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[1.3] Planetary Domes


Thrimm
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This is one of the most interesting mods I've seen lately. And the domes are also quite good-looking.

One question: how do you manage uneven terrain? In the video the kerbal slides sideways a little, and I guess it's because the base did not land on a perfectly flat and horizontal surface.

Are there ways to correct it? How does it work?

I ask this because it is very hard to find large flat areas on celestial bodies, apart from Minmus.

 

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On 5/5/2017 at 1:14 PM, Supermarine said:

This is one of the most interesting mods I've seen lately. And the domes are also quite good-looking.

One question: how do you manage uneven terrain? In the video the kerbal slides sideways a little, and I guess it's because the base did not land on a perfectly flat and horizontal surface.

Are there ways to correct it? How does it work?

I ask this because it is very hard to find large flat areas on celestial bodies, apart from Minmus.

 

What I intend to use is Keridian Dynamics to build them, and use the foundations of Keridian Dynamics, that is, the large giant squares 

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26 minutes ago, The-Doctor said:

What I intend to use is Keridian Dynamics to build them, and use the foundations of Keridian Dynamics, that is, the large giant squares 

Or, Kerbal Konstructs which allows you to place big flat sections...

Peace.

Edited by theJesuit
Spelling.
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1 hour ago, Supermarine said:

You mean there's a way in-game to flatten and modify terrain???

 

Well you can place static models on the terrain. If you had a model of a different terrain you could place that. Mostly it is used for adding building, runways etc.

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6 hours ago, Supermarine said:

You mean there's a way in-game to flatten and modify terrain???

 

As @Nightside says, KK had a single concrete platform.  KerbinSide I think has terrain specific platforms.  Place them and then build your base on top.  Whilst you can't build your base under the terrain you can place a static underground and just poking out to be in keeping with the surrounds.

Peace.

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  • 3 weeks later...
On 29/05/2017 at 7:37 PM, Thegamer211 said:

Hey @Thrimm,

In one of your SSTO Space Program videos you said that you edited the planetary domes to give a habitation bonus for USI-LS.

Care to share the cfg's?

Thanks in advance.

Sure! It's still WIP but if you want to try it out and share your thoughts, please do!

Download Link

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6 hours ago, Thrimm said:

Sure! It's still WIP but if you want to try it out and share your thoughts, please do!

Download Link

@Thrimm I'm enjoying your youtube channel now :) as a subscriber... any more video's featuring the domes? - a little music video visiting different habitats on different bodies perhaps?

(Also secretly, patiently waiting on the dome update to drop) 

Peace.

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4 hours ago, theJesuit said:

@Thrimm I'm enjoying your youtube channel now :) as a subscriber... any more video's featuring the domes? - a little music video visiting different habitats on different bodies perhaps?

(Also secretly, patiently waiting on the dome update to drop) 

Peace.

Domes are going to be one of the main focus point of all the bases I'll build but there will be some videos dedicated to the mod specifically. Oh and the update is rather sooner than later - I'm excited myself about it!

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On 2017-6-1 at 10:31 AM, Thrimm said:

Domes are going to be one of the main focus point of all the bases I'll build but there will be some videos dedicated to the mod specifically. Oh and the update is rather sooner than later - I'm excited myself about it!

Hoorah!  And goosebumps? Must be cold in my office.

Keep up the excellent work.

Peace.

EDIT: @Thrimm I just caught your latest youtube for the airlocks.  Will  the lip cause any issues for a kerbal walking though them and are they the same size as the originals?

Edited by theJesuit
Question without double posting
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4 hours ago, Ethan Ellsworth said:

Will this be updated to the 1.3? If yes (please yes) when is it expected to be updated?

Edit: just found that you said that it will be, so you can ignore the first part

I'm reworking the assets currently. Apart from new airlock type (that you can have a sneak peek of on my channel) all domes have to be reworked to be compatible and all new dome types I made too. But, you can still use this mod in 1.3, I've just tested it, it works. Just install it manually. Good luck!

Edited by Thrimm
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  • 3 weeks later...
3 hours ago, theJesuit said:

@Thrimm I nearly spilt my precious precious coffee when I saw that you had updated on Spacedock :)  

Was that just for a CKAN update or something... or a promise of something just over the horizon?

Peace.

 

This is a dependency update only but more just over the corner. A beta will be probably released tomorrow :)

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Do the structures have a survivable environment inside?

In the video it looks like that, but all the files shipped with the mod don't look like that.

