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Exposure outside of certain limits accumulates "thermal damage" for living organisms.
Let's define a safe/sustainable temperature range for Kerbal humanoids at 280-310K.
Thermal Damage - a new resource, generated by a zero-input ResourceConverter. Output shaped by TemperatureModifier parameters, which simulate hazards of exposure under/above the safe range.
Heating - a standard CoreHeat module in manned parts + an EC-driven, 0-output ResourceConverter with TemperatureModifier feedback loop to fight the dissipation of heat and drop of internal part temperature below freezing.
Cooling - should/could be provided by the stock mechanisms/parts.
Use of the ModuleCoreHeat
The advantage is its native temperature control/flux. It could also be tuned to produce biomass-level heat on it's upper output limit (i.e. putting kerbals in an isolated pod would make them suffer from their own heat)
obvious caveats:
No multiple CoreHeat modules per part by default(?) - there might be other uses required by the game and/or other mods.
No individual tracking in this setup (alternate framework, as used by Kapparay for radiation, or KeepFit health).
Thermal Damage recovery - could be simulated by a negative-rate ModuleGenerator, question is if it makes sense.
No simulation of EVA suit fallback (these can be used by crew as self contained A/C units, depends on definition of the problem)
The text was updated successfully, but these errors were encountered:
Exposure outside of certain limits accumulates "thermal damage" for living organisms.
Let's define a safe/sustainable temperature range for Kerbal humanoids at 280-310K.
Thermal Damage - a new resource, generated by a zero-input
ResourceConverter
. Output shaped byTemperatureModifier
parameters, which simulate hazards of exposure under/above the safe range.Heating - a standard
CoreHeat
module in manned parts + an EC-driven, 0-outputResourceConverter
withTemperatureModifier
feedback loop to fight the dissipation of heat and drop of internal part temperature below freezing.Cooling - should/could be provided by the stock mechanisms/parts.
Use of the
ModuleCoreHeat
The advantage is its native temperature control/flux. It could also be tuned to produce biomass-level heat on it's upper output limit (i.e. putting kerbals in an isolated pod would make them suffer from their own heat)
obvious caveats:
No multiple CoreHeat modules per part by default(?) - there might be other uses required by the game and/or other mods.
No individual tracking in this setup (alternate framework, as used by Kapparay for radiation, or KeepFit health).
Thermal Damage recovery - could be simulated by a negative-rate
ModuleGenerator
, question is if it makes sense.No simulation of EVA suit fallback (these can be used by crew as self contained A/C units, depends on definition of the problem)
The text was updated successfully, but these errors were encountered: