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ExavierMacbeth

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Everything posted by ExavierMacbeth

  1. Universal Storage is already promising to make a set of parts for USI-LS. The problem is that when Rover named his DLL he used the same name as ECLSS so there is no way currently for anyone to differentiate the two with MM patches. Rover already mentioned he is going to update the DLL name next release, Universal Storage is more or less waiting for that I jury rigged my own if you want to use it. No guarantees on actual balance though since i just divided the 1.25 NOMS container value by 4 to determine how much supplies to put in the wedge. (Since the smallest is a 4 wedge split) // ==================== Universal Storage ==================== // Disables the ECLSS Parts that get enabled due to the DLL Confusion @PART[US_1P130_Wedge_Sabatier]:FOR[AdvancedAnimator]:FINAL { TechRequired = unresearchable category = -1 } @PART[US_1R310_Wedge_CarbonDioxide]:FOR[AdvancedAnimator]:FINAL { TechRequired = unresearchable category = -1 } @PART[US_3R310_EVA_EVAX]:FOR[AdvancedAnimator]:FINAL { TechRequired = unresearchable category = -1 } // ==================== New Modules ==================== PART:NEEDS[AdvancedAnimator] { name = US_Wedge_Supplies module = Part author = Paul Kingtiger & Daishi MODEL { model = UniversalStorage/Parts/US_1R320_Wedge_Food/model //texture = Food , UniversalStorage/Parts/US_1R320_Wedge_Food/Food scale = 1, 1, 1 } mesh = UniversalStorage/Parts/US_1R320_Wedge_Food/model.mu rescaleFactor = 1 // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- editor parameters --- TechRequired = spaceExploration entryCost = 1250 cost = 250 category = Utility subcategory = 0 title = Universal Storage: Supplies Bag manufacturer = Umbra Space Industries description = A tank filled to the brim with Nutritional Organic Meal Substitutes (N.O.M.S.). // --- standard part parameters --- mass = 0.030 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 1200 emissiveConstant = 0.95 thermalMassModifier = 4.0 // ******************************************************* // Modules MODULE { name = ModuleAnimator animationName = Take 001 // Name of the animation from the model guiEnableName = Open Hatch // Part tooltip name to display for deployment guiDisableName = Close Hatch // Part tooltip name to display for retraction actionEnableName = Open Hatch // Action group name for deployment. If you don't include it, this action group won't appear. actionDisableName = Close Hatch // Action group name for retraction. If you don't include it, this action group won't appear. animationSpeed = 0.5 // Normalized speed of the animation (1 is usually good) oneShot = false // If the animation can only be played once activeEditor = true // If the part toolitp is visible in the editor activeFlight = true // If the part tooltip is visible in flight activeUnfocused = true // If the part tooltip is visible from EVA unfocusedRange = 2 // The range from which the part tooltip is visible from in EVA } MODULE { name = ModuleAnimator animationName = Take 002 // Name of the animation from the model guiEnableName = Structure Off // Part tooltip name to display for deployment guiDisableName = Structure On // Part tooltip name to display for retraction // actionEnableName = Structure Off // Action group name for deployment. If you don't include it, this action group won't appear. // actionDisableName = Structure On // Action group name for retraction. If you don't include it, this action group won't appear. animationSpeed = 1000 // Normalized speed of the animation (1 is usually good) oneShot = false // If the animation can only be played once activeEditor = true // If the part toolitp is visible in the editor activeFlight = false // If the part tooltip is visible in flight activeUnfocused = false // If the part tooltip is visible from EVA unfocusedRange = 5 // The range from which the part tooltip is visible from in EVA } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.04, -0.03) evaPartDir = (0,0,1) attachNodeName = back customGroundPos = true dropPartPos = (0.0, 0.0, -0.55) dropPartRot = (-10.0, -90, 0.0) bayType = wedge bayNode = back bayRot = (0, 0, 1) } // ******************************************************* // Resources RESOURCE { name = Supplies amount = 125 maxAmount = 125 } } PART:NEEDS[AdvancedAnimator] { name = US_Wedge_Mulch module = Part author = Paul Kingtiger & Daishi MODEL { model = UniversalStorage/Parts/US_1R350_Wedge_Waste/model //texture = SolidWaste , UniversalStorage/Parts/US_1R350_Wedge_Waste/SolidWaste scale = 1, 1, 1 } mesh = UniversalStorage/Parts/US_1R350_Wedge_Waste/model.mu rescaleFactor = 1 // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- editor parameters --- TechRequired = spaceExploration entryCost = 1250 cost = 250 category = Utility subcategory = 0 title = Universal Storage: Mulch Tank manufacturer = Umbra Space Industries description = Where Nutritional Organic Meal Substitutes (N.O.M.S.) go after your done with them. // --- standard part parameters --- mass = 0.030 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 1200 emissiveConstant = 0.95 thermalMassModifier = 4.0 // ******************************************************* // Modules MODULE { name = ModuleAnimator animationName = Take 001 // Name of the animation from the model guiEnableName = Open Hatch // Part tooltip name to display for deployment guiDisableName = Close Hatch // Part tooltip name to display for retraction actionEnableName = Open Hatch // Action group name for deployment. If you don't include it, this action group won't appear. actionDisableName = Close Hatch // Action group name for retraction. If you don't include it, this action group won't appear. animationSpeed = 0.5 // Normalized speed of the animation (1 is usually good) oneShot = false // If the animation can only be played once activeEditor = true // If the part toolitp is visible in the editor activeFlight = true // If the part tooltip is visible in flight activeUnfocused = true // If the part tooltip is visible from EVA unfocusedRange = 2 // The range from which the part tooltip is visible from in EVA } MODULE { name = ModuleAnimator animationName = Take 002 // Name of the animation from the model guiEnableName = Structure Off // Part tooltip name to display for deployment guiDisableName = Structure On // Part tooltip name to display for retraction // actionEnableName = Structure Off // Action group name for deployment. If you don't include it, this action group won't appear. // actionDisableName = Structure On // Action group name for retraction. If you don't include it, this action group won't appear. animationSpeed = 1000 // Normalized speed of the animation (1 is usually good) oneShot = false // If the animation can only be played once activeEditor = true // If the part toolitp is visible in the editor activeFlight = false // If the part tooltip is visible in flight activeUnfocused = false // If the part tooltip is visible from EVA unfocusedRange = 5 // The range from which the part tooltip is visible from in EVA } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.04, -0.03) evaPartDir = (0,0,1) attachNodeName = back customGroundPos = true dropPartPos = (0.0, 0.0, -0.55) dropPartRot = (-10.0, -90, 0.0) bayType = wedge bayNode = back bayRot = (0, 0, 1) } // ******************************************************* // Resources RESOURCE { name = Mulch amount = 0 maxAmount = 150 } } PART:NEEDS[AdvancedAnimator] { name = US_Wedge_Reprocessor module = Part author = Paul Kingtiger & Daishi MODEL { model = UniversalStorage/Parts/US_1P140_Wedge_WRS/model //texture = Purifier , UniversalStorage/Parts/US_1P140_Wedge_WRS/Purifier scale = 1, 1, 1 } mesh = UniversalStorage/Parts/US_1P140_Wedge_WRS/model.mu rescaleFactor = 1 // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- editor parameters --- TechRequired = spaceExploration entryCost = 17500 cost = 3500 category = Utility subcategory = 0 title = Universal Storage: Mulch Reprocessor manufacturer = Umbra Space Industries description = A compact organics reprocessor for converting Mulch back into usable Nutritional Organic Meal Substitutes (N.O.M.S.). We are not sure how this process works or if this is healthy in the long run. // --- standard