Troubleshooting & FAQ - Rjoande/RealBattery GitHub Wiki
FAQ
Common Issues
Battery stats don’t update when switching types in the VAB/SPH. What’s going on?
This is a known limitation: when switching battery types via B9PartSwitch, the part’s stats (mass, cost, charge rate, etc.) do not refresh immediately.
Clone the part using Alt+Click
, then place it again. This forces the game to recalculate values properly. Saving and reloading the vessel also works. In every case, launching the vehicle will set the correct stats of the chosen subtype.
My background vessels don’t charge or discharge correctly.
RealBattery does not execute the script in the background; in this case, the game treats the battery as a generator: EC is provided, but SC is not consumed. This preserves some realism if we consider EC as power, especially for repetitive orbital operations that may benefit from frequent recharge cycles.
For now: Ensure vessels have enough buffer to handle energy demand while unloaded.
Why do RealBattery stats appear on non-battery subtypes?
On parts with multiple subtypes (e.g. fuels, ore, etc.), if only some of them are actual batteries, the RealBattery stats may still appear even when a non-battery subtype is selected. This is a known limitation and may be improved in a future update.
Why can't I see Stored Charge in the VAB?
The Stored Charge resource may not appear in the VAB/SPH resource panel, but it will show up correctly during flight. This appears to be a stock UI limitation rather than a bug with RealBattery. However, you can still check the Stored Charge amount for each subtype using the B9PartSwitch tooltip in the subtype selector. If you know of any workaround or fix, feel free to share!
Future updates will aim to improve offloaded vessel behavior and background simulation, potentially with the introduction of obsolescence.
Compatibility & Installation
Can I install this mod in an ongoing save?
Yes, but be aware:
- Existing vessels may lose power due to insufficient EC throughput, or have greatly increased mass due to new battery weight (especially Lithium).
- Some batteries may load as empty, requiring long recharge times.
- Consider returning older ships for refit or launching replacements.
Can I uninstall RealBattery from an active save?
Uninstalling will trigger ModuleManager warnings (due to missing modules), but no major issues are expected. Always back up your save before removing any mod.
Performance & Game Behavior
Will this mod slow down my game?
RealBattery introduces lightweight scripts that run continuously to simulate power behavior. Performance impact should be minimal on most systems, but very old PCs or vessels with large numbers of batteries and active scripted mods may experience slight slowdowns.
Why do some batteries have very low SC values (like 0.8)?
That’s normal. RealBattery uses real-world energy units:
1 SC = 1 kWh = 3600 EC·s
This prevents unrealistic storage numbers and keeps advanced batteries within sane performance ranges.
Customization & Feedback
I want a new battery type / behavior – how?
See the planned features in the forum thread to see what's coming up in the future. If something’s still missing, feel free to suggest it! You can also try to make it by yourself: see the For Modders section of this wiki for documentation.
This battery type/behavior isn’t realistic!
Both the original author and current maintainer have aimed for a reasonable balance between realism and gameplay. If something feels off, check the planned features in the forum thread — chances are it’s already under consideration.
💡 Want to contribute? You're more than welcome! Whether it's configs, code, or documentation, every bit helps — just reach out on the forum or GitHub.
Bug Reports
Found a bug?
- Post in the RealBattery Forum Thread
- Provide a link (e.g. Dropbox, Google Drive) with:
- Screenshots
- Your KSP.log file (from the game’s root directory)
⚠️ Note: Please don’t paste full logs directly into forum posts — they’re hard to read and may be removed.