bcink 1,794 Posted December 28, 2017 Share Posted December 28, 2017 (edited) Welcome to the release thread for the Deep Space Surface Habitat Unit! DSSHU Update 1.10.1 is now available for download! This was inspired by NASA's ground-based Deep Space Habitat Demonstration Unit. This pack consists of 3 deployable ground-based habitat units. All units have optional compatibility with Kerbal Inventory System, Tweakscale, Connected Living Space and your choice of life support mods; USI Life Support, TACLS or Snacks! Individual habitat features: Habitat Unit 1: 5m expanding habitat Science laboratory Functioning airlock Side docking tube compatible with size 1 stock docking ports WITH SNACKS: Stores soil and snacks WITH USI LIFE SUPPORTS: Provides habitat function WITH TACLS: Contains standard array of life support resources Habitat Unit 2: 5m expanding facility Expanding solar array Multi-mission RTG with radiators Telescopic expanding radio tower Side docking tube Functioning door WITH SNACKS: Stores soil and snacks WITH USI LIFE SUPPORT: Contains life support recycler and fertilizer / ore resource converter. WITH TACLS: Contains standard array of life support resources Habitat Unit 3: 5m expanding facility Functioning greenhouse Storage tanks Side docking tube Functioning door WITH SNACKS: Produces snacks Stores soil and snacks WITH USI LIFE SUPPORT: Agroponics facility with mulch, supplies, fertilizer and storage WITH TACLS: Mimics SETI Greenhouse Provides "nutrients" which handle resource management There are no dependencies for this mod, but if you choose to use any of the included optional compatibility configurations, you will need to also install module manager. There are no wheels on the bottoms of these units, so connecting them may end up being your least favorite part of these habitats. They have plenty of collision meshes, so you should have no problem using something like Konstruction with a forklift and shimmying the buildings into place. Alternatively, you may use something like VesselMover and simply position the building into place and it will dock accordingly. Please do not keep anything attached to the upper or lower nodes when you "Deploy" it. It will explode. I have not added plugin compatibility for moving a connected node while animated. Installation: Extract the contents of the GameData folder into your Kerbal GameData directory. Structure should then read GameData\DSSHU Optional mod compatibility patches included. CHANGELOG: Update 1.10.1 Re-compile for 1.10.1 Fixed hatches not working Fixed generic interior space to reference the 3 capacity version and not the 1 capacity version Update 1.8 Re-compile for 1.8 Added 1x Crew Capacity to connector hub Update 1.4 Re-compile for 1.4 New part: 4-way hub/connectorUSI Life Support Changes: Unit 2 is now the habitat unit Unit 1 is now the recycler Revision 1.1 -Updated optional config patches to use NEEDS: syntax (they will now detect installed mods and apply config files as necessary) -Fixed Connected Living Space settings (buildings should now be passable) -Added soil / snacks storage to HDU1 when using Snacks! Download SPECIAL THANKS TO @CobaltWolf and all the other mod devs and thank you for visiting!!! Deep Space Surface Habitat Unit Pack is license CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/ Edited August 19, 2020 by bcink Update 1.10.1 Quote Link to post Share on other sites
klgraham1013 5,531 Posted December 28, 2017 Share Posted December 28, 2017 Nice! Downloaded! Quote Link to post Share on other sites
Charles Foxtrot 12 Posted December 28, 2017 Share Posted December 28, 2017 You are on a roll mate! Your mods are great. This one looks fantastic. Quote Link to post Share on other sites
bcink 1,794 Posted December 28, 2017 Author Share Posted December 28, 2017 4 hours ago, Charles Foxtrot said: You are on a roll mate! Your mods are great. This one looks fantastic. Thanks a lot!!! Quote Link to post Share on other sites
Drakenex 1,814 Posted December 28, 2017 Share Posted December 28, 2017 impressive!! Quote Link to post Share on other sites
bcink 1,794 Posted December 28, 2017 Author Share Posted December 28, 2017 6 minutes ago, Drakenex said: impressive!! Thanks!!! Quote Link to post Share on other sites
MisterFister 137 Posted December 28, 2017 Share Posted December 28, 2017 Would have been an insta-install if I were on my main gaming rig with a decent connection. I will most definitely manually install this if it doesn't populate on CKAN by the time I get to my battlestation tomorrow! Quote Link to post Share on other sites
