FuseBox Continued

Keep track of your electrical usage in the Editor and in Flight

License: GPLv2

Game Version: 1.12.5

Downloads: 66,271

Author: linuxgurugamer

Mod Website: Forum Thread

Support this mod: Donate

Followers: 94

I like many others have lost missions to forgetting to attach a solar panel or got a probe alllll the way to it's destination only to discover that it runs out of charge 1/3 of the way round the dark side. So I set about writing a plugin which will stop me being so daft - Fusebox was born.

It's active in the SPH/VAB and in flight. In the editor when you load a ship or select a root part it will open up. It shows you the amount of battery you have (in build maximum = current always of course), the amount of generated charge per second and the amount of drain per second. The latter are rounded to 2 decimal places. If the drain exceeds generation, drain will turn red and it will print a message telling you how long your battery will last at that drain. There is an adjustable warp halter based on battery level and an orbital darkness calculator so you can optimize your battery levels for specific flights.

You will need a little common sense in the build phase as the plugin cannot tell if your panels will all be able to see the sun or not. It cannot tell that rover wheels will not be burning charge while en route to the Mun etc. To that end there are the filters, click sub groups in and out of the calculation in order to see if certain part groups are balanced - fiddle with it, you'll soon get the hang of it. Click the toolbar icon to switch to concise/minimize mode (it also minimizes the filters), click again to re-open. The plugin remembers window positions and filter settings. Click filters to see the filter box, click a filter on/off to include/exclude from the calculations. Pick GUI style by clicking settings. Also in settings is the toggle for emergency warp halt and the threshold for it.

New technique used to avoid references so the one build in the zip does all the supported mods in the release notes.

Gotchas: reaction wheels are estimated in the VAB and untracked in flight - the KSP code as it stands does not return any usage information so it's impossible to find out. The estimation in VAB is based on observation of one axis full torque and the published documentation of how it's supposed to work. This is why the reaction wheel filter is off by default.

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