part parameters --- mass = 0.150 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 1200 emissiveConstant = 0.95 thermalMassModifier = 4.0 // ******************************************************* // Modules MODULE { name = ModuleAnimator animationName = Take 001 // Name of the animation from the model guiEnableName = Open Hatch // Part tooltip name to display for deployment guiDisableName = Close Hatch // Part tooltip name to display for retraction actionEnableName = Open Hatch // Action group name for deployment. If you don't include it, this action group won't appear. actionDisableName = Close Hatch // Action group name for retraction. If you don't include it, this action group won't appear. animationSpeed = 0.5 // Normalized speed of the animation (1 is usually good) oneShot = false // If the animation can only be played once activeEditor = true // If the part toolitp is visible in the editor activeFlight = true // If the part tooltip is visible in flight activeUnfocused = true // If the part tooltip is visible from EVA unfocusedRange = 2 // The range from which the part tooltip is visible from in EVA } MODULE { name = ModuleAnimator animationName = Take 002 // Name of the animation from the model guiEnableName = Structure Off // Part tooltip name to display for deployment guiDisableName = Structure On // Part tooltip name to display for retraction actionEnableName = Structure Off // Action group name for deployment. If you don't include it, this action group won't appear. actionDisableName = Structure On // Action group name for retraction. If you don't include it, this action group won't appear. animationSpeed = 1000 // Normalized speed of the animation (1 is usually good) oneShot = false // If the animation can only be played once activeEditor = true // If the part toolitp is visible in the editor activeFlight = false // If the part tooltip is visible in flight activeUnfocused = false // If the part tooltip is visible from EVA unfocusedRange = 5 // The range from which the part tooltip is visible from in EVA } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.04, -0.03) evaPartDir = (0,0,1) attachNodeName = back customGroundPos = true dropPartPos = (0.0, 0.0, -0.55) dropPartRot = (-10.0, -90, 0.0) bayType = wedge bayNode = back bayRot = (0, 0, 1) } MODULE { name = ModuleResourceConverter ConverterName = Reprocessor StartActionName = Start Reprocessor StopActionName = Stop Reprocessor FillAmount = 0.95 AutoShutdown = true GeneratesHeat = true TemperatureModifier = 150 UseSpecializationBonus = false DefaultShutoffTemp = 0.5 INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.0002 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6 } OUTPUT_RESOURCE { ResourceName = Supplies Ratio = 0.0001 DumpExcess = False } } // ******************************************************* // Resources } And yes they do account for the current heat numbers of the 1.0.2 version release of Universal Storage. At least I think they are all set correctly EDIT: Supplies Bag - 125 Supplies Mulch Tank - 150 Mulch Reprocessor - Mulch to Supplies at same ratio as MKS Pioneer Module
  2. There have been several Dev Builds that have been posted so they are activly working on it. If your impatient you can download one of those. Look over the last couple pages to see which one has been the most stable. I forgot which one I am using lol https://github.com/RemoteTechnologiesGroup/RemoteTech/releases
  3. Hey Rover, When you do you next update of FTT can you include the new default "Ore" Resource as an option on the cargo containers?
  4. What version of Module Manager are you running. You need the most recent one for it to load tech tree nodes. After that you don't replace the stock one, just drop the cfg into a mod folder somewhere and it will be MM patched
  5. Yea I am seeing the same problem. Even when I go into the settings and try to disable it from auto opening in things like the VAB.
  6. Install Kerbals They eat Supplies (N.O.M.S.) and produce mulch
  7. Bah why is it everytime I post I get the last post on the page lmao @magnemoe : Look at my responce to the same comment at the bottom of the previous page.
