Angel-125

[1.8.x] Pathfinder - Space Camping & Geoscience

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Is it difficult to get part scrapping to work in orbit, and recover equipment?  I can scrap parts, but I can't seem to recover equipment from the scrapped parts.

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1 hour ago, Gumby1973 said:

Is it difficult to get part scrapping to work in orbit, and recover equipment?  I can scrap parts, but I can't seem to recover equipment from the scrapped parts.

I think you have to be landed, but I don't recall.

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10 hours ago, Angel-125 said:

I think you have to be landed, but I don't recall.

Could you change it, so that it works in orbit? Or is there some fundamental problem with KIS/KAS and/or Pathfinder that prevents it?  Seems kind of silly for me to laboriously take my "junk" to a scrapyard on Minmus, so I can convert them to equipment, I guess my Kerbals need some amount of gravity and not have to deal with parts floating away to do that.  I haven't tried the "woodchipper" in Extraplanetary Launchpads yet, I'm a little worried I'm going to lose some Kerbals in the chipper.

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12 minutes ago, Gumby1973 said:

Could you change it, so that it works in orbit? Or is there some fundamental problem with KIS/KAS and/or Pathfinder that prevents it?  Seems kind of silly for me to laboriously take my "junk" to a scrapyard on Minmus, so I can convert them to equipment, I guess my Kerbals need some amount of gravity and not have to deal with parts floating away to do that.  I haven't tried the "woodchipper" in Extraplanetary Launchpads yet, I'm a little worried I'm going to lose some Kerbals in the chipper.

I'll have to check to see if that's possible. The part scrapper needs further refinement anyway, you can scrap kerbals, and that's definitely not the intent.

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21 hours ago, Gumby1973 said:

Could you change it, so that it works in orbit? Or is there some fundamental problem with KIS/KAS and/or Pathfinder that prevents it?  Seems kind of silly for me to laboriously take my "junk" to a scrapyard on Minmus, so I can convert them to equipment, I guess my Kerbals need some amount of gravity and not have to deal with parts floating away to do that.  I haven't tried the "woodchipper" in Extraplanetary Launchpads yet, I'm a little worried I'm going to lose some Kerbals in the chipper.

Ok, looks like I did set up the part scrapping to handle distribution while in orbit, but there's a bug. I should have that fixed by the next update. :)

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a lot of the habitats dont have any "extra time" or habitation months , which isnt optimal for having long lasting "Habitation" when using USI-LS, see here: RaucfTK.png

 

without those 3 ppd-10s, the total habitation drops remarkably from like, 10 1 year and 286 days for a crew of 20, or 16 years and 130 days for a crew of 2, too a very low ammount: PSAx0PE.png

(top number is with 2 crew, bottom with 20 crew)

 

so it would be nice if the habitation modules gave some "extra time" as well ,

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20 minutes ago, 123nick said:

a lot of the habitats dont have any "extra time" or habitation months , which isnt optimal for having long lasting "Habitation" when using USI-LS, see here: RaucfTK.png

 

without those 3 ppd-10s, the total habitation drops remarkably from like, 10 1 year and 286 days for a crew of 20, or 16 years and 130 days for a crew of 2, too a very low ammount: PSAx0PE.png

(top number is with 2 crew, bottom with 20 crew)

 

so it would be nice if the habitation modules gave some "extra time" as well ,

Simple answer is that I don't use USI-LS, and since nobody is willing to step up and rebalance the parts in my mods, the ModuleManager config files are inaccurate and out of date. I would remove them entirely, but people would complain bitterly. I already know the argument that it's so easy to balance the parts for USI-LS, but I'm also a firm believer that if you want something bad enough you'll put in the work. The apathy of people shows me that people don't want balanced parts bad enough. Hence the issues you are seeing.

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14 hours ago, Angel-125 said:

Simple answer is that I don't use USI-LS, and since nobody is willing to step up and rebalance the parts in my mods, the ModuleManager config files are inaccurate and out of date. I would remove them entirely, but people would complain bitterly. I already know the argument that it's so easy to balance the parts for USI-LS, but I'm also a firm believer that if you want something bad enough you'll put in the work. The apathy of people shows me that people don't want balanced parts bad enough. Hence the issues you are seeing.

well, if i made some vaguely balanced MM patches, assuming i could, and i sent em too you, would you use em? 

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2 hours ago, 123nick said:

well, if i made some vaguely balanced MM patches, assuming i could, and i sent em too you, would you use em? 

