// ABOUT ME // Manifest and patch list for "Auto Radiator". // // What it does: radiators stop dumping heat that the ship still wants. Thermal // Canister Missiles are built from the ship's own heat, so a radiator running // flat out is competing with the launchers for ammunition -- in vanilla they // pull from the same pool, with the same Mode, in the same category, and // Data/ships/priorities.rules defines no ordering between them. // // The patches below add components to one vanilla part, the radiator, and // repoint its heat dissipation, steam plume, dissipation readout and power // indicator from the raw PowerToggle to the AutoPowerToggle gate defined in // components/radiator_auto.rules. The radiator's own on/off switch picks the // mode: ON vents constantly (vanilla), OFF banks heat and vents only when the // network is nearly full. // // The radiator measures the heat network's remaining room itself, so no other // part is patched. Idling requires positive evidence of headroom; anything // missing or unmeasurable results in venting. // // Nothing here changes a stat or a number. It only changes when radiators run. ID = ganter.auto_radiator Name = "Auto Radiator" Version = 4.0.0 CompatibleGameVersions = ["0.30.4c", "0.30.4"] ModifiesGameplay = true Author = "Tobias Ganter" Description = "Radiators switched OFF bank heat and vent only when the ship's heat storage is nearly full.\n\n"\ "Thermal Canister Missiles are built from your ship's own heat, and in vanilla "\ "your radiators compete with your launchers for it. With this mod the radiator's "\ "on/off switch picks a mode:\n\n"\ "- ON: vanilla. Vents constantly, the heat is gone.\n\n"\ "- OFF: banks heat as a deep missile reserve. The radiator idles while the heat "\ "network has room and vents as it approaches full, so the ship never overflows "\ "heat onto its own parts.\n\n"\ "- Fail-safe: idling requires measured headroom on the network. If that runs low, "\ "or cannot be measured at all, radiators vent." Actions [ // --- Receiver --------------------------------------------------------- { Action = AddBase AddBaseTo = "/Part/Components" BaseToAdd = & } // --- Attach the radiator's network reader ---------------------------- // // A network component only reaches the network if a route leads to it. The // radiator's ports anchor on NetworkedHeatBuffer, and its existing Router // bridges that anchor to the other network components -- which is how // vanilla's own NetworkedThermalDissipationLoadValue gets connected. // Without this entry the reader is inert, reads 0, and the radiator vents // permanently. { Action = AddMany AddTo = "/Part/Components/Router/RouteGenerators/0/Routes" ManyToAdd [ [NetworkedHeatBuffer, AutoRad_NetworkSpace, 0] ] } // --- Rewire the radiator --------------------------------------------- // // The radiator's dissipation is gated on PowerToggle directly, not on its // IsOperational toggle, so each of these three components is repointed at // the new gate. IsOperational and CommandConsumer are deliberately left // alone: an idling radiator still holds its command points, because it is // still assigned and will resume without player input. // The actual heat removal. { Action = Overrides OverrideIn = "/Part/Components/HeatDissipationConverter" Overrides { OperationalToggle = AutoPowerToggle } } // The steam plume, so an idling radiator looks idle. { Action = Overrides OverrideIn = "/Part/Components/SteamEffects" Overrides { OperationalToggle = AutoPowerToggle } } // The dissipation value that drives the glow and the network load readout. { Action = Overrides OverrideIn = "/Part/Components/DissipationSmoothingTargetValue" Overrides { Toggle = AutoPowerToggle } } // The "powered off" indicator icon, so an idling radiator is visibly idle // rather than looking identical to a working one. Without this the only cue // that the mod is doing anything is the absence of the steam plume. { Action = Overrides OverrideIn = "/Part/Components/Indicators/Indicators/0" Overrides { Toggle = AutoPowerToggle } } ]