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[1.12.x] Tokamak Industries Refurbished Parts (Featuring Porkjet's hab pack) - Major Update


linuxgurugamer

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33 minutes ago, Mr. Sandman said:

I know it might sound a strange request , but I would like to use this mod in 1.2.2 (Waiting for RO to be 1.3 compatible).Is there a way to accomplish this?Thanks.

You can try installing it for 1.2 to, but you will have to replace the dll with is included with the right one from the 1.2.2 version I believe it was fire spitter

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21 minutes ago, linuxgurugamer said:

You can try installing it for 1.2 to, but you will have to replace the dll with is included with the right one from the 1.2.2 version I believe it was fire spitter

I still have to learn this kind of things.Well , I'll just stick with the others and wait RO to be 1.3 compatible to use this mod.Thanks for the help.

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  • 2 weeks later...

Hi!

If anyone is interested, I've made a ton of changes to the ex-Habitat Pack parts to fit my gameplay. All inside an elegant .cfg file for Module Manager to process.

Spoiler

// Orbital Orb
@PART[TIorbitalorb]:FOR[TokamakRefurbishedParts]
{
	// remove soil
	!RESOURCE[Soil]{}
	
	// remove soil recycler
	!MODULE[SoilRecycler]{}
	
	// add Reaction wheels (Mk2 Can-like)
	MODULE
	{
		name = ModuleReactionWheel
		PitchTorque = 15
		YawTorque = 15
		RollTorque = 15
		RESOURCE
		{
			name = ElectricCharge
			rate = 0.75
		}
	}
}

// F.L.A.T.
@PART[TIinflatoFlat]:FOR[TokamakRefurbishedParts]
{
	// remove KOS processor
	!Module[kOSProcessor]{}

	// add KIS inventory
	MODULE
	{
		name = ModuleKISInventory
		maxVolume = 600
		externalAccess = true
		internalAccess = true
		slotsX = 4
		slotsY = 4
		slotSize = 50
		itemIconResolution = 128
		selfIconResolution = 128
		openSndPath = KIS/Sounds/containerOpen
		closeSndPath = KIS/Sounds/containerClose
		defaultMoveSndPath = KIS/Sounds/itemMove
	}

	// change snacks
	@RESOURCE[Snacks]
	{
		@amount = 0
		@maxAmount = 800
	}
	
	// change soil
	@RESOURCE[Soil]
	{
		@amount = 0
		@maxAmount = 200
	}
	
	// remove EC
	!RESOURCE[ElectricCharge]{}

	// remove command
	!MODULE[ModuleCommand]{}
	
	// Change category to "Utility"
	@category = Utility
}

// PA-330
@PART[TIinflato2]:FOR[TokamakRefurbishedParts]
{
	// add soil
	RESOURCE
	{
		name = Soil
		amount = 0
		maxAmount = 300
	}
	
	// add KIS inventory
	MODULE
	{
		name = ModuleKISInventory
		maxVolume = 600
		externalAccess = true
		internalAccess = true
		slotsX = 6
		slotsY = 4
		slotSize = 50
		itemIconResolution = 128
		selfIconResolution = 128
		openSndPath = KIS/Sounds/containerOpen
		closeSndPath = KIS/Sounds/containerClose
		defaultMoveSndPath = KIS/Sounds/itemMove
	}

	// add Soil recycler (Hitchhiker-like)
	MODULE
	{
		name = SoilRecycler
		ConverterName = Soil Recycler
		StartActionName = Start Soil Recycler
		StopActionName = Stop Soil Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 4
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.000034723
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 12
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.000034723
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}
}

// PA-550
@PART[TIinflato1]:FOR[TokamakRefurbishedParts]
{
	// change base Snack amount
	@RESOURCE[Snacks]
	{
		@amount = 0
	}
	
	// change the tech to Spec. Const.
	@TechRequired = specializedConstruction

	// add soil
	RESOURCE
	{
		name = Soil
		amount = 0
		maxAmount = 300
	}
	
	// add KIS inventory
	MODULE
	{
		name = ModuleKISInventory
		maxVolume = 900
		externalAccess = true
		internalAccess = true
		slotsX = 6
		slotsY = 4
		slotSize = 50
		itemIconResolution = 128
		selfIconResolution = 128
		openSndPath = KIS/Sounds/containerOpen
		closeSndPath = KIS/Sounds/containerClose
		defaultMoveSndPath = KIS/Sounds/itemMove
	}
	
	// change snack processor (same as Big Lab)
	@MODULE[SnackProcessor]
	{
		@INPUT_RESOURCE
		{
			@Ratio = 0.002
  		}
		@INPUT_RESOURCE
		{
			@Ratio = 30
		}
		@OUTPUT_RESOURCE
		{
			@Ratio = 0.01
		}
	}
	
	// remove Soil recycler
	!MODULE[SoilRecycler]{}
}

// Centrifugal Hab
@PART[centrifugeSmall]:FOR[TokamakRefurbishedParts]
{
	//change snacks
	@RESOURCE[Snacks]
	{
		@amount = 0
		@maxAmount = 400
	}
}

// Base Mount
@PART[BaseMount]:FOR[TokamakRefurbishedParts]
{
	// change category to "Ground"
	@category = Ground
}

 

Some of it could be useful for later patches even (like changing the Base Mount landing leg's category to "Ground", where it belongs).