I just try to provide a TAC-LS patch file, stay tuned...
 

btw the shipped USI_LS_patch.cfg has no "NEEDS" into it, just does patching...

Edited by Gordon Dry
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I want to test these with the next session.

Could anybody please check them out while I just launch KSP and do the test?

EDIT: some changes again, June 29 - fixed amounts

TAC-LS:
GameData\PlanetaryDomes\Parts\TACLifeSupport.cfg

// TAC Life Support patch for Planetary Domes
// For use with TAC-LS and Planetary Domes v0.9.1 by Thrimm

// Author: Gordon Dry
// Inspired by Station Parts Expansion MM Patch by Ryan Montieth Gill who cribbed by Robin "sumghai" Chang
// Revision: 0.1
//

// This modifies the various Modules of the Planetary Domes package to be habitable for a number of Kerbin days of life support and to have supplies for the standard complement of Kerbals of that sort of module. The other modules which are set aside for storage have added resources as they presumptively have storage in various parts as squirreled away. 
//
// Small dome floors have 180 Kerbal days of food / water / oxygen and waste / waste water / carbon dioxide storage but are empty by default and contain a Carbon Extractor supporting 6 Kerbals.
// Large dome floors have 480 Kerbal days of food / water / oxygen and waste / waste water / carbon dioxide storage but are also empty by default and contain a Carbon Extractor and Water Purifier supporting 15 Kerbals.
// Small domes have 18 Kerbal days of food / water / oxygen and waste / waste water / carbon dioxide storage and have TAC Life Support added.
// Large domes have 48 Kerbal days of food / water / oxygen and waste / waste water / carbon dioxide storage and have TAC Life Support added.
// The tunnel has 3 Kerbal days of food / water / oxygen and waste / waste water / carbon dioxide storage and contains a Water Splitter supporting 10 Kerbals and has TAC Life Support added.
// The airlock has 1 Kerbal day of food / water / oxygen and waste / waste water / carbon dioxide storage and has TAC Life Support added.
//
// A "Kerbal day" means the resource lasts for one Kerbal for one day on Kerbin. One Earth day is four Kerbin days. Divide that value by the crew amount in the module to get the crew days.


//Small Dome Floor of Planetary Domes
@PART[DomeFloor]:HAS[!RESOURCE[Food]]:NEEDS[TacLifeSupport]
{
	// Use replace (%) rather than edit (@), to ensure that the following values are loaded regardless of the presence/absence of MFT/RealFuels 
	%RESOURCE[Food]
	{
		%amount = 0
		%maxAmount = 65.82015
	}
	%RESOURCE[Water]
	{
		%amount = 0
		%maxAmount = 43.50015
	}
	%RESOURCE[Oxygen]
	{
		%amount = 0
		%maxAmount = 6662.28015
	}
	%RESOURCE[CarbonDioxide]
	{
		%amount = 0
		%maxAmount = 5754.78
	}
	%RESOURCE[Waste]
	{
		%amount = 0
		%maxAmount = 5.99985
	}
	%RESOURCE[WasteWater]
	{
		%amount = 0
		%maxAmount = 55.44
	}

	// Standard TAC-LS Carbon Extractor using the Bosch process
	MODULE
	{
		name = TacGenericConverter
		converterName = #autoLOC_TACLS_00246 //Carbon Extractor
		StartActionName = #autoLOC_TACLS_00247 //Start CarbonExtractor
		StopActionName = #autoLOC_TACLS_00248 //Stop CarbonExtractor	
		tag = Life Support		
		GeneratesHeat = false
		conversionRate = 4.l7191
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.039783051310155
		}
		INPUT_RESOURCE
		{
			ResourceName = CarbonDioxide
			Ratio = 0.001703210064733
		}
		OUTPUT_RESOURCE
		{
			ResourceName = Oxygen
			Ratio = 0.001713537562385
			DumpExcess = false
		}	
		OUTPUT_RESOURCE
		{
			ResourceName = Waste
			Ratio = 0.000001209166498
			DumpExcess = true
		}

		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.5
		SpecialistBonusBase = 1
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1		
	}
}


