using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace Chiller { public class ModuleChiller : PartModule { /// /// 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. /// [KSPField(isPersistant = false, guiActive = false)] public float MaxPower = 10; /// /// 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) /// [KSPField(isPersistant = false, guiActive = false)] public float COP = 4; /// /// 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. /// [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().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; } } }