Cheers!

Edited by LEGIONBOSS
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  • 2 weeks later...

hello to all,

I am sure i have missed something, or am doing something wrong, but...

The hab is inflating automatically in the VAB.  there are no controls visible to deflate or to control this.

I am guessing that i am missing some .dll, but i did not see any dependencies listed.

this is just a quick check to see what i am doing wrong.  if nobody points out my mistake quickly, i will submit logs and bug report.

thanks very much for help and all of the great mods.

Cheers.

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12 hours ago, drtedastro said:

hello to all,

I am sure i have missed something, or am doing something wrong, but...

The hab is inflating automatically in the VAB.  there are no controls visible to deflate or to control this.

I am guessing that i am missing some .dll, but i did not see any dependencies listed.

this is just a quick check to see what i am doing wrong.  if nobody points out my mistake quickly, i will submit logs and bug report.

thanks very much for help and all of the great mods.

Cheers.

Hi!

Do you have USI Tools installed? Those inflating habs were part of PorkJets' Habitat Pack mod before he discontinued them, and they still use his animation module.

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  • 1 month later...

I've finally been playing again, and I noticed a little glitch that is originally my fault. The bottom node on the dry workshop is a teensy bit too low.

The file is TokamakIndustries\parts\dryworkshop.cfg, and line 38 should read:

    node_stack_bottom = 0.0, -2.9, 0.0, 0.0, -1.0, 0.0, 2

I can figure out how to submit that via Git if that would be less hassle for you.

 

Thanks again for keeping so many mods, including mine, alive @linuxgurugamer ! You rock.

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7 minutes ago, Tokamak said:

I've finally been playing again, and I noticed a little glitch that is originally my fault. The bottom node on the dry workshop is a teensy bit too low.

The file is TokamakIndustries\parts\dryworkshop.cfg, and line 38 should read:

    node_stack_bottom = 0.0, -2.9, 0.0, 0.0, -1.0, 0.0, 2

I can figure out how to submit that via Git if that would be less hassle for you.

 

Thanks again for keeping so many mods, including mine, alive @linuxgurugamer ! You rock.

No need, I'm taking care of it now

welcome back

New release, 0.1.10.1:

  • Fixed bottom node location on the dry workshop
     
Edited by linuxgurugamer
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@linuxgurugamer could you tell me what;s going on here? i get this for a lot of parts (not just this mod, mostly older part's only mods)

also as @Daniel Prates said "Is is strange:  my inflatable command module does not have an IVA,  and neither the capacity to hold any crew for that matter. I know it should have by seeing the OP photos. Everything else works like a charm though."

got the same problem

Spoiler

[LOG 23:16:13.641] PartLoader: Compiling Part 'TokamakIndustries/parts/munoxadapters/munox-adapter-perpendicular'
[LOG 23:16:13.645] PartLoader: Part 'TokamakIndustries/parts/munoxadapters/munox-adapter-perpendicular' has no database record. Creating.
[LOG 23:16:13.646] DragCubeSystem: Creating drag cubes for part 'munox-adapter-perpendicular'
[LOG 23:16:13.660] PartLoader: Compiling Part 'TokamakIndustries/parts/munoxadapters/munox-adapter-parallel'
[LOG 23:16:13.664] PartLoader: Part 'TokamakIndustries/parts/munoxadapters/munox-adapter-parallel' has no database record. Creating.
[LOG 23:16:13.665] DragCubeSystem: Creating drag cubes for part 'munox-adapter-parallel'
[LOG 23:16:13.679] PartLoader: Compiling Part 'TokamakIndustries/parts/munoxadapters/munox-adapter-flat'
[LOG 23:16:13.684] PartLoader: Part 'TokamakIndustries/parts/munoxadapters/munox-adapter-flat' has no database record. Creating.
[LOG 23:16:13.685] DragCubeSystem: Creating drag cubes for part 'munox-adapter-flat'
[LOG 23:16:13.702] PartLoader: Compiling Part 'TokamakIndustries/parts/centrifugeSmall/centrifugeSmall/centrifugeSmall'
[LOG 23:16:13.718] PartLoader: Part 'TokamakIndustries/parts/centrifugeSmall/centrifugeSmall/centrifugeSmall' has no database record. Creating.
[LOG 23:16:13.722] DragCubeSystem: Creating drag cubes for part 'centrifugeSmall'
[LOG 23:16:13.749] PartLoader: Compiling Part 'TokamakIndustries/parts/KADEPT/KADEPTlarge/kadeptHSlarge'

