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137 lines
5.9 KiB
137 lines
5.9 KiB
8 years ago
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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namespace Chiller
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{
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public class ModuleChiller : PartModule
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{
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/// <summary>
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/// Maximum electric power this Chiller unit can draw, in KSP Electric Charge per second. Since this mod assumes 1 EC = 1 kW.s, the value indicated here can be considered to be in kilowatts.
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/// </summary>
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[KSPField(isPersistant = false, guiActive = false)]
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public float MaxPower = 10;
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/// <summary>
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/// Coefficient Of Performance (heat removed from the chilled part, divided by the electric power consumed)
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/// Note that the electric power also ends up heating the radiator panel (in addition to the heat taken from the cooled part)
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/// </summary>
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[KSPField(isPersistant = false, guiActive = false)]
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public float COP = 4;
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/// <summary>
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/// Target temperature for the part on which the Chiller is attached, in Kelvins. If the temperature of that part is above the set-point, the Chiller turns on to cool it.
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/// </summary>
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[KSPField(isPersistant=true, guiActive=true, guiName="Set-point (K)")]
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[UI_FloatRange(minValue = 10, maxValue = 400)]
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public float SetPoint = 100;
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[KSPField(isPersistant = false, guiActive = false)]
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public float SetPointThreshold = 5;
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[KSPField(isPersistant = false, guiActive = true)]
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public string Status = "Offline";
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[KSPField(isPersistant = false, guiActive = true, guiName="Heat transfer")]
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public string HeatTransferStatus = "Offline";
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[KSPField(isPersistant = false, guiActive = true, guiName = "Temperature")]
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public string CurrentTemperature = "";
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[KSPField(isPersistant = false, guiActive = true, guiName = "Electric consumption")]
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public string ElectricStatus = "";
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private bool WasCooling = false;
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private float CurrentHeatTransfer = 0;
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public void FixedUpdate()
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{
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var cooledPart = part.parent;
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bool isActive = part.FindModuleImplementing<ModuleActiveRadiator>().IsCooling;
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Status = "Stand-by";
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CurrentTemperature = cooledPart.temperature.ToString("0.00") + " K";
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ElectricStatus = "";
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bool cooling = false;
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float energyToTransfer = 0;
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if (isActive)
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{
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if (cooledPart.temperature > SetPoint + (WasCooling ? 0 : SetPointThreshold))
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{
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float maxRadiatorTemperature = (float)part.maxTemp * (float)part.radiatorHeadroom;
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if ((float)part.temperature >= maxRadiatorTemperature - (WasCooling ? 0 : SetPointThreshold))
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{
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Status = "Radiator too hot";
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}
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else
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{
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float neededCoolingEnergy = ((float)cooledPart.temperature - SetPoint) * (float)cooledPart.thermalMass / TimeWarp.fixedDeltaTime;
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float availableHeatEnergy = (maxRadiatorTemperature - (float)part.temperature) * (float)part.thermalMass * (COP / (COP + 1)) / TimeWarp.fixedDeltaTime;
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energyToTransfer = Mathf.Min(neededCoolingEnergy, availableHeatEnergy, MaxPower * COP);
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}
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}
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}
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else
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{
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Status = "Off";
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}
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if (energyToTransfer > CurrentHeatTransfer)
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{
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// slow transfer startup, to simulate progressive refrigerant compression as the pump is started
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float c = 1.0f / (1.0f + TimeWarp.fixedDeltaTime);
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CurrentHeatTransfer = CurrentHeatTransfer * c + energyToTransfer * (1.0f - c);
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}
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else
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{
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// immediate reactivity when slowing down to avoid overshooting
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CurrentHeatTransfer = energyToTransfer;
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}
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if(energyToTransfer > 0)
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{
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float requiredElectricCharge = CurrentHeatTransfer * TimeWarp.fixedDeltaTime / COP;
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var electricCharge = vessel.GetActiveResources().SingleOrDefault(r => r.info.name == "ElectricCharge");
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float totalAvailableElectricEnergy = electricCharge == null ? 0.0f : (float)electricCharge.amount;
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// we don't use electric charge at all if battery is low, to avoid disabling more critical systems, such as command modules etc.
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float electricChargeMargin = 10;
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float availableElectricEnergy;
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if (totalAvailableElectricEnergy > requiredElectricCharge + electricChargeMargin)
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{
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availableElectricEnergy = part.RequestResource(electricCharge.info.id, Math.Min(requiredElectricCharge, totalAvailableElectricEnergy - electricChargeMargin));
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}
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else
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{
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availableElectricEnergy = 0;
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}
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if (availableElectricEnergy < requiredElectricCharge * 0.9f)
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{
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Status = "Not enough power";
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CurrentHeatTransfer = availableElectricEnergy * COP;
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}
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else
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{
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Status = "Cooling";
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}
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cooledPart.AddThermalFlux(-CurrentHeatTransfer * 2);
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part.AddThermalFlux(CurrentHeatTransfer * 2 * (COP + 1) / COP);
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ElectricStatus = availableElectricEnergy.ToString("0.00") + " kW";
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cooling = true;
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}
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HeatTransferStatus = CurrentHeatTransfer.ToString("0.00") + " kW (" + (CurrentHeatTransfer / (float)cooledPart.thermalMass).ToString("0.00") + " K/s)";
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WasCooling = cooling;
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}
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}
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}
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