Difference between revisions of "Resource"

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A '''resource''' is a kind of material or energy that is stored in certain parts, and can be generated or used by other parts. All resources available in a craft can be viewed at any time during a mission using the ''Resources'' button at the upper right of the screen. Common resources include [[liquid fuel]] and [[oxidizer]], both of which are used in [[liquid engine]]s, and [[electric charge]], which has many different applications.
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A '''resource''' is a kind of material or energy that can be used, depleted, stored or generated by certain parts during missions. All resources available in a craft can be viewed at any time during a mission using the ''Resources'' button at the upper right of the screen. Common resources include [[liquid fuel]] and [[oxidizer]], both of which are used in [[liquid engine]]s, and [[electric charge]], which has many different applications.
  
 
== Available resources ==
 
== Available resources ==
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| {{Yes}}
 
| {{Yes}}
 
|}
 
|}
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<references group="Note" />
 
<references group="Note" />
  
An adjacent flow mode, will flow the resource only to adjacent sources or sinks, while a resource available everywhere don't needs to be pumped from the source to the sink. This will also drain all tanks evenly.
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With adjacent flow mode, resources will only flow between adjacent sources and sinks, meaning that tanks can be drained unevenly. With everywhere flow mode, the resource is always available to all parts connected to the vessel, and all tanks are drained evenly.
  
 
== Transfer and crossfeed ==
 
== Transfer and crossfeed ==
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Another way to transfer resources is using a separate part. This is currently only possible for liquid fuel and oxidizer, using the [[FTX-2 External Fuel Duct]].
 
Another way to transfer resources is using a separate part. This is currently only possible for liquid fuel and oxidizer, using the [[FTX-2 External Fuel Duct]].
  
[[Liquid fuel engine]]s and the [[PB-X150 Xenon Container]] need the source of fuel directly adjacent to it or a connection via the fuel duct.
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[[Liquid fuel engine]]s need the source of fuel directly adjacent to it or a connection via the fuel duct.
  
 
== Special properties ==
 
== Special properties ==
Electric charge is the only resource which could be regenerated or refueled without starting another rocket. The only resources which can't be transferred at all are [[solid fuel]] and [[intake air]]. The latter doesn't have any sort of storage either, so it has to be produced when needed.
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* Electric charge is currently the only resource which can be regenerated during a running mission.  
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* Solid Fuel cannot be transferred
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* Intake Air cannot be stored and is therefore wasted unless used immediately
  
 
All means of resource storage are full when a craft is launched.
 
All means of resource storage are full when a craft is launched.
  
 
[[Category:Resources| ]]
 
[[Category:Resources| ]]

Revision as of 10:30, 15 June 2013

A resource is a kind of material or energy that can be used, depleted, stored or generated by certain parts during missions. All resources available in a craft can be viewed at any time during a mission using the Resources button at the upper right of the screen. Common resources include liquid fuel and oxidizer, both of which are used in liquid engines, and electric charge, which has many different applications.

Available resources

The following table contains all the resources currently implemented.

Resource Density (t/m³) Flow mode Transferable
ElectricCharge None Everywhere Yes
IntakeAir 5 (kg/unit) Everywhere Yes
LiquidFuel 5 Adjacent Yes
MonoPropellant 4 Everywhere Yes
Oxidizer 5 Adjacent Yes
SolidFuel 7.5 None No
XenonGas 0.1 Everywhere Yes
Testium[Note 1] 300 Everywhere Yes
  1. This resource is only internally defined. There aren't any tanks, users or generators available for this resource.

With adjacent flow mode, resources will only flow between adjacent sources and sinks, meaning that tanks can be drained unevenly. With everywhere flow mode, the resource is always available to all parts connected to the vessel, and all tanks are drained evenly.

Transfer and crossfeed

Most resources can be transferred from one container to another part, which is usually done by right-clicking two containers while holding the mod key and then using the in and out buttons under the resource indicators. The transfer is stopped automatically once the source container is empty or the target container is full, but it can also be stopped manually using the stop button under the indicators. Multiple resources can be transferred at the same time, however the containers' right-click menus must stay open, otherwise the transfer will stop as well.

Another way to transfer resources is using a separate part. This is currently only possible for liquid fuel and oxidizer, using the FTX-2 External Fuel Duct.

Liquid fuel engines need the source of fuel directly adjacent to it or a connection via the fuel duct.

Special properties

  • Electric charge is currently the only resource which can be regenerated during a running mission.
  • Solid Fuel cannot be transferred
  • Intake Air cannot be stored and is therefore wasted unless used immediately

All means of resource storage are full when a craft is launched.