Sure, just send me a pull request and I'll include them in the project. :)

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On 2/19/2017 at 4:42 PM, schrema said:

@Bombaatu, @ThRodrigues

Here some workaround configs I made for Kerbalism:

MM_Kerbalism_000WildBlueTools.cfg --> for 24h Day


@STORAGE_TEMPLATE[Water]:FINAL
{
	@RESOURCE[Water]
	{
		@amount = 6000
		@maxAmount = 6000
	}
}
@STORAGE_TEMPLATE[Food]:FINAL
{
	@RESOURCE[Food]
	{
		@amount = 21350.1
		@maxAmount = 21350.1
	}
}
@STORAGE_TEMPLATE[Oxygen]:FINAL
{
	@RESOURCE[Oxygen]
	{
		@amount = 4255319.16
		@maxAmount = 4255319.16
	}
}

STORAGE_TEMPLATE
{
	name = Nitrogen
	author = Angel-125
	shortName = Nitrogen
	logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupport
	glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupportGlow
	description = This kit stores Nitrogen.

	RESOURCE
	{
		name = Nitrogen
		amount = 4796163.06
		maxAmount = 4796163.06
	}
}

STORAGE_TEMPLATE
{
	name = FoodWaterOxygen
	author = Angel-125
	shortName = Food, Water & Oxygen
	logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupport
	glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupportGlow
	description = This kit stores Food, Water & Oxygen.

	RESOURCE
	{
		name = Food
		amount = 5000.22
		maxAmount = 5000.22
	}
	RESOURCE
	{
		name = Water
		amount = 1923.78
		maxAmount = 1923.78
	}
	
	RESOURCE
	{
		name = Oxygen
		amount = 1894312.38
		maxAmount = 1894312.38
	}
}

STORAGE_TEMPLATE
{
	name = Supplies
	author = Angel-125
	shortName = Supplies
	logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupport
	glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupportGlow
	description = This kit stores Supplies.

	RESOURCE
	{
		name = Food
		amount = 4414.86
		maxAmount = 4414.86
	}
	RESOURCE
	{
		name = Water
		amount = 1698.54
		maxAmount = 1698.54
	}
	
	RESOURCE
	{
		name = Oxygen
		amount = 1672536.06
		maxAmount = 1672536.06
	}
	RESOURCE
	{
		name = Nitrogen
		amount = 561509.94
		maxAmount = 561509.94
	}
}

STORAGE_TEMPLATE
{
	name = Waste
	author = Angel-125
	shortName = Waste
	logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupport
	glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupportGlow
	description = This kit stores Waste.

	RESOURCE
	{
		name = Waste
		amount = 5000.22
		maxAmount = 5000.22
	}
	RESOURCE
	{
		name = WasteWater
		amount = 1923.78
		maxAmount = 1923.78
	}
	
	RESOURCE
	{
		name = CarbonDioxide
		amount = 1894312.38
		maxAmount = 1894312.38
	}
}

MM_Kerbalism_Atmo.cfg --> Jetwing uses same resource as Kerbalism


@RESOURCE_DEFINITION[#name[Atmosphere]]:HAS[#density[0.005]]:FINAL
{
	@name = AtmosphereDrift
}
@PLANETARY_RESOURCE[#ResourceName[Atmosphere]]:HAS[#ResourceType[2]]:FINAL
{
	@ResourceName = AtmosphereDrift
}


!PART[WBI_JetWing,WBI_MicroJetEngine] {}

MM_Kerbalism_Buffalo.cfg:


@PART[WBI_CrewCab,WBI_BuffaloCab,WBI_BuffaloAirlock,WBI_ShortPassengerCab,WBI_LongPassengerCab]:FINAL
{
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = panorama
		desc = The windows are offer great views. My Squad, it's full of stars!
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
}

MM_Kerbalism_Pathfinder.cfg --> The inflatation was a little bit complicated. Kerbalism and WBI have their own trigger MODULE for it. I used only the WBI one and set the Habitat state to disabled by default. Inflate first, enable habitat after!


