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Fusion reactor

AMPW edited this page Aug 26, 2025 · 1 revision

The most advanced way of generating EC
This facility is similar to the fission reactor and it also has time between power level changes, a throttle limit and limited internal storage which also makes lengthy refuelling cycles necessary but it requires a constant external resource input and it does not have internal storage.
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: KCFusionReactor

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

  • ECperSecond (double): unlike the other EC generators the fusion reactor can have a constant base load. If there's not enough electricity during the startup process it will stop.
  • InputResources (node): input resources per second, same format as the "resources" node
  • OutputResources (node): output resources per second, 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
  • 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.
  • RequiredTraits (node): used to have a minimum number of engineers, scientists and pilots (or any other trait you want) for using this facility.
    Similar to the resource node but with the trait names instead of the resource names.

Example:

KCFacilityConfig
{
    name = KCFusionreactorFacility
    displayName = Fusion reactor
    type = KCFusionReactor
    category = EC generators

    level
    {
        0
        {
            basegroupName = KC_Base_Fusion
            resources { RocketParts = 3000 }
            Funds = 20000
            minCABLevel = 3

            upgradeTime = 2000
            minKerbals = 8
            maxKerbals = 12
            minKerbalLevel = 4
            RequiredTraits
            {
                Pilot = 1
                Scientist = 2
                Engineer = 2
            }

            refillTime = 600

            ECperSecond = 2048
            ECProduction = 32768
            MinECThrottle = 0.25
            maxECChangeRate = 10000
            minECRateChangeTime = 5
            powerlevelChangeTime = 5
            levelOffTime = 2

            InputResources
            {
                // Lf is hydrogen or something
                // No, I do not care if this is unrealistic, feel free to replace it with a different resource
                LiquidFuel = 8
            }
        }
    }
}

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