bcink 1,794 Posted December 29, 2017 Author Share Posted December 29, 2017 (edited) Revision 1.1 is now available for download CHANGELOG: Revision 1.1 -Updated optional config patches to use NEEDS: syntax (they will now detect installed mods and apply config files as necessary) - This should allow for CKAN packaging / downloading -Fixed Connected Living Space settings (buildings should now be passable) -Added soil / snacks storage to HDU1 when using Snacks! Download Revision 1.1 On 12/27/2017 at 6:15 PM, klgraham1013 said: Nice! Downloaded! Thanks!! Edited December 29, 2017 by bcink Revision 1.1 Quote Link to post Share on other sites
DiscoSlelge 2,327 Posted December 29, 2017 Share Posted December 29, 2017 Awesome release and outstanding work ! Congrats Quote Link to post Share on other sites
GrandProtectorDark 592 Posted December 29, 2017 Share Posted December 29, 2017 This mod looks to me like what I always wanted from MKS or Pathfinder. Fancy Surface Base parts without all the Mikromanagement or flood of parts. Instant download. Quote Link to post Share on other sites
Well 3,492 Posted December 29, 2017 Share Posted December 29, 2017 Congrats for the release Quote Link to post Share on other sites
bcink 1,794 Posted December 29, 2017 Author Share Posted December 29, 2017 2 hours ago, DiscoSlelge said: Awesome release and outstanding work ! Congrats Thanks!! 13 minutes ago, Well said: Congrats for the release Thank you!! Quote Link to post Share on other sites
MisterFister 137 Posted December 30, 2017 Share Posted December 30, 2017 I just installed, and I saw the prompt suggesting the Snacks! mod. I run TACLS, but I've pondered running Snack! as well at the same time. Do you have any thoughts on this? Also, how do you anticipate this mod would react if installed alongside MKS, Pathfinder, or PBS? Quote Link to post Share on other sites
JadeOfMaar 8,347 Posted December 30, 2017 Share Posted December 30, 2017 4 minutes ago, MisterFister said: I just installed, and I saw the prompt suggesting the Snacks! mod. I run TACLS, but I've pondered running Snack! as well at the same time. Do you have any thoughts on this? Also, how do you anticipate this mod would react if installed alongside MKS, Pathfinder, or PBS? Big life support mods like the three named ones (USI, TAC, Snacks) should never be installed together. MKS will add a few barely noticeable modules, if any, to these parts. Pathfinder and KPBS I don't expect to add any features at all. The three of these are base-building mods and don't need to affect anything outside of themselves. Quote Link to post Share on other sites
Enceos 1,763 Posted December 30, 2017 Share Posted December 30, 2017 (edited) @bcink Fantastic work! Oh how I love meticulously crafted animations :3 Hope you can find some time to meddle a little with Texture Unlimited and make your parts look even more awesome with new shaders it provides. Edited December 30, 2017 by Enceos Quote Link to post Share on other sites
bcink 1,794 Posted December 30, 2017 Author Share Posted December 30, 2017 31 minutes ago, Enceos said: @bcink Fantastic work! Oh how I love meticulously crafted animations :3 Hope you can find some time to meddle a little with Texture Unlimited and make your parts look even more awesome with new shaders it provides. Thank you very much. That is definitely somewhere on the agenda Quote Link to post Share on other sites
DiscoveryPlanet 98 Posted December 30, 2017 Share Posted December 30, 2017 whoooa NASA should hire you Quote Link to post Share on other sites
bcink 1,794 Posted December 30, 2017 Author Share Posted December 30, 2017 19 hours ago, GrandProtectorDark said: This mod looks to me like what I always wanted from MKS or Pathfinder. Fancy Surface Base parts without all the Mikromanagement or flood of parts. Instant download. Thanks I hope you enjoy it! 6 hours ago, DiscoveryPlanet said: whoooa NASA should hire you Hehe thanks - maybe one day Quote Link to post Share on other sites
hypervelocity 222 Posted December 30, 2017 Share Posted December 30, 2017 Hey @bcink, this looks great! I am eager to try it out - just a quick question, do you know if it will work in KSP 1.2.2? I play with RSS & Realism Overhaul hence the older KSP version. Many thanks in advance and congratulations for the release! Quote Link to post Share on other sites
Mecripp 1,040 Posted December 30, 2017 Share Posted December 30, 2017 12 minutes ago, hypervelocity said: Hey @bcink, this looks great! I am eager to try it out - just a quick question, do you know if it will work in KSP 1.2.2? I play with RSS & Realism Overhaul hence the older KSP version. Many thanks in advance and congratulations for the release! It should work just fine Quote Link to post Share on other sites
hypervelocity 222 Posted December 30, 2017 Share Posted December 30, 2017 thanks Mecripp!! Quote Link to post Share on other sites