// Crew Parts
@PART[WBI_HomesteadMk2]:FINAL
{
	%MODULE[Habitat]
	{
		%name = Habitat
		%volume = 103.86
		%surface = 120.95
		//%inflate = Deploy
		%state = disabled
	}
	
	@MODULE[WBIMultipurposeLab]
	{
		// capacityFactor = 1.0
		// templateNodes = PATH_HABITATION;PATH_SCIENCE;PATH_INDUSTRY;ROCKHOUND
		//!isInflatable = False
		//!animationName = delete
		//!startEventGUIName = delete
		//!endEventGUIName = delete
		//!inflatedCrewCapacity = delete
		@name = WBIMultipurposeHab
		
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = Working in a sweatshop distracts kerbals from getting homesick.
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
	
	!MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {}
	MODULE
	{
		name = Emitter
		radiation = -0.0000025 // -0.010 rad/h
		toggle = true
		ec_rate = 7.5
		active = e10
	}
}
// Crew Parts
@PART[WBI_MCM]:FINAL
{
	%MODULE[Habitat]
	{
		%name = Habitat
		%volume = 12.44
		%surface = 20.73
	}
	
	@MODULE[WBIMultipurposeHab]
	{
		// capacityFactor = 0.25
		// templateNodes = PATH_HABITATION
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = Lab experiments keep kerbals busy.
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
	
}
@PART[WBI_Ponderosa]:FINAL
{
	%MODULE[Habitat]
	{
		%name = Habitat
		%volume = 18.2
		%surface = 25.32
		//%inflate = Deploy
		%state = disabled
	}
	
	@MODULE[WBIMultipurposeHab]
	{
		// capacityFactor = 1.0
		// templateNodes = PATH_HABITATION
		//!isInflatable = False
		//!animationName = delete
		//!startEventGUIName = delete
		//!endEventGUIName = delete
		//!inflatedCrewCapacity = delete
		
		//%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		
		//Shielding;Atmosphere;WasteAtmosphere
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	
	!MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {}
	MODULE
	{
		name = Emitter
		radiation = -0.0000025 // -0.010 rad/h
		toggle = true
		ec_rate = 7.5
		active = e10
	}
}
@PART[WBI_DocSciLab]:FINAL
{
	!MODULE[WBIEfficiencyMonitor] {}
	
	%MODULE[Habitat]
	{
		%name = Habitat
		%volume = 16.44
		%surface = 32.45
		//%inflate = Deploy
		%state = disabled
	}
	
	@MODULE[WBIMultipurposeLab]
	{
		// capacityFactor = 1.0
		// templateNodes = PATH_SCIENCE
		@name = WBIMultipurposeHab
		//!isInflatable = False
		//!animationName = delete
		//!startEventGUIName = delete
		//!endEventGUIName = delete
		//!inflatedCrewCapacity = delete
		
		//%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		
		//Shielding;Atmosphere;WasteAtmosphere
	}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = Lab experiments create inquiring minds that want to know.
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	
	!MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {}
	MODULE
	{
		name = Emitter
		radiation = -0.0000025 // -0.010 rad/h
		toggle = true
		ec_rate = 7.5
		active = e10
	}
	
}
@PATH_SCIENCE[*]:FINAL
{
	RESOURCE
	{
		name = Shielding
		amount = 0
		maxAmount = 32.45
	}
	RESOURCE
	{
		name = Atmosphere
		amount = 0
		maxAmount = 16.44
	}
	RESOURCE
	{
		name = WasteAtmosphere
		amount = 0
		maxAmount = 16.44
	}
}
@PART[WBI_Ponderosa2]:FINAL
{
	%MODULE[Habitat]
	{
		%name = Habitat
		%volume = 18.2
		%surface = 25.32
		//%inflate = Deploy
		%state = disabled
	}
	
	@MODULE[WBIMultipurposeHab]
	{
		// capacityFactor = 1.0
		// templateNodes = PATH_HABITATION
		//!isInflatable = False
		//!animationName = delete
		//!startEventGUIName = delete
		//!endEventGUIName = delete
		//!inflatedCrewCapacity = delete
		
		//%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		
		//Shielding;Atmosphere;WasteAtmosphere
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	
	!MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {}
	MODULE
	{
		name = Emitter
		radiation = -0.0000025 // -0.010 rad/h
		toggle = true
		ec_rate = 7.5
		active = e10
	}
}
@PATH_HABITATION[*]:FINAL
{
	RESOURCE
	{
		name = Shielding
		amount = 0
		maxAmount = 25.32
	}
	RESOURCE
	{
		name = Atmosphere
		amount = 0
		maxAmount = 18.2
	}
	RESOURCE
	{
		name = WasteAtmosphere
		amount = 0
		maxAmount = 18.2
	}
}
@PART[WBI_Chuckwagon]:FINAL
{
	@CrewCapacity = 0
	!MODULE[Habitat] {}
		
	@MODULE[WBIMultipurposeStorage]
	{
		// capacityFactor = 3
		// templateNodes = GREENHOUSE;STORAGE_TEMPLATE
		//!isInflatable = False
		//!animationName = delete
		//!startEventGUIName = delete
		//!endEventGUIName = delete
		//!inflatedCrewCapacity = delete
		@flightAnimationOnly = False
		
		//%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		
		//Shielding;Atmosphere;WasteAtmosphere
	}
}

@PART[WBI_Hacienda]:FINAL
{
	%MODULE[Habitat]
	{
		%name = Habitat
		%volume = 34.65
		%surface = 43.27
		//%inflate = Deploy
		%state = disabled
	}
	
	@MODULE[WBIMultipurposeHab]
	{
		// capacityFactor = 1.0
		// templateNodes = PATH_INDUSTRY;HOTSPRINGS
		//!isInflatable = False
		//!animationName = delete
		//!startEventGUIName = delete
		//!endEventGUIName = delete
		//!inflatedCrewCapacity = delete
		
		//%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		
		//Shielding;Atmosphere;WasteAtmosphere
	}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = Working in a sweatshop distracts kerbals from getting homesick.
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	
	!MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {}
	MODULE
	{
		name = Emitter
		radiation = -0.0000025 // -0.010 rad/h
		toggle = true
		ec_rate = 7.5
		active = e10
	}
}
@PATH_INDUSTRY[*]:FINAL
{
	RESOURCE
	{
		name = Shielding
		amount = 0
		maxAmount = 43.27
	}
	RESOURCE
	{
		name = Atmosphere
		amount = 0
		maxAmount = 34.65
	}
	RESOURCE
	{
		name = WasteAtmosphere
		amount = 0
		maxAmount = 34.65
	}
}

!RESOURCE_DEFINITION[#name[PlasmaShielding]] {}

@Rule[#name[Radiation]]:FINAL
{
	!resource_name = delete
	!rate = delete
}

@PATH_HABITATION[PonderosaHab]:FINAL
{
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = The Ponderosa has a full entertainment suite to distract your kerbals form the fact that thay're very, very far from home.
	}
}

@PATH_INDUSTRY[Ironworks]:FINAL
{
	MODULE
	{
		name = ModuleResourceConverter
		ConverterName = Ore->Shielding
		StartActionName = Start Ore Shielding
		StopActionName = Stop Ore Shielding
		AutoShutdown = true
		GeneratesHeat = true
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1

		INPUT_RESOURCE
		{
			ResourceName = Ore
			Ratio = 3.5
		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 10
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Shielding
			Ratio = 0.1
			DumpExcess = false
		}
	}
	MODULE
	{
		name = ModuleResourceConverter
		ConverterName = Dirt->Shielding
		StartActionName = Start Dirt Shielding
		StopActionName = Stop Dirt Shielding
		AutoShutdown = true
		GeneratesHeat = true
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1

		INPUT_RESOURCE
		{
			ResourceName = Dirt
			Ratio = 30
		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 15
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Shielding
			Ratio = 0.1
			DumpExcess = false
		}
	}
}

@PATH_SCIENCE[DocScience]:FINAL
{
	!MODULE[WBISciLabOpsView] {}
	!MODULE[WBIDataTransferUtility] {}
}

// @PATH_HABITATION[Pigpen]:FINAL {} //Fertilizer
// @PATH_HABITATION[Prairie]:FINAL //Greenhouse
// @PATH_HABITATION[CropWorks]:FINAL //Greenhouse
// @PATH_HABITATION[Watney]:FINAL //Organics

MM_Kerbalism_MOLE.cfg:


// Crew Parts
@PART[WBI_BOW]:FINAL
{
	@MODULE[WBIMultipurposeLab]
	{
		// -inflatedCrewCapacity = delete
		@name = WBIMultipurposeHab
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = Lab experiments keep kerbals busy.
	}
}

@PART[WBI_Mole182]:FINAL
{
	@MODULE[WBIMultipurposeLab]
	{
		// -inflatedCrewCapacity = delete
		@name = WBIMultipurposeHab
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = Lab experiments keep kerbals busy.
	}
}

