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Background simulation

Resources simulation

Kerbalism use it's own resource processing system to overcome the limitations of the stock system. This allow consistent simulation of complex resource chains no matter if the vessel is loaded or not and no matter what the timewarp speed is.

The resource simulation is based on recipes. They are executed using an iterative algorithm that is order-less, works at arbitrary time steps and is not limited by storage capacity, three major limitations that are present in stock and in most others mods.

For it to work correctly, explicit code support is required for all stock and other mods modules. Using unsupported or partially supported resource producers/consumers in your game can have the following consequences :

  • For unsupported modules, producers and consumers of resources will not be simulated in the background.
  • Producers of resources will prevent loaded vessels from timewarping faster than 1000x if the resource is also consumed or produced by the Kerbalism resource simulation.

This last limitation can be disabled ("EnforceCoherency" in settings.cfg), not recommended unless you are sure that the unsupported producer is using a non-critical resource for the life support resource chain.

Supported PartModules

PartModule Stock / Mod Support 1000x warp limit Kerbalism replacement module / remarks
ModuleCommand Stock Full No
ModuleGenerator Stock Partial Yes Replacement : Process / ProcessController
ModuleResourceConverter Stock Partial Yes Replacement : Process / ProcessController
ModuleResourceHarvester Stock Partial Yes Replacement : Harvester
ModuleAsteroidDrill Stock Partial Yes No replacement
ModuleScienceConverter Stock Full No Replacement : Laboratory
ModuleLight Stock Full No
ModuleColoredLensLight, ModuleMultiPointSurfaceLight Surface Mounted Lights Full No
SCANsat, ModuleSCANresourceScanner ScanSat Full No
FissionGenerator, ModuleRadioisotopeGenerator NF Electrical / Atomics Partial Yes Background sim ignores the reactor temperature
ModuleCryoTank Cryo Engines / Cryo Tanks Full No Resource boiloff in the background; SystemHeat boiloff via optional Extras
SystemHeat converters / harvesters / radiators SystemHeat Full (with Extras) No Prefer KerbalismSystemHeatCore/Compat; see Mod support
ModuleKPBSConverter Planetary Base Systems Partial Yes Replacement : Process / ProcessController
FNGenerator KSPIE Partial Yes Basic background processing support
ModuleDeployableSolarPanel Stock Full No Require adding SolarPanelFixer to the part
ModuleCurvedSolarPanel Near Future Solar Full No Require adding SolarPanelFixer to the part
SSTUSolarPanelStatic, SSTUSolarPanelDeployable, SSTUModularPart SSTU Full No Require adding SolarPanelFixer to the part
KopernicusSolarPanel Kopernicus No N/A Incompatible, Kopernicus support provided by SolarPanelFixer
ModuleROSolarPanel Realism Overhaul No N/A Incompatible, timeEfficCurve support provided by SolarPanelFixer

Solar panels

We have a "patcher module", SolarPanelFixer that override the EC generation for all supported solar panels (stock, NFS, SSTU...). This module uses our own raytracing, solar flux and atmospheric simulations in order to provide realistic and consistent output at high timewarp speeds for loaded and unloaded vessels. See the partmodules documentation for details.