bcink 1,794 Posted December 30, 2017 Author Share Posted December 30, 2017 13 minutes ago, hypervelocity said: Hey @bcink, this looks great! I am eager to try it out - just a quick question, do you know if it will work in KSP 1.2.2? I play with RSS & Realism Overhaul hence the older KSP version. Many thanks in advance and congratulations for the release! 1 minute ago, Mecripp said: It should work just fine Thank you very much! To be honest I'm not 100% sure about 1.2.2. I believe it should as there are no pre-requisites and I haven't specifically done anything unique to 1.3.1 (at least not to my knowledge!) If you give it a try I would love to know if it was successful for you. Thanks again! Quote Link to post Share on other sites
hypervelocity 222 Posted December 30, 2017 Share Posted December 30, 2017 @bcink - I will definitely try it out and provide my feedback here! Thanks for the response! Quote Link to post Share on other sites
MacLuky 610 Posted December 31, 2017 Share Posted December 31, 2017 I've made a patch for kerbalism @PART[HDU3]:NEEDS[Kerbalism]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests crop_size = 2500.0 // amount of resource produced by harvests crop_rate = 0.00000023148 // growth per-second when all conditions apply ec_rate = 2.5 // EC/s consumed by the lamp at max intensity light_tolerance = 400.0 // minimum lighting flux required for growth, in W/m^2 pressure_tolerance = 0.1 // minimum pressure required for growth, in sea level atmospheres radiation_tolerance = 0.000008333 // maximum radiation allowed for growth in rad/s, considered after shielding is applied lamps = Cylinder001 // object with emissive texture used to represent lamp intensity graphically shutters = door // animation to manipulate shutters plants = // animation to represent plant growth graphically INPUT_RESOURCE { name = Ammonia rate = 0.00695 // 37530 units required for crop } INPUT_RESOURCE { name = Water rate = 0.00023148 // 1250 units required for crop } OUTPUT_RESOURCE { name = Oxygen rate = 0.00463 // 25% of oxygen required by 1 crew member } OUTPUT_RESOURCE { name = WasteWater rate = 0.00023033 } } MODULE { name = Habitat toggle = false } MODULE { name = ProcessController resource = _PressureControl title = Pressure control capacity = 0.2143 running = true } RESOURCE { name = Waste amount = 0 maxAmount = 10 } RESOURCE { name = Ammonia amount = 1000 maxAmount = 1000 } } } @PART[HDU2]:NEEDS[Kerbalism]:NEEDS[ProfileDefault]:FOR[Kerbalism] { !MODULE[ModuleResourceConverter]:HAS[#ConverterName[Lf+Ox]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[LiquidFuel]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[Oxidizer]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[Monoprop]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[MonoPropellant]] {} !MODULE[ModuleOverheatDisplay] {} !MODULE[ModuleCoreHeat] {} MODULE { name = ProcessController resource = _WaterElectrolysis title = Water electrolysis capacity = 1 } MODULE { name = ProcessController resource = _Sabatier title = Sabatier process capacity = 1 } MODULE { name = ProcessController resource = _Haber title = Haber process capacity = 1 } MODULE { name = ProcessController resource = _WasteIncinerator title = Waste incinerator capacity = 1 } MODULE { name = ProcessController resource = _WasteCompressor title = Waste compressor capacity = 1 } MODULE { name = ProcessController resource = _Anthraquinone title = Anthraquinone process capacity = 1 } MODULE { name = ProcessController resource = _HydrazineProduction title = Hydrazine production capacity = 1 } MODULE { name = ProcessController resource = _MRE title = MRE capacity = 1 } MODULE { name = ProcessController resource = _SOE title = SOE capacity = 1 } MODULE { name = ProcessController resource = _SCO title = SCO capacity = 1 } MODULE { name = Configure title = Chemical Plant slots = 1 SETUP { name = Water Electrolysis desc = Split <b>Water</b> into its <b>Hydrogen</b> and <b>Oxygen</b> components. MODULE { type = ProcessController id_field = resource id_value = _WaterElectrolysis } } SETUP { name = Sabatier Process desc = <b>Hydrogen</b> and <b>CarbonDioxide</b> react with a nickel catalyst to produce <b>Water</b> and <b>LiquidFuel</b>. MODULE { type = ProcessController id_field = resource id_value = _Sabatier } } SETUP { name = Haber Process desc = Produce <b>Ammonia</b> by <b>Nitrogen</b> fixation. MODULE { type = ProcessController id_field = resource id_value = _Haber } } SETUP { name = Waste Incinerator desc = Produce <b>CarbonDioxide</b> by combustion of <b>Waste</b>. Include a small exhaust turbine generator. tech = precisionEngineering MODULE { type = ProcessController id_field = resource id_value = _WasteIncinerator } } SETUP { name = Waste Compressor desc = Compact <b>Waste</b> to