@PART[WBI_Backseat2]:FINAL
{
	@MODULE[WBIConvertibleStorage]
	{
		// -inflatedCrewCapacity = delete
		
		%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
}

@PART[WBI_StationHub2]:FINAL
{
	@MODULE[WBIConvertibleStorage]
	{
		// -inflatedCrewCapacity = delete
		
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
}

@PART[WBI_MOH18]:FINAL
{
	@MODULE[WBIMultipurposeHab]
	{
		// -inflatedCrewCapacity = delete
		
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = panorama
		desc = The windows are offer great views. My Squad, it's full of stars!
	}
}

@PART[WBI_MOBL18]:FINAL
{
	@MODULE[WBIMultiConverter]
	{
		// -inflatedCrewCapacity = delete
		
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
}

@PART[WBI_AirlockModule]:FINAL
{
	!RESOURCE[Shielding] {}
}

@BACKSEAT[BackseatCrew]:FINAL
{
	!RESOURCE[Food] {}
	!RESOURCE[Water] {}
	!RESOURCE[Oxygen] {}
	RESOURCE
	{
		name = Food
		amount = 31.66806
		maxAmount = 31.66806
	}
	RESOURCE
	{
		name = Water
		amount = 12.18394
		maxAmount = 12.18394
	}
	
	RESOURCE
	{
		name = Oxygen
		amount = 11997.31174
		maxAmount = 11997.31174
	}
}

@COACH_COMMNET[CommNet]:FINAL
{
	!MODULE[ModuleDataTransmitter] {}
	MODULE
	{
		name = Antenna
		type = low_gain
		cost = 0.07
		dist = 150000000
		rate = 0.7
	}
	
	MODULE
	{
		name = Reliability
		type = Antenna
		title = Antenna
		redundancy = Communication
		repair = true
		mtbf = 252288000 // 8y
		extra_cost = 2.0
		extra_mass = 1.0
	}
}

// @MOBL[Greenhouse]:FINAL {} //Greenhouse

I did not have time to test it long. Feedback is welcome!

 

Interesting, are you using real fuels-Realism overhaul with RSS?

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Pathfinder 1.8.8 is now available:

- Fixed Crash To Desktop issues experienced at startup that are associated with Kerbal Actuators.
- Revised Kerbal Actuators GUI.
- You can now scrap parts and distribute the resources while in orbit.
- You can no longer scrap kerbals. That's just mean.
- Fixed NRE issues with the JetWing.

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Curious:  Is there a way to make the Spyglass module count as a Cupola (a lot of surface base contracts request one) without making it a command pod as well?  Or would it make sense to turn it into one, since it's the overseer's position?

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17 hours ago, Krakatoa said:

Curious:  Is there a way to make the Spyglass module count as a Cupola (a lot of surface base contracts request one) without making it a command pod as well?  Or would it make sense to turn it into one, since it's the overseer's position?

In what context?

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24 minutes ago, Angel-125 said:

In what context?

Right now, it basically serves as a utility room that is cool to look out of.  I think in stock that only the named Cupola command pod counts as a cupola, and beyond that, only Planetary Base Systems has another cupola amongst the mods I have.  Which means that when I have a contract asking for a space station or a surface base to include a cupola, I'm locked into one of those two pieces.  I currently have a contract to build a surface base with several Pathfinder pieces but it has to include a cupola.  With the Spyglass module having a cupola window style, I thought it would be fitting for it to get the marker for the game to see it as a cupola, allowing me to set the whole base up with Pathfinder and meet the contract requirements without planning an unwieldy wing just to strap a 2.5 cupola command pod to.  I'm just unsure what would be involved in doing so, like would the spyglass need an almost complete overwrite to become a command pod and a cupola?  Or can parts that aren't command pods count?

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31 minutes ago, Krakatoa said:

Right now, it basically serves as a utility room that is cool to look out of.  I think in stock that only the named Cupola command pod counts as a cupola, and beyond that, only Planetary Base Systems has another cupola amongst the mods I have.  Which means that when I have a contract asking for a space station or a surface base to include a cupola, I'm locked into one of those two pieces.  I currently have a contract to build a surface base with several Pathfinder pieces but it has to include a cupola.  With the Spyglass module having a cupola window style, I thought it would be fitting for it to get the marker for the game to see it as a cupola, allowing me to set the whole base up with Pathfinder and meet the contract requirements without planning an unwieldy wing just to strap a 2.5 cupola command pod to.  I'm just unsure what would be involved in doing so, like would the spyglass need an almost complete overwrite to become a command pod and a cupola?  Or can parts that aren't command pods count?

