DESCRIPTION

Fixed in 0.12
- Typo (Electroagnet info) was fixed
- If you have a craft with magnets from older version, this will breaks your craft! You can manually open your craft xml and change every InternationalDockingSystemStandard.ElectroMagnet to PhysicallyMeasuredInstruments.ElectroMagnet to fix it.

Fixed in 0.11
- Power Consumption in 0.1 was 1,000 times higher than it should be.
- Fixed some string units to enhance readability


Special Thanks to:
@sflanker, for generous advices and teachings
@Nethereal, for most serious and devoted testing
@Wolfie2474, for alpha-testing of this mod
@stuwart, for alpha-testing of this mod

12 Magnets At Once Locking Test


1. What do they do?

This mod adds an Electromagnet part with poles. They can interact with other electromagnets, push and pull, consuming electricity. Unlike stock analogue or Docking Port, they don't interact with one at once; If you have 12 active magnets in your flight scene, they interact with all 12 at once(*1).

1.1 How do they work?

The force between 2 electromagnetic poles are calculated with this formula;

image

This is the force between 2 magnetic poles, from Gilbert Model. This is one of the most simple approximation of the magnetic force, so is not accurate in some cases. This model gives you gravity-like magnetic force; the force is inversely proportional to the square of distance, and proportional to the product of both pole's magnetic charge(which is Pole Strength you can check on the inspector).

1.2 What can't they do?

Since I'm employing Gilbert Model and not simulating B-Field nor H-Field, the magnetization of paramagnetic is not currently supported. This means the magnets can't magnetize other metals nor other deactivated electromagnets. You have to turn both electromagnets to make them interact.

2. Is this a new Docking Port?

Yes and no. You can use this magnets to lock(dock) 2 spacecrafts, but this doesn't work like how stock Docking Port works.

If they are attracting each other and both of them have same sized latch, they can lock into each other like a stock docking port. After lock, the both magnets would turn off automatically to save electricity. This means you have to click Unlock button on the inspector to unlock; turning off the magnets would not do the job.

The main difference of this magnets and stock Docking Port are two; stock Docking Port has not magnetic force but spring force, so the force between two goes weaker when they get closer. This means, however, they can attract the other at much greater distance than magnets. Electromagnets, however, has proper (Gilbert) magnetic force, so the force goes stronger when they get closer. This means less fiddling at the end of docking procedure, but you have to get closer to get the effective magnetism.

The other major difference is they're come with in-built latches if you enabled them. With the latches, they align with the other. If you're dealing with huge and complex space stations, you might not love this or want them to align less aggressively. Let me know your opinions.

*1: Magnets on same collider groups can't interact with each others.


Known Issues
- After Lock Completion, the craft tumbles on a random direction.
- The part has no price.

Future Implementation
- Core Ring and Latch Petal Indicator should be emissive when the Electromagnet is turned on
- The Electromagent should generate waste heat
- Change physics model from Gilbert to Ampere and simulate Magnetization


Liscense
You can use this source code as you want under the license.

GENERAL INFO

  • Mod Version: 0.12
  • Required SR2 Version: Any
  • Published: 7/20/2020
  • Downloads: 667

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Comments

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  • Profile image

    Fixed in 0.12
    - Typo (Electroagnet info) was fixed
    - If you have a craft with magnets from older version, this will breaks your craft! You can manually open your craft xml and change every InternationalDockingSystemStandard.ElectroMagnet to PhysicallyMeasuredInstruments.ElectroMagnet to fix it.

    Pinned 9 months ago
  • Profile image

    Yeah, I was thinking of making levitating magnets

    3 days ago
  • Profile image

    @ThePilotDude It must be broken at some point, but I haven't played this game in years. Lemme check this again soon since I feel like I have some time again.
    @ILoveSpaceALot Glad to hear that!

    3 days ago
  • Profile image

    You have no idea what I can accomplish with this... 😏

    +1 6 days ago
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    @AnotherFireFox is this mod broken as of the newest update, or do I just have no idea how to work it?

    one month ago
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    Oh...for PC and mac only, sad

    +2 4 months ago
  • Profile image
    7,582 McDuetchVan

    @AnotherFireFox any diagnosis?

    9 months ago
  • Profile image
    21.7k KirRu

    I hope one day the magnets will be added to the stock game

    9 months ago
  • Profile image
    976 t4zcomz

    @McDuetchVan You need 30 points to upvote posts, which I now have.

    9 months ago
  • Profile image
    7,582 McDuetchVan

    @AnotherFireFox Here's the Link

    9 months ago
  • Profile image

    @McDuetchVan Thanks, I see the problem. Can I get the craft file too?

    9 months ago
  • Profile image
    7,582 McDuetchVan

    @AnotherFireFox Here's the link

    9 months ago
  • Profile image
    7,582 McDuetchVan

    @t4zcomz does It take points to upvote?

    9 months ago
  • Profile image
    7,582 McDuetchVan

    @AeromanYett fair enough

    9 months ago
  • Profile image
    7,582 McDuetchVan

    @AnotherFireFox they would be attracted to each other, but they didn't have the targeting panel, then when I placed one on the other it held for a second, then just shot off. I'll record and send a video.

    9 months ago
  • Profile image

    @McDuetchVan Can you elaborate? Do they bounce off each other while aligning?

    9 months ago
  • Profile image
    5,160 AeromanYett

    @McDuetchVan my phone is android OS

    BRUH

    9 months ago
  • Profile image
    7,582 McDuetchVan

    @AeromanYett They're not gonna, cause they can't. It's not an issue that's in their hands, it's just because of how mobile OS' operate.

    9 months ago
  • Profile image
    5,160 AeromanYett

    I hope jundroo added modifications in mobile on SR2

    9 months ago
  • Profile image
    7,582 McDuetchVan

    Anyone know what to do if when attempting clamping the magnets suddenly shoot off each other. The ports appear not to be targeting each other.

    9 months ago
  • Profile image

    @theUSSR Learn C# and Unity.

    9 months ago
  • Profile image

    @theUSSR Because it's a mod?

    9 months ago
  • Profile image
    976 t4zcomz

    Very nice. Not enough points to upvote though.

    +1 9 months ago
  • Profile image

    Special thanks to: @SpaceTrebuchet, for breathing :p

    9 months ago
  • Profile image

    Wth man

    U forgot to credit me (@Obi-wan But With The Low Ground#4050) for doing nothing and watching. I demand an apology.

    But in a seriousness really well done

    +1 9 months ago
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