//Large Dome Floor of Planetary Domes
@PART[DomeFloorLarge]:HAS[!RESOURCE[Food]]:NEEDS[TacLifeSupport]
{
	// Use replace (%) rather than edit (@), to ensure that the following values are loaded regardless of the presence/absence of MFT/RealFuels 
	%RESOURCE[Food]
	{
		%amount = 0
		%maxAmount = 175.5204
	}
	%RESOURCE[Water]
	{
		%amount = 0
		%maxAmount = 116.0004
	}
	%RESOURCE[Oxygen]
	{
		%amount = 0
		%maxAmount = 17766.0804
	}
	%RESOURCE[CarbonDioxide]
	{
		%amount = 0
		%maxAmount = 15346.08
	}
	%RESOURCE[Waste]
	{
		%amount = 0
		%maxAmount = 15.9996
	}
	%RESOURCE[WasteWater]
	{
		%amount = 0
		%maxAmount = 147.84
	}

	// Standard TAC-LS Carbon Extractor using the Bosch process
	MODULE
	{
		name = TacGenericConverter
		converterName = #autoLOC_TACLS_00246 //Carbon Extractor
		StartActionName = #autoLOC_TACLS_00247 //Start CarbonExtractor
		StopActionName = #autoLOC_TACLS_00248 //Stop CarbonExtractor	
		tag = Life Support		
		GeneratesHeat = false
		conversionRate = 10.42978
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.039783051310155
		}
		INPUT_RESOURCE
		{
			ResourceName = CarbonDioxide
			Ratio = 0.001703210064733
		}
		OUTPUT_RESOURCE
		{
			ResourceName = Oxygen
			Ratio = 0.001713537562385
			DumpExcess = false
		}	
		OUTPUT_RESOURCE
		{
			ResourceName = Waste
			Ratio = 0.000001209166498
			DumpExcess = true
		}

		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.5
		SpecialistBonusBase = 1
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1		
	}
	
	// Standard TAC-LS Water Purifier
	MODULE
	{
		name = TacGenericConverter
		converterName = #autoLOC_TACLS_00240 //Water Purifier
		StartActionName = #autoLOC_TACLS_00241 //Start WaterPurifier
		StopActionName = #autoLOC_TACLS_00242 //Stop WaterPurifier
		tag = Life Support		
		GeneratesHeat = false
		conversionRate = 15.00818
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.007123842592593
		}
		INPUT_RESOURCE
		{
			ResourceName = WasteWater
			Ratio = 0.000014247685185
		}		
		OUTPUT_RESOURCE
		{
			ResourceName = Water
			Ratio = 0.000011188078704
			DumpExcess = false
		}	
		OUTPUT_RESOURCE
		{
			ResourceName = Waste
			Ratio = 0.000001994675926
			DumpExcess = true
		}	

		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.5
		SpecialistBonusBase = 1
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1
	}
}


//Small Glass Dome of Planetary Domes
@PART[dome_small]:HAS[!MODULE[LifeSupportModule]]:NEEDS[TacLifeSupport]
{
	MODULE
	{
		name = LifeSupportModule
	}
	// Use replace (%) rather than edit (@), to ensure that the following values are loaded regardless of the presence/absence of MFT/RealFuels 
	%RESOURCE[Food]
	{
		%amount = 6.582015
		%maxAmount = 6.582015
	}
	%RESOURCE[Water]
	{
		%amount = 6.58202
		%maxAmount = 6.58202
	}
	%RESOURCE[Oxygen]
	{
		%amount = 718.04575
		%maxAmount = 718.04575
	}
	%RESOURCE[CarbonDioxide]
	{
		%amount = 0
		%maxAmount = 575.478
	}
	%RESOURCE[Waste]
	{
		%amount = 0
		%maxAmount = 0.599985
	}
	%RESOURCE[WasteWater]
	{
		%amount = 0
		%maxAmount = 5.544
	}
}


//Large Glass Dome of Planetary Domes
@PART[dome_large]:HAS[!MODULE[LifeSupportModule]]:NEEDS[TacLifeSupport]
{
	MODULE
	{
		name = LifeSupportModule
	}
	// Use replace (%) rather than edit (@), to ensure that the following values are loaded regardless of the presence/absence of MFT/RealFuels 
	%RESOURCE[Food]
	{
		%amount = 17.55204
		%maxAmount = 17.55204
	}
	%RESOURCE[Water]
	{
		%amount = 11.60004
		%maxAmount = 11.60004
	}
	%RESOURCE[Oxygen]
	{
		%amount = 1776.60804
		%maxAmount = 1776.60804
	}
	%RESOURCE[CarbonDioxide]
	{
		%amount = 0
		%maxAmount = 1534.608
	}
	%RESOURCE[Waste]
	{
		%amount = 0
		%maxAmount = 1534.608
	}
	%RESOURCE[WasteWater]
	{
		%amount = 0
		%maxAmount = 14.784
	}
}


