// 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 four vanilla parts and then repoint the // radiator's heat dissipation, steam plume, dissipation readout and power // indicator from the raw PowerToggle to the AutoPowerToggle gate defined in // components/radiator_auto.rules. // // Nothing here changes a stat or a number. It only changes when radiators run. ID = ganter.auto_radiator Name = "Auto Radiator" Version = 1.2.0 CompatibleGameVersions = ["0.30.4c", "0.30.4"] ModifiesGameplay = true Author = "Tobias Ganter" Description = "Radiators only vent surplus heat instead of running constantly.\n\n"\ "Thermal Canister Missiles are built from your ship's own heat, and in vanilla "\ "your radiators compete with your launchers for it -- the heat network is drained "\ "to keep radiators busy, and your missiles reload at whatever rate your reactors "\ "happen to produce.\n\n"\ "With this mod, radiators hold off while the heat network still has room, keeping "\ "your thermal batteries topped up as a deep missile reserve, and vent once the "\ "network is nearly full.\n\n"\ "- Only applies when a launcher is actually set to Thermal Canister Missiles. "\ "Otherwise radiators behave exactly as in vanilla.\n\n"\ "- Ships with no thermal battery are unaffected.\n\n"\ "- Your manual radiator on/off switch still overrides everything.\n\n"\ "- Safety net: if any part is actually overflowing heat, every radiator vents "\ "immediately regardless of the threshold." Actions [ // --- Broadcasters ----------------------------------------------------- // The thermal battery decides when the network has surplus. { Action = AddBase AddBaseTo = "/Part/Components" BaseToAdd = & } // The missile launcher reports whether it is set to thermal ammunition. { Action = AddBase AddBaseTo = "/Part/Components" BaseToAdd = & } // Every overclockable part reports when it is actually overflowing heat. { Action = AddBase AddBaseTo = "/Part/Components" BaseToAdd = & } // --- Receiver --------------------------------------------------------- { Action = AddBase AddBaseTo = "/Part/Components" BaseToAdd = & } // --- 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 } } // --- Diagnostic indicators ------------------------------------------- // // An indicator icon is drawn while its toggle is OFF. These three make the // radiator report its own internal state, so a radiator that is not // behaving can be read directly instead of guessed at: // // wrench icon always visible -> these components merged onto the part // absent -> the AddBase did not take effect // thermal missile visible -> no thermal-ammo signal is arriving // resource icon visible -> no hold signal is arriving from a battery // // A working setup on a ship with a thermal launcher and a battery below the // vent ceiling shows the wrench alone. { Action = AddMany AddTo = "/Part/Components/Indicators/Indicators" ManyToAdd [ { Toggle = AutoRad_AlwaysOff AtlasSprite { File = &/INDICATORS/MissingComponent Size = [1, 1] } } { Toggle = AutoRad_ThermalAmmoInUse AtlasSprite { File = &/INDICATORS/NoThermalMissiles Size = [1, 1] } } { Toggle = AutoRad_IsHolding AtlasSprite { File = &/INDICATORS/NoResource Size = [1, 1] } } ] } ]