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First working version

master
Youen Toupin 8 years ago
parent
commit
31f4aa9eea
  1. 3
      .gitignore
  2. 47
      Parts/chillerRadPanelLg.cfg
  3. 59
      Plugin/Chiller/Chiller.csproj
  4. 22
      Plugin/Chiller/Chiller.sln
  5. 136
      Plugin/Chiller/ModuleChiller.cs
  6. 36
      Plugin/Chiller/Properties/AssemblyInfo.cs

3
.gitignore vendored

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/Plugin/Chiller/*.suo
/Plugin/Chiller/bin
/Plugin/Chiller/obj

47
Parts/chillerRadPanelLg.cfg

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PART
{
name = chillerRadPanelLg
module = Part
author = Youen
MODEL
{
model = Squad/Parts/Thermal/RadiatorPanels/radPanelLg
}
rescaleFactor = 1.0
node_attach = 0.0, 0.0, -0.0, 0.0, 0.0, -1.0
TechRequired = basicScience
entryCost = 2200
cost = 450
category = Utility
manufacturer = Probodobodyne Inc
subcategory = 0
title = Chiller (large)
description = A radially attachable radiator panel to help dissipate heat into space. This system uses a closed refrigerant circuit and a compressor to move heat from the attached part to itself, allowing very low target temperatures. The chiller panel can accordingly become very hot.
attachRules = 0,1,0,1,1
mass = 0.05
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
maxTemp = 2500 // = 2900
bulkheadProfiles = srf
tags = cool fixed heat moderat radiat static temperat therm
emissiveConstant = 0.90
heatConductivity = 0.001 //They have built in insulators
thermalMassModifier = 5
radiatorHeadroom = 0.75
skinInternalConductionMult = 2000
MODULE
{
name = ModuleActiveRadiator
maxEnergyTransfer = 0 // This is just to appear as a radiator to other radiators, but the actual energy transfer happens in ModuleChiller
}
MODULE
{
name = ModuleChiller
MaxPower = 50
}
}

59
Plugin/Chiller/Chiller.csproj

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{D05D19C4-C5DA-4F8F-A2A8-B0FA54F2BAE4}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Chiller</RootNamespace>
<AssemblyName>Chiller</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\..\..\..\Jeux\KSP_1_1_3\KSP_Data\Managed\Assembly-CSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine">
<HintPath>..\..\..\..\..\Jeux\KSP_1_1_3\KSP_Data\Managed\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>..\..\..\..\..\Jeux\KSP_1_1_3\KSP_Data\Managed\UnityEngine.UI.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="ModuleChiller.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

22
Plugin/Chiller/Chiller.sln

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
VisualStudioVersion = 12.0.31101.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Chiller", "Chiller.csproj", "{D05D19C4-C5DA-4F8F-A2A8-B0FA54F2BAE4}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{D05D19C4-C5DA-4F8F-A2A8-B0FA54F2BAE4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{D05D19C4-C5DA-4F8F-A2A8-B0FA54F2BAE4}.Debug|Any CPU.Build.0 = Debug|Any CPU
{D05D19C4-C5DA-4F8F-A2A8-B0FA54F2BAE4}.Release|Any CPU.ActiveCfg = Release|Any CPU
{D05D19C4-C5DA-4F8F-A2A8-B0FA54F2BAE4}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

136
Plugin/Chiller/ModuleChiller.cs

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

36
Plugin/Chiller/Properties/AssemblyInfo.cs

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Chiller")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Microsoft")]
[assembly: AssemblyProduct("Chiller")]
[assembly: AssemblyCopyright("Copyright © Microsoft 2016")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("d76b9050-9846-48fa-bc18-ab18f04d39ba")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
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