//Small Hexagonal Glass Dome of Planetary Domes
@PART[DomeHex]:HAS[!MODULE[LifeSupportModule]]:NEEDS[TacLifeSupport]
{
	MODULE
	{
		name = LifeSupportModule
	}
	// Use replace (%) rather than edit (@), to ensure that the following values are loaded regardless of the presence/absence of MFT/RealFuels 
	%RESOURCE[Food]
	{
		%amount = 6.582015
		%maxAmount = 6.582015
	}
	%RESOURCE[Water]
	{
		%amount = 6.58202
		%maxAmount = 6.58202
	}
	%RESOURCE[Oxygen]
	{
		%amount = 718.04575
		%maxAmount = 718.04575
	}
	%RESOURCE[CarbonDioxide]
	{
		%amount = 0
		%maxAmount = 575.478
	}
	%RESOURCE[Waste]
	{
		%amount = 0
		%maxAmount = 0.599985
	}
	%RESOURCE[WasteWater]
	{
		%amount = 0
		%maxAmount = 5.544
	}
}


//Large Hexagonal Glass Dome of Planetary Domes
@PART[DomeHexl]:HAS[!MODULE[LifeSupportModule]]:NEEDS[TacLifeSupport]
{
	MODULE
	{
		name = LifeSupportModule
	}
	// Use replace (%) rather than edit (@), to ensure that the following values are loaded regardless of the presence/absence of MFT/RealFuels 
	%RESOURCE[Food]
	{
		%amount = 17.55204
		%maxAmount = 17.55204
	}
	%RESOURCE[Water]
	{
		%amount = 11.60004
		%maxAmount = 11.60004
	}
	%RESOURCE[Oxygen]
	{
		%amount = 1776.60804
		%maxAmount = 1776.60804
	}
	%RESOURCE[CarbonDioxide]
	{
		%amount = 0
		%maxAmount = 1534.608
	}
	%RESOURCE[Waste]
	{
		%amount = 0
		%maxAmount = 1534.608
	}
	%RESOURCE[WasteWater]
	{
		%amount = 0
		%maxAmount = 14.784
	}
}


//Tunnel of Planetary Domes
@PART[tunnel]:HAS[!MODULE[LifeSupportModule]]:NEEDS[TacLifeSupport]
{
	MODULE
	{
		name = LifeSupportModule
	}
	// Use replace (%) rather than edit (@), to ensure that the following values are loaded regardless of the presence/absence of MFT/RealFuels 
	%RESOURCE[Food]
	{
		%amount = 1.09701
		%maxAmount = 1.09701
	}
	%RESOURCE[Water]
	{
		%amount = 0.72501
		%maxAmount = 0.72501
	}
	%RESOURCE[Oxygen]
	{
		%amount = 111.03801
		%maxAmount = 111.03801
	}
	%RESOURCE[CarbonDioxide]
	{
		%amount = 0
		%maxAmount = 95.913
	}
	%RESOURCE[Waste]
	{
		%amount = 0
		%maxAmount = 0.1
	}
	%RESOURCE[WasteWater]
	{
		%amount = 0
		%maxAmount = 0.924
	}

	// Standard TAC-LS Water Splitter
	MODULE
	{
		name = TacGenericConverter
		converterName = #autoLOC_TACLS_00237 //Water Splitter
		StartActionName = #autoLOC_TACLS_00238 //Start WaterSplitter
		StopActionName = #autoLOC_TACLS_00239 //Stop WaterSplitter
		tag = Life Support		
		GeneratesHeat = false
		conversionRate = 3.825
		
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.039783051310155
		}
		INPUT_RESOURCE
		{
			ResourceName = Water
			Ratio = 0.000002720508341
		}		
		OUTPUT_RESOURCE
		{
			ResourceName = Oxygen
			Ratio = 0.001713537562385
			DumpExcess = false
		}	
		OUTPUT_RESOURCE
		{
			ResourceName = Waste
			Ratio = 0.000000405893838
			DumpExcess = true
		}	
		
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.5
		SpecialistBonusBase = 1
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1
	}
}