 

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9 hours ago, linuxgurugamer said:

 

Regarding the non-inflation, sounds like a missing dll

@linuxgurugamerIf that is related to my and @dtoxic's inflatable command por issue,  well,  yeah it does inflate,  like all other inflatables. 

What happens is that the animation works (the docking ports open their coverings too),  but there is no crew capacity whatsoever. You cant put any kerbal in there, be it in the VAB or elsewhere. No IVA of course,  not even a placeholder. Actually,  the crew capacity info is also missing in the part's information tab.

All other inflatable parts work fine.

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Somehow the crew capacity was set to 0, I'll get it fixed and upload a new release

Nothing is wrong. Let me explain

This is a part which needs to be inflated in order to be occupied.  Inflating in the Editor works, but doesn't allow a Kerbal to be inside.   This is as designed.  The editor reports the standard CrewCapacity which is 0 when deflated, and there isn't any way to show the crew capacity of a placed part

However, put a command pod onto Inflato F.L.A.T and go to the launch pad, then inflate it, you will then be able to transfer the kerbal from the command pod into the Inflato, and it DOES have an IVA

Since it's working, I'm not changing it, but if you feel you need a Kerbal inside, you can change the cfg file as follows:

Edit the file:  TokamakIndustries/parts/inflatoflat/HabitatPack_FLAT_Fix.cfg

Find the line which says:

CrewCapacity = 0

and change it to 1, this will allow you to put a kerbal inside while it's deflated.

Edited by linuxgurugamer
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On 10/12/2017 at 6:51 AM, Daniel Prates said:

Is is strange:  my inflatable command module does not have an IVA,  and neither the capacity to hold any crew for that matter. I know it should have by seeing the OP photos. Everything else works like a charm though.

See my answer right above this

On 8/17/2017 at 8:57 PM, LEGIONBOSS said:

Hi!

If anyone is interested, I've made a ton of changes to the ex-Habitat Pack parts to fit my gameplay. All inside an elegant .cfg file for Module Manager to process.

  Hide contents


// Orbital Orb
@PART[TIorbitalorb]:FOR[TokamakRefurbishedParts]
{
	// remove soil
	!RESOURCE[Soil]{}
	
	// remove soil recycler
	!MODULE[SoilRecycler]{}
	
	// add Reaction wheels (Mk2 Can-like)
	MODULE
	{
		name = ModuleReactionWheel
		PitchTorque = 15
		YawTorque = 15
		RollTorque = 15
		RESOURCE
		{
			name = ElectricCharge
			rate = 0.75
		}
	}
}

// F.L.A.T.
@PART[TIinflatoFlat]:FOR[TokamakRefurbishedParts]
{
	// remove KOS processor
	!Module[kOSProcessor]{}

	// add KIS inventory
	MODULE
	{
		name = ModuleKISInventory
		maxVolume = 600
		externalAccess = true
		internalAccess = true
		slotsX = 4
		slotsY = 4
		slotSize = 50
		itemIconResolution = 128
		selfIconResolution = 128
		openSndPath = KIS/Sounds/containerOpen
		closeSndPath = KIS/Sounds/containerClose
		defaultMoveSndPath = KIS/Sounds/itemMove
	}

	// change snacks
	@RESOURCE[Snacks]
	{
		@amount = 0
		@maxAmount = 800
	}
	
	// change soil
	@RESOURCE[Soil]
	{
		@amount = 0
		@maxAmount = 200
	}
	
	// remove EC
	!RESOURCE[ElectricCharge]{}

	// remove command
	!MODULE[ModuleCommand]{}
	
	// Change category to "Utility"
	@category = Utility
}

// PA-330
@PART[TIinflato2]:FOR[TokamakRefurbishedParts]
{
	// add soil
	RESOURCE
	{
		name = Soil
		amount = 0
		maxAmount = 300
	}
	
	// add KIS inventory
	MODULE
	{
		name = ModuleKISInventory
		maxVolume = 600
		externalAccess = true
		internalAccess = true
		slotsX = 6
		slotsY = 4
		slotSize = 50
		itemIconResolution = 128
		selfIconResolution = 128
		openSndPath = KIS/Sounds/containerOpen
		closeSndPath = KIS/Sounds/containerClose
		defaultMoveSndPath = KIS/Sounds/itemMove
	}