  8. So... this? http://forum.kerbalspaceprogram.com/threads/88933
  9. I think he means the KSP Game version is now 1.0.2 They released a patch & a hotfix over the last hour or three lol
  10. Looks like squads new 1.0.1 just rendered some of your planned features as uneeded. F10 Turns on/off Thermal Gauges : When parts start overheating they highlight, start blinking, and get a little tempature bar on them. F11 Turns on/off the Thermal Overlay that use to only be in the debug. Still like the idea of being able to see the actual tempature on parts without debug data though
  11. Would you considering adding a stack mounted heat plate? Some engines like the Nerva (and RoverDude's Karb+ Fusion Drives) don't allow direct attachment to them. Even if the stack mounted plate isn't a direct radiator it would be nice to have something that can suck the heat directly off the engine, handle the higher load, and then let it be shifted to the radial radiators attached to it.
  12. Much Appreciated. Was the last mod i was waiting for. Now to start career
  13. Could you add the version number & last update date to the thread title so we can see at a glance when you update it? Edit: Also the, guiUnits = "\u00B0C", code change doesn't seem to have worked. The degrees are showing the code, not the symbol.
  14. I get impatient and just add an extra chute to my rocket. Use one as a poor mans drogue and cut it after I am slow enough to not burn up. Then deploy the real chutes later on
  15. Ground Bases : MKS is the only one I think that has the full route of mining & producing access. I think Biomass might as well but its been a long time since I looked at that one and I am not sure it had mining for the water resource, though it could do oxy & food. Orbital Bases : With the new reliance on depletable machinery/spare parts I don't think its possible to get simple sufficiency in orbit even with MKS. You'd need to MM config the converters to remove the depletables or find a converter thats 100% efficient/cheater. On the flip side MKS does have the "Orbital Logistics" which would let you set up a fuel base (since the logistics does require about as much fuel as a normal launch) and then use background processing drones to move resources between vessels/bases within the same SOI. That would let you ship things up to an orbital station without actually requiring the manual launch & docking. You can set it, then go do other things.
  16. Rover, you may want to consider changing the name of your dll... I think the ECLSS Life Support pack is already using "LifeSupport". Probably going to cause some confusion for MM if you don't, especially for something like Universal Storage which uses MM patches to dynamically adjust based on what it finds installed.
  17. From KAS thread: Seems going forward the Inventory/Storage systems & parts will be managed by KIS, while the pipes/winches/etc will remain with KAS.
  18. Lmao. Thats because they added direction to the nodes in 1.0, and the reason I specified the center as a new bottom node. The center node wasn't attaching properly because it was being considered another top node & being blocked by the part you attached the hub to. I flipped it upside down and realized I could attach so thats why I change the nodes to what I posted
  19. I tried your files taniwha and it it doesn't look like its fully working The Toroidal hubs seem to be missing the center node. Doesn't look like "node_stack_center" is valid anymore after whatever 1.0 did to the nodes. Modifying the Hub nodes to the following works. node_stack_top = 0.00, 0.10, 0.00, 0.0, 1.0, 0.0, 2 node_stack_bottom01 = 0.00, 0.00, 0.00, 0.0, -1.0, 0.0, 2 node_stack_bottom02 = 0.00, -0.10, 0.00, 0.0, -1.0, 0.0, 2 However connecting to the correct bottom node can be a bit tricky because of how close they are together. You can adjust the -0.10 value on bottom02 to -0.125 and it makes it alot easier. You do end up with a small gab between the hub & whatever is connected under it but you'd have to be looking straight at it to see it, and with the tank in place its pretty much impossible to see if your not looking at it. Edit: Just make sure the last digit in each node row is unchanged from the defaults (1 for the small & medium, 2 for large, 3 for very large)
  20. Hope you manage to figure out a fix. I think this is the last of my core mods still pending an update. My career games never get very far without this installed lol
  21. Rover, Could you add a display screen to the VAB/SPH so we can see expected life support of a craft (assuming full occupancy) before we put it on the pad? Not a big priority with currently, only 3 tanks that seem to hold alot, but eventually it might be a good idea once we have more tanks (or MMs start adjusting other tanks to hold supplies).
  22. Has anyone tried mounting the Nerva to a heat shield? I wonder if it would drain the ablative if the thing got too hot before exploding.
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