//Airlock of Planetary Domes
@PART[airlock]:HAS[!MODULE[LifeSupportModule]]:NEEDS[TacLifeSupport]
{
	MODULE
	{
		name = LifeSupportModule
	}
	// Use replace (%) rather than edit (@), to ensure that the following values are loaded regardless of the presence/absence of MFT/RealFuels 
	%RESOURCE[Food]
	{
		%amount = 0.36564
		%maxAmount = 0.36564
	}
	%RESOURCE[Water]
	{
		%amount = 0.24167
		%maxAmount = 0.24167
	}
	%RESOURCE[Oxygen]
	{
		%amount = 37.01242
		%maxAmount = 37.01242
	}
	%RESOURCE[CarbonDioxide]
	{
		%amount = 0
		%maxAmount = 31.97078
	}
	%RESOURCE[Waste]
	{
		%amount = 0
		%maxAmount = 0.03325
	}
	%RESOURCE[WasteWater]
	{
		%amount = 0
		%maxAmount = 0.30278
	}
}

GPOSpeedFuelPump:
GameData\PlanetaryDomes\Parts\GPOSpeedFuelPump.cfg

// This config file REQUIRES ModuleManager to function!  Get it here: http://forum.kerbalspaceprogram.com/threads/55219

@PART[DomeFloor|DomeFloorLarge|dome_small|dome_large|DomeHex|DomeHexl|tunnel|airlock]:HAS[!MODULE[GPOSpeedPump]]:NEEDS[GPOSpeedFuelPump]
{
	MODULE
	{
		name = GPOSpeedPump
	}
}

EDIT:

I just changed the
GameData\PlanetaryDomes\Parts\USI_LS_patch.cfg

@PART[DomeHex]:NEEDS[USILifeSupport]
{
RESOURCE
    {
        name = Machinery
        amount = 100
        maxAmount = 100
    }

	MODULE 
	{
		name = ModuleHabitation
		BaseKerbalMonths = 200
		CrewCapacity = 0
		BaseHabMultiplier = 0
		ConverterName = Habitat
		StartActionName = Start Habitat
		StopActionName = Stop Habitat		
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.525
		}
	}	
	
	MODULE
	{
		name = USI_ModuleFieldRepair
	}
}
@PART[dome_small]:NEEDS[USILifeSupport]
{
RESOURCE
    {
        name = Machinery
        amount = 100
        maxAmount = 100
    }

	MODULE 
	{
		name = ModuleHabitation
		BaseKerbalMonths = 200
		CrewCapacity = 0
		BaseHabMultiplier = 0
		ConverterName = Habitat
		StartActionName = Start Habitat
		StopActionName = Stop Habitat		
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.525
		}
	}	
	
	MODULE
	{
		name = USI_ModuleFieldRepair
	}
}
@PART[dome_large]:NEEDS[USILifeSupport]
{
RESOURCE
    {
        name = Machinery
        amount = 500
        maxAmount = 500
    }

	MODULE 
	{
		name = ModuleHabitation
		BaseKerbalMonths = 500
		CrewCapacity = 0
		BaseHabMultiplier = 0
		ConverterName = Habitat
		StartActionName = Start Habitat
		StopActionName = Stop Habitat		
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 1.525
		}
	}	
	
	MODULE
	{
		name = USI_ModuleFieldRepair
	}
}
@PART[DomeHexl]:NEEDS[USILifeSupport]
{
RESOURCE
    {
        name = Machinery
        amount = 500
        maxAmount = 500
    }

	MODULE 
	{
		name = ModuleHabitation
		BaseKerbalMonths = 500
		CrewCapacity = 0
		BaseHabMultiplier = 0
		ConverterName = Habitat
		StartActionName = Start Habitat
		StopActionName = Stop Habitat		
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 1.525
		}
	}	
	
	MODULE
	{
		name = USI_ModuleFieldRepair
	}
}

EDIT:

As it seems the masses of the resources is not calculated properly, but perhaps this is a "normal" issue.

And the TacGenericConverter entries did nothing, perhaps I used an obsolete method?

I edited the TACLifeSupport.cfg above with some changes, taken directly from the files inside GameData\ThunderAerospace\TacLifeSupportRecyclers\

Edited by Gordon Dry
some changes again, June 29 - fixed amounts
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1 hour ago, Gordon Dry said:

GameData\PlanetaryDomes\Parts\USI_LS_patch.cfg

@PART[DomeHex]:FOR[USILifeSupport]:NEEDS[PlanetaryDomes]:FINAL
{
RESOURCE
    {
        name = Machinery
        amount = 100
        maxAmount = 100
    }

	MODULE 
	{
		name = ModuleHabitation
		BaseKerbalMonths = 200
		CrewCapacity = 0
		BaseHabMultiplier = 0
		ConverterName = Habitat
		StartActionName = Start Habitat
		StopActionName = Stop Habitat		
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.525
		}
	}	
	
