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Fission reactor

AMPW edited this page Aug 26, 2025 · 1 revision

A more advanced way of generating EC
This facility is designed to be more like a real fission reactor with time between power level changes, a throttle limit and limited internal storage which also makes lengthy refuelling cycles necessary.
The logistics funtion is used for switching between power levels and throttle levels
It automatically tries to fill up the EC storage and then reduce itself to the minimum throttle at which there is still a positive (or 0) EC delta in the colony. A manual mode is also available.

type: KCFissionReactor

Required parameter in the levelnode

  • ECProduction (double): the maximum EC/s for this level when this facility is running

The ECProduction parameter needs to be present in the level 0 node but may be left empty in higher levels, then the lower level value is used.

Optional parameters in the levelnode

  • InputResources (node): input resources per second, same format as the "resources" node
  • OutputResources (node): output resources per second, same format as the "resources" node
  • InputStorage (node): maximum stored input resources, same format as the "resources" node
  • OutputStorage (node): maximum stored output resources, same format as the "resources" node
  • minKerbals (int): minimum amount of kerbals for this facility to work, default is the max kerbal count
  • minKerbalLevel (int): minimum kerbal level, default: 0
  • refillTime (double): time in seconds to refill the reactor
  • minECThrottle (double): minimum throttle for the current level, default: 0
  • maxECChangeRate (double): max change in EC/s per second, default: 1000
  • minECRateChangeTime (double): minimum duration for changing the EC output, default: 1
  • powerlevelChangeTime (double): minimum wait time after changing the power level, default: 0
  • levelOffTime (double): minimum wait time after changing the throttle, default: 0
  • ecChangeThreshold (double): minimum difference between the current value of the logistics function and the target value.
    Lower numbers mean longer change times, higher numbers result in shorter change times.
    It is not advised to change this.

Example:

KCFacilityConfig
{
    name = KCFissionreactorFacility
    displayName = Fission reactor
    type = KCFissionReactor
    category = EC generators

    level
    {
        0
        {
            basegroupName = KC_Base_Fission_T1
            resources { RocketParts = 3000 }
            Funds = 5000
            minCABLevel = 1

            upgradeTime = 2000
            minKerbals = 3
            maxKerbals = 5
            allowedTraits = Scientist, Engineer
            minKerbalLevel = 2

            refillTime = 600

            ECProduction = 5000
            MinECThrottle = 0.8
            maxECChangeRate = 1000
            minECRateChangeTime = 30
            powerlevelChangeTime = 60
            levelOffTime = 45

            InputResources
            {
                Ore = 2
            }
            InputStorage
            {
                Ore = 10000
            }
        }
        1
        {
            basegroupName = KC_Base_Fission_T2
            resources { RocketParts = 2000 }
            Funds = 5000
            minCABLevel = 2

            upgradeTime = 3000
            minKerbals = 6
            maxKerbals = 10
            upgradeType = withGroupChange

            ECProduction = 10000
            MinECThrottle = 0.65
            maxECChangeRate = 2500
            minECRateChangeTime = 20
            powerlevelChangeTime = 45
            levelOffTime = 30

            InputResources
            {
                Ore = 3.5
            }
            InputStorage
            {
                Ore = 25000
            }
        }
    }
}

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