	// add Soil recycler (Hitchhiker-like)
	MODULE
	{
		name = SoilRecycler
		ConverterName = Soil Recycler
		StartActionName = Start Soil Recycler
		StopActionName = Stop Soil Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 4
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.000034723
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 12
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.000034723
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}
}

// PA-550
@PART[TIinflato1]:FOR[TokamakRefurbishedParts]
{
	// change base Snack amount
	@RESOURCE[Snacks]
	{
		@amount = 0
	}
	
	// change the tech to Spec. Const.
	@TechRequired = specializedConstruction

	// add soil
	RESOURCE
	{
		name = Soil
		amount = 0
		maxAmount = 300
	}
	
	// add KIS inventory
	MODULE
	{
		name = ModuleKISInventory
		maxVolume = 900
		externalAccess = true
		internalAccess = true
		slotsX = 6
		slotsY = 4
		slotSize = 50
		itemIconResolution = 128
		selfIconResolution = 128
		openSndPath = KIS/Sounds/containerOpen
		closeSndPath = KIS/Sounds/containerClose
		defaultMoveSndPath = KIS/Sounds/itemMove
	}
	
	// change snack processor (same as Big Lab)
	@MODULE[SnackProcessor]
	{
		@INPUT_RESOURCE
		{
			@Ratio = 0.002
  		}
		@INPUT_RESOURCE
		{
			@Ratio = 30
		}
		@OUTPUT_RESOURCE
		{
			@Ratio = 0.01
		}
	}
	
	// remove Soil recycler
	!MODULE[SoilRecycler]{}
}

// Centrifugal Hab
@PART[centrifugeSmall]:FOR[TokamakRefurbishedParts]
{
	//change snacks
	@RESOURCE[Snacks]
	{
		@amount = 0
		@maxAmount = 400
	}
}

// Base Mount
@PART[BaseMount]:FOR[TokamakRefurbishedParts]
{
	// change category to "Ground"
	@category = Ground
}

 

Some of it could be useful for later patches even (like changing the Base Mount landing leg's category to "Ground", where it belongs).

Cheers!

I wasn't aware of the wrong category for the base mount, it will be fixed in the next release

 

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On 20/10/2017 at 12:34 PM, linuxgurugamer said:

See my answer right above this

I wouldn have asked the question without first trying it out in the launchpad! Still,  it was my mistake:  after inflating it,  I only used the internal overlay from the outside view,  and that threw me off. It wont appear before you move someone inside. After you move someone inside the internal overlay will work,  but not earlier. I didnt try transfering a kerbal inside first.... my bad.

Confirmed,  everything is as it should be!

Edited by Daniel Prates
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  • 2 months later...

Hey @linuxgurugamer and everyone...

Thanks for keeping all these mods alive, particularly @Porkjet's Habitat Pack, i think one of the best inflatable parts mods ever.... and thanks for trying to revive his newer mod.

Just wondering as a fan.... I'm guessing there is no way to revive the animations in the original Small Centrifuge from that mod, I have tried to see any mention of it from past posts but did'nt see anything...

Thanks again!!! :D

 

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5 hours ago, spoonyboobah said:

Hey @linuxgurugamer and everyone...

Thanks for keeping all these mods alive, particularly @Porkjet's Habitat Pack, i think one of the best inflatable parts mods ever.... and thanks for trying to revive his newer mod.

Just wondering as a fan.... I'm guessing there is no way to revive the animations in the original Small Centrifuge from that mod, I have tried to see any mention of it from past posts but did'nt see anything...

Thanks again!!! :D

 

No, it's all messed up, and I don't want to have anyone spend time on it.  The current one is, IMHO, very nice

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  • 3 weeks later...
  • 2 weeks later...

I've got "control from here" working for the three ports on inflatoflat (not pushed, but it took splitting the MODEL node into two), but then it breaks for the part itself because ModuleCommand does not reset the reference transform (the last used port's transform is used). I'll do another PR for it if/when I come up with a solution I like.

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20 minutes ago, taniwha said:

I've got "control from here" working for the three ports on inflatoflat (not pushed, but it took splitting the MODEL node into two), but then it breaks for the part itself because ModuleCommand does not reset the reference transform (the last used port's transform is used). I'll do another PR for it if/when I come up with a solution I like.

Does the control from here work with the USI tools?

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It shouldn't, because the problem was the FLATControlNodes.mu wasn't being loaded (only the first "model=" line in a MODEL node has any effect), and there's no mention of SetReferenceTransform anywhere in USITools source. Also, the habitat parts used only USIAnimation.

However, I did just check and no, it does not work with USITools.

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