	MODULE
	{
		name = USI_ModuleFieldRepair
	}
}
@PART[dome_small]:FOR[USILifeSupport]:NEEDS[PlanetaryDomes]:FINAL
{
RESOURCE
    {
        name = Machinery
        amount = 100
        maxAmount = 100
    }

	MODULE 
	{
		name = ModuleHabitation
		BaseKerbalMonths = 200
		CrewCapacity = 0
		BaseHabMultiplier = 0
		ConverterName = Habitat
		StartActionName = Start Habitat
		StopActionName = Stop Habitat		
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.525
		}
	}	
	
	MODULE
	{
		name = USI_ModuleFieldRepair
	}
}
@PART[dome_large]:FOR[USILifeSupport]:NEEDS[PlanetaryDomes]:FINAL
{
RESOURCE
    {
        name = Machinery
        amount = 500
        maxAmount = 500
    }

	MODULE 
	{
		name = ModuleHabitation
		BaseKerbalMonths = 500
		CrewCapacity = 0
		BaseHabMultiplier = 0
		ConverterName = Habitat
		StartActionName = Start Habitat
		StopActionName = Stop Habitat		
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 1.525
		}
	}	
	
	MODULE
	{
		name = USI_ModuleFieldRepair
	}
}
@PART[DomeHexl]:FOR[USILifeSupport]:NEEDS[PlanetaryDomes]:FINAL
{
RESOURCE
    {
        name = Machinery
        amount = 500
        maxAmount = 500
    }

	MODULE 
	{
		name = ModuleHabitation
		BaseKerbalMonths = 500
		CrewCapacity = 0
		BaseHabMultiplier = 0
		ConverterName = Habitat
		StartActionName = Start Habitat
		StopActionName = Stop Habitat		
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 1.525
		}
	}	
	
	MODULE
	{
		name = USI_ModuleFieldRepair
	}
}

 

Only use :FINAL if you are absolutely require this patch to be the last and you have to deny further modifications! Otherwise use AFTER and co.

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I just did a couple of tests in a sandbox game, building up a setup in VAB. The airlock is crewable so I can start with a kerbal on the launchpad.

But when I enter any airlock, the camera always focuses on the first airlock I built (in VAB, dunno if this is the reason).

If I would build up the base "normally" in game is the camera focusing the airlock I entered or the CoM of the whole base?

 

Edit:

It's very weird, the GPO pump is not working at all and the whole thing is borked.

So my first try to create some patches went boom.

I just wondered what domes are good for when Kerbals need helmets inside not to sufficate...

Edited by Gordon Dry
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2 hours ago, Gordon Dry said:

I just did a couple of tests in a sandbox game, building up a setup in VAB. The airlock is crewable so I can start with a kerbal on the launchpad.

But when I enter any airlock, the camera always focuses on the first airlock I built (in VAB, dunno if this is the reason).

If I would build up the base "normally" in game is the camera focusing the airlock I entered or the CoM of the whole base?

 

Edit:

It's very weird, the GPO pump is not working at all and the whole thing is borked.

So my first try to create some patches went boom.

I just wondered what domes are good for when Kerbals need helmets inside not to sufficate...

The domes are rather an eye candy and do not serve a particular purpose on their own. If you want to achieve the same suitless look inside the base you need to edit configs for texture replacer. I have no idea how, or even if it's possible to create a plugin that would detect that a Kerbal is inside a dome and remove the suit for that particular Kerbal.

That said, adding some inherent purpose to the domes that would simulate positive impact if any life support mods are present is an idea I'm working on. I'm testing this with USI-LS made by @RoverDude and apart from having arguably cool looking bases, domes give my kerbals hab bonus. You can imagine having a greenhouse specific dome that would act as efficiency part for other greenhouses too. I have no experience with TAC so it's harder for me to talk about it.

Regarding your camera issue, I think that it's centered on the root part of your vessel. Usually switching to different camera mode correctly resets the camera to CoM.

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4 hours ago, Gordon Dry said:

It's very weird, the GPO pump is not working at all and the whole thing is borked.

So my first try to create some patches went boom.

I've just seen now, FOR: on patches is seen quite rare and most people expect it to do domething else than it does - it makes the patch behave as if it were (in this case) USILifeSupport or at least part of USILifeSupport and not just modifying some properties! FINAL: is just bad behaviour, FOR: is outright dangerous if not known exactly what it does.

Edited by emerald
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