That's controlled by the contract's config file - each contract specifies which parts are allowed.  This should be possible with just an MM config file - here's a slightly modified version of Planetary Base Systems's that should work:

@Contracts
{
	@Base
	{
		@PART_REQUEST:HAS[#Part[cupola]]
		{
			Part = WBI_Spyglass
		}
        @CREW_REQUEST[#Part[cupola]]
        {
            Part = WBI_Spyglass
        }
	}
    @Station
	{
		@PART_REQUEST:HAS[#Part[cupola]]
		{
			Part = WBI_Spyglass
		}
        @CREW_REQUEST[#Part[cupola]]
        {
            Part = WBI_Spyglass
        }
	}
}

 

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Just now, DStaal said:

That's controlled by the contract's config file - each contract specifies which parts are allowed.  This should be possible with just an MM config file - here's a slightly modified version of Planetary Base Systems's that should work:


@Contracts
{
	@Base
	{
		@PART_REQUEST:HAS[#Part[cupola]]
		{
			Part = WBI_Spyglass
		}
        @CREW_REQUEST[#Part[cupola]]
        {
            Part = WBI_Spyglass
        }
	}
    @Station
	{
		@PART_REQUEST:HAS[#Part[cupola]]
		{
			Part = WBI_Spyglass
		}
        @CREW_REQUEST[#Part[cupola]]
        {
            Part = WBI_Spyglass
        }
	}
}

 

Oh, cool, thanks.  That's an easier solution than I figured. Do I just copy/paste into a blank text file and save it in the mod folder? Or would it serve better in a separate folder so it doesn't get deleted when I'm updating?

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11 minutes ago, Krakatoa said:

Oh, cool, thanks.  That's an easier solution than I figured. Do I just copy/paste into a blank text file and save it in the mod folder? Or would it serve better in a separate folder so it doesn't get deleted when I'm updating?

Yep.  :wink:  I personally use a dedicated folder for these types of patches, but you can put them anywhere.

Ideally of course Angel-125 will get a chance to include it in the main mod someplace - though for that, I'd want to go through and consider all the basic contracts, and which parts from this should apply to them, not just this one contract.  You could do a PR to help out.  :wink:  (I don't know much about contracts, and I don't really have the time at the moment.)

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12 minutes ago, DStaal said:

Yep.  :wink:  I personally use a dedicated folder for these types of patches, but you can put them anywhere.

Ideally of course Angel-125 will get a chance to include it in the main mod someplace - though for that, I'd want to go through and consider all the basic contracts, and which parts from this should apply to them, not just this one contract.  You could do a PR to help out.  :wink:  (I don't know much about contracts, and I don't really have the time at the moment.)

I think I added a MM_Contracts file in Pathfinder. If so, it would be good to add that path to the file.

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3 hours ago, Angel-125 said:

I think I added a MM_Contracts file in Pathfinder. If so, it would be good to add that path to the file.

Now that I know what I'm looking for, it turns out it's already in the MM_Contracts config, first thing in the file. *hangs head in shame*  Only thing it doesn't have is the Crew_Request part of the code. May be nice to add it as a small option for Station contracts, too, with the second part of DStaal's code. I'm going to make an account on Git and try to make a PR, though I'm worried I'll break something.

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Alright, literally my first time actually adding more than a single word to a stretch of C#, but I've submitted the PR.  Changes added at the bottom and I think I closed all the parentheses.

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So i have plans to settle the mun. The current idea for the modules i would use would be the KPBS (Kerbal planetary base systems) Would these 2 settlement systems be compatible?

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33 minutes ago, Avery616 said:

So i have plans to settle the mun. The current idea for the modules i would use would be the KPBS (Kerbal planetary base systems) Would these 2 settlement systems be compatible?

Yep.  Pathfinder even ships a whole set of configs that integrate Pathfinder functions into KPBS parts.

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On 5/27/2017 at 7:21 AM, Starslinger999 said:

What does the K-Pad do?

It's a small KIS item for looking at screenshots.

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Pathfinder 1.9.0 is now available:

- Recompiled plugin for KSP 1.3.
- You can now convert Equipment into MaterialKits in the Blacksmith and Clockworks.
- Reduced the price of the economy-breaking Aurum resource.
- Updated Snacks support.

Edited by Angel-125

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