:52 AM, JadeOfMaar said:

check the part configs

Thank you. +1 :rep: - not enough read the configs, even fewer say something. I appreciate.

Love the suggestions and comments.

On 1/3/2023 at 7:52 AM, JadeOfMaar said:

Keep the 1.25m and 2.5m in Electrics alongside the stock ones.

just some random thoughts:

wasn't the Gemini / Apollo programs powered by fuel cells? Also since these are much larger in volume they should gain some advantages (plus part count)

I intend have the smallest using 0.3125 / 0.625 for the earliest KSP flights. As such they won't have much resource storage and will be ~25% less efficient but will be available much earlier. Much sooner than the stock RTG. You are correct, once you get the stock rtg - fuel cells become much more a niche/backup/backup use case.

lead-acid vs LiFePo4 = half the weight, twice the power.

also RTG's only appear in level nine (last level) of the stock tech tree.

On 1/3/2023 at 7:52 AM, JadeOfMaar said:

nuclear reactor

currently there aren't any 'stock' nuclear reactors (SimpleNuclear! aims to correct that); I won't be including the 5m+ size this release. Might offer them in a separate pack (Fuel Cells XL) someday. If they were to be offered, they would probably be either MP powered with significantly increased capacities and efficiencies and would be intended for large bases, stations, and interstellar craft (the later being best powered by Nuclear, but always good to have a backup plan)

 

Though the first step in balancing these is to determine just how much fuel is capable of being stored in each model.

updated sheet:

Spoiler

Fuel Cell Specifications

Design considerations

  • Fuel cells first made their first official appearance during the Gemini/Apollo programs
  • Continued their use for the Shuttle and ISS programs.
  • As technology advanced, the mass of the storage (ec) was cut in half (Pb --> LiFePO4 as example from Apollo to SpaceX)
  • Capacity of storage doubled during the same time
  • Fuel storage containment improvements have also allows more fuel to be stored in the same sized container (not factored in)

Specification Spreadsheet

aim is 42 hours of runtime using only internal fuels. (which is seven kerbal days (six hours per day))

151,200 seconds of runtime (see runtime sheet)

Mod Name Cost Entry Mass Tech TTL maxEC Fuel (L) RunTime† Battery (EC) efficiency‡
(S) Fuel Cell 750 2250 0.05 largeElectrics 7 1.5 - 0h0m 50 baseline
(S) FC Array 4500 13500 0.24 specializedElectrics 8 18 - 0h0m 300 baseline
                       
(HB) 0.3125m 330 750 0.03 survivability 3 0.375 5 0h0m 10 -25%
(HB) 0.625m 495 1250 0.05 basicScience 4 0.75 15 0h0m 50 -15%
(HB) 1.25m 895 2250 0.1 Electrics 5 1.5 30 0h0m 100  
(HB) 1.875m 2390 6008 0.2967 Miniaturization 5 4.5 90 0h0m 300 +10%
(HB) 2.5m 4277 10753 0.59 advElectrics 6 9 180 0h0m 600 +15%
(HB) 3.75m 7829 19683 1.2 largeElectrics 7 18 365 0h0m 1225 +25%
(HB) 5.0m 2 35429 2.4 specializedElectrics 8 36 730 0h0m 2427 +50%
(HB) 7.5m 17616 44287 3.3333 specializedElectrics 8 50 1010 0h0m 3371 +75%
(HB) 10m 33031 83038 6.9444 experimentalElectrics 9 75 1515 0h0m 5056 +100%
(HB) 20m 49546 124556 11.5741 experimentalElectrics 9 125 2530 0h0m 8427 +200 %
                       
(HB) mk0       basicScience 4     0h0m   -25%
(HB) mk1       Electrics 5     0h0m   -15%
(HB) mk2 4277 10753 0.59 advElectrics 6 8.85 180 0h0m 600  
(HB) mk3 7829 19683 1.2 largeElectrics 7 18 365 0h0m 1225 +15%
(HB) mk4       specializedElectrics 8     0h0m   +25
(HB) mk5       experimentalElectrics 9     0h0m   +50%
  • S = Stock | HB = Hot Beverage | HB+ = Hot Beverage + Another | US = Universal Storage | US2 = Universal Storage 2 *

†: internal capacity only ‡: currently doesn't include efficency adjustment to maxEX/Battery/mass/costs - fuel capacity won't be affected

Effeciency scaled

Mod Name Cost Entry Mass Tech TTL maxEC Fuel (L) RunTime† Battery (EC) efficiency‡
(HB) 0.3125m 330 750 0.0375 survivability 3 0.3 5 0h0m 7 -25%
(HB) 0.625m 495 1250 0.0575 basicScience 4 0.65 15 0h0m 43.5 -15%
(HB) 1.25m 895 2250 0.1 Electrics 5 1.5 30 0h0m 100  
(HB) 1.875m 2390 6008 0.26972 Miniaturization 5 4.95 90 0h0m 330 +10%
(HB) 2.5m 4277 10753 0.23455 advElectrics 6 11.39 180 0h0m 760 +15%
(HB) 3.75m 7829 19683 0.96 largeElectrics 7 28.45 365 0h0m 1900 +25%

†: internal capacity only ‡: cumulative efficency adjustment to maxEX/Battery/mass/costs - fuel capacity won't be affected even though advances in tech would increase storage capabilities

Stock Specifications

Stock Fuel Cell

  • cost: 750
  • entry cost: 2250
  • techRequired: Electrics
  • mass: 0.05
  • EC/s Produces: 1.5
  • EC storage: 50

Stock Fuel Cell Array

  • cost: 4500
  • entry cost: 13500
  • techRequired: Electrics
  • mass: 0.24
  • EC/s Produces: 18
  • EC storage: 300

 

 

@theJesuit /  @JadeOfMaar

going to put some time in behind my eyelids - but am trying to do the math for how long  a fuel cell would run for (runtime) with just internal tanks:

should be: fuel units / consumption

so in the case of the 1.25

18 units of LF / 0.0005625 units of lf (per sec)?

Edited by zer0Kerbal
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  • 1 month later...
8 hours ago, Ph34rb0t said:

Nice to see my stuff is still being used! Cheers!

@Ph34rb0t Glad to see you are still around! Thank you for making this glorious addon in the first place!

Hope you like your name graphic style/color on the hero logo!

Edited by zer0Kerbal
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