Stone Blue 2,016 Posted January 19 Share Posted January 19 2 hours ago, MacLuky said: Hi, I noticed there is no RO patch for StationScience. Before I give it a go: did anyone make a good one? (before I make a lousy attempt for nothing ;-) Not sure if this is *exactly* for Station Science, or relevent:https://github.com/KSP-RO/RP-0/blob/master/GameData/RP-0/Science/Experiments/StationScienceEarly.cfg Have you gone thru any of the RO forks on github (I know, there are TONS of them ) , to see if you can find anything specific to Station Science? vOv Quote Link to post Share on other sites
MacLuky 661 Posted January 19 Share Posted January 19 No, this is what I did. It seems to scale okay and weight is in line with the normal science labs: @PART[StnSciKib|StnSciKibJr|StnSciCyclo|StnSciExperiment1|StnSciExperiment2|StnSciExperiment3|StnSciExperiment4|StnSciExperiment5|StnSciExperiment6]:FOR[RealismOverhaul]:NEEDS[StationScience] { %RSSROConfig = True %rescaleFactor = 1.6 %scale = 1.0 @mass *= 2 !MODULE[TweakScale] { } } @PART[StnSciZoo|StnSciSpectro|StnSciLab]:FOR[RealismOverhaul]:NEEDS[StationScience] { %RSSROConfig = True %rescaleFactor = 1.6 %scale = 1.0 @description ^= :$: Contains O2 supply for it's scientists, however there is no food or water allowed in the science facility. Ships with 1 day supply, able to store 30 days.: # @mass = 12.5 MODULE { name = ModuleFuelTanks volume = 750 basemass = -1 type = ServiceModule TANK { name = ElectricCharge amount = 43200 maxAmount = 43200 } TANK { name = Oxygen amount = 2520 maxAmount = 75600 } TANK { name = CarbonDioxide amount = 0 maxAmount = 1200 } TANK { name = LithiumHydroxide amount = 3 maxAmount = 90 } } MODULE:NEEDS[TacLifeSupport] { name = TacGenericConverter converterName = CO2 Scrubber StartActionName = Start CO2 Scrubber StopActionName = Stop CO2 Scrubber tag = Life Support GeneratesHeat = False UseSpecialistBonus = True SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 conversionRate = 4.0 // # of people - Figures based on per/person INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.00589121 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.01 } INPUT_RESOURCE { ResourceName = LithiumHydroxide Ratio = 0.0000085683 } OUTPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.0000046828 DumpExcess = True } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.0000257297 DumpExcess = False } } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = -0.2 //200W for life support base } } } Quote Link to post Share on other sites
-MadMan- 36 Posted February 2 Share Posted February 2 On 11/26/2020 at 2:58 AM, linuxgurugamer said: Just an update: I will most likely be getting out a beta in the next few days. this beta will include the current mod with (hopefully) @firda's fix along with the following addition: The old addon FuelScience which will include the following new/old parts: Experiment: Prograde Kuarqs Experiment: Plant Growth Experiment: Plant Growth Experiment: Advanced Fuels Experiment: Rocket Fuels Experiment: Kuarq bio-activity Experiment: Creature Comforts Experiment: Eccentric Kuarqs Experiment: Retrograde Kuarqs I haven't yet merged these, so there may already be a few duplicates. All of these, however, will be using the ModuleCostlyExperiment, which comes from another old mod Costly Science Any news? Quote Link to post Share on other sites
linuxgurugamer 17,769 Posted February 2 Share Posted February 2 8 hours ago, -MadMan- said: Any news? Soon (TM) I'm busy with 1.11.1 updates now, will try to get a beta for this out soon Quote Link to post Share on other sites
linuxgurugamer 17,769 Posted February 3 Share Posted February 3 (edited) I've adopted this mod, new thread (and beta release) here: Edited February 3 by linuxgurugamer Quote Link to post Share on other sites
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