KSP Interstellar Extended

KSP Interstellar Extended

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Parts which are already solar panels AND batteries get a 2nd block of RESOURCE[ElectricCharge]

Gordon-Dry opened this issue ยท 7 comments

commented

For example the part
GameData/Bluedog_DB/Parts/ProbeExpansion/bluedog_solarBattery.cfg
looks like this in the MM cache:

UrlConfig
{
	parentUrl = Bluedog_DB/Parts/ProbeExpansion/bluedog_solarBattery.cfg
	PART
	{
		name = bluedog_solarBattery
		module = Part
		author = CobaltWolf
		rescaleFactor = 1.2
		node_attach = 0.0, 0.0, -0.01, 0.0, 0.0, 1.0
		TechRequired = engineering101
		entryCost = 1200
		cost = 100
		category = Electrical
		subcategory = 0
		title = HLR-15 Solar Battery
		manufacturer = Bluedog Design Bureau
		description = This arrangement of three small solar panels includes a battery. They can either charge the battery or provide power directly to your spacecraft systems.
		attachRules = 0,1,0,0,1
		mass = 0.002
		dragModelType = default
		maximum_drag = 0.2
		minimum_drag = 0.2
		angularDrag = 1
		crashTolerance = 8
		maxTemp = 1200
		PhysicsSignificance = 1
		bulkheadProfiles = srf
		tags = solar
		MODEL
		{
			model = Bluedog_DB/Parts/ProbeExpansion/bluedog_solarBattery
		}
		MODULE
		{
			name = ModuleDeployableSolarPanel
			sunTracking = false
			raycastTransformName = catchThis
			pivotName = catchThis
			isBreakable = false
			resourceName = ElectricCharge
			chargeRate = 0.0875
		}
		RESOURCE
		{
			name = ElectricCharge
			amount = 15
			maxAmount = 15
		}
		MODULE
		{
			name = TweakScale
			type = free_square
		}
		MODULE
		{
			isEnabled = True
			name = BuoyancyControl
			enabled = true
		}
		MODULE
		{
			name = GeometryPartModule
		}
		MODULE
		{
			name = FARAeroPartModule
		}
		MODULE
		{
			name = FARPartModule
		}
		MODULE
		{
			name = SolarPanelFixer
		}
		MODULE
		{
			name = Reliability
			type = SolarPanelFixer
			title = Solar Panel
			redundancy = Power Generation
			repair = true
			mtbf = 36288000
			extra_cost = 2.5
			extra_mass = 1.0
			rated_radiation = 0.09
			radiation_decay_rate = 10
		}
		MODULE
		{
			name = FNSolarPanelWasteHeatModule
		}
		RESOURCE
		{
			name = Megajoules
			amount = 0
			maxAmount = 0.001
			isTweakable = false
			hideFlow = false
		}
		RESOURCE
		{
			name = ElectricCharge
			amount = 0
			maxAmount = 0.001
			isTweakable = false
			hideFlow = false
		}
	}
}
commented

It should be enough to change the first block in
GameData\WarpPlugin\Patches\SolarPanels.cfg
from

@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#chargeRate[>0]]]:FOR[WarpPlugin]
{
	MODULE
	{
		name = FNSolarPanelWasteHeatModule
	}

	RESOURCE
	{
		name = Megajoules
		amount = 0
		maxAmount = 0.001
		isTweakable = false
		hideFlow = false
	}

	RESOURCE
	{
		name = ElectricCharge
		amount = 0
		maxAmount = 0.001
		isTweakable = false
		hideFlow = false
	}
}

to these 2 blocks:

@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#chargeRate[>0]]]:FOR[WarpPlugin]
{
	MODULE
	{
		name = FNSolarPanelWasteHeatModule
	}

	RESOURCE
	{
		name = Megajoules
		amount = 0
		maxAmount = 0.001
		isTweakable = false
		hideFlow = false
	}

}

@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#chargeRate[>0]],!RESOURCE[ElectricCharge]]:FOR[WarpPlugin]
{
	RESOURCE
	{
		name = ElectricCharge
		amount = 0
		maxAmount = 0.001
		isTweakable = false
		hideFlow = false
	}
}
commented

I won't clone this huge mod just to open a PR with that small change, sorry.

commented

The part ends up with 0 max electric charge - things like probe cores with solar panels built in such as the probes from BDB and RN US Satellites.

commented

This seems to work for me

@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel,!ModuleCommand]:HAS[#chargeRate[>0]]]:FOR[WarpPlugin]
{
	MODULE
	{
		name = FNSolarPanelWasteHeatModule
	}

	RESOURCE
	{
		name = Megajoules
		amount = 0
		maxAmount = 0.001
		isTweakable = false
		hideFlow = false
	}

	%RESOURCE
	{
		name = ElectricCharge
		amount = 0
		maxAmount = 0.001
		isTweakable = false
		hideFlow = false
	}
}

@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel,ModuleCommand]:HAS[#chargeRate[>0]]]:FOR[WarpPlugin]
{
	MODULE
	{
		name = FNSolarPanelWasteHeatModule
	}

	RESOURCE
	{
		name = Megajoules
		amount = 0
		maxAmount = 0.001
		isTweakable = false
		hideFlow = false
	}

}

Probably doesn't solve the issue for that one solar batter from BDB though. but this is sorely needed for BDB 1.7 as the small probes can't be radially attached to clip in some batteries.

commented

thanks, I will use that

commented

Thanks for this <3 gonna copy it to my gamedata because I can't use any probe cores with inbuilt solar panels.

EDIT - Hmmm. It seems like your configs dont work. Battery-solars still have no electric charge.

commented

Sorry for responding so late but what exactly is behaviour of Parts which are already solar panels AND batteries?