because at 100'000 time warp 5 minute pass in less than second. So next check might happen "weeks" after the battery is supposed to be empty.
You should base your check on internal level and more 10% than 1% (because of same problem)
For using cargo you can use them until 1% if you want it's a good idea.
Keep 1% if you want the empty cargo remain, keep nothing if you want that they disappear once used. (trash managment or not, might be a good idea or not (scenario full of trash after weeks))
Now you'll have to choose how much "battery weight" is needed to refill your "tank"
I choosed 4 cargo for the Arrow to refill 100% O2 you can make an arbitrary choice based on the gameplay you want.
Now you'd probably do also an O2 consumption ? simulating electricity and not a main life system might seem strange.
Dan
Dan, I am using "SimTime" as the clock and SimTime apears to change it's rate relative to the time compression rate. Wouldn't my battery and resource check based on SimTime not be adversly affected by simtime rate? If I'm wrong please lemme know.
The internal tanks of both Electricity and O2 will be the determining factor on sustainability for the habitats, again the cargos "outside" the habs will just fill the internals when they drop below 90%.
I made the decision to use UCGO cargo to represent a battery as too keep a standard instead of having to code a proprietary vessel to represent a battery. Because of this decision and that UCGO cargo use "weight" as a variable, I have to represent the battery charge level as weight. But this conversation has brought up a good point, that the smaller the delta in battery weight between a full charge and an empty battery will better represent a realistic battery. So say a full battery at 80kg's and an empty battery at 70kg's. With a charge rate of plus 1 kg per hour and a discharge rate of 0.5 kg's per hour. As long as any future UCGO battery chargers or dischargers (UCGO vessesls that are dependant on battery resource) are coded to follow this example, we won't have any batteries floating around with less than a standard weight representing a charge. Than again, if other devs create a vessel to use battery and don't adhere to a standard discharge level and just use the battery up until the Ucgo cargo vanishes, then a 1% discharge level for an empty battery makes more sense from a gameplay perspective...
JB
---------- Post added at 04:47 PM ---------- Previous post was at 04:34 PM ----------
Ohh, and Dan...
I am planning to use O2 as a consumption variable as well as electricity....
The overall plan is this...
The habitat will consistently use electricity to maintain positive pressure. Pressure will be controlled via an outflow valve, just like a pressurised aircraft. Rate of electricity consumption will not change and overall rate will be relative to the size of the habitat.
O2 consumption rate will folllow your example with the DG4, using the quantity of UMMU's present in the current habitat to determine O2 consumption rate. This unfortunately is my stopping point as I need to figure out how to code the vessel to search for UMMU's and then count the UMMU's within the vessels own breathable area radius to use as a factor to change the rate of O2 consumption...
A few forum members were kind enough to jump in on another thread I posted to give me some hints on how to detect other vessels within a certain radius. I understand the principal of coding this, but I'm sure my initial code will be ineficient.
JB
---------- Post added at 05:00 PM ---------- Previous post was at 04:47 PM ----------
I didn't know electricity had weight :shrug:
Actually, it would be better if each cargo would carry electricity (say full charge version), then have another cargo version that is depleted version. It would be up to the pilot to eject the batteries or not.
That could be done... seems like another good alternative. So correct me if I am not on the same page here...
With this idea, you would be skipping the weight variable all together on the discharge cycle... And a device that uses battery would add "x" amount of electricity to it's tank per "Charged Battery"?
I am using this method, kinda, to charge the batteries as the UCGO code does not allow to "reverse drain" (Charge the weight in the UCGO container). But it does allow to hold a container for "x" amount of time before it can be released, thus simulating a charge and then the code deletes the empty battery and creates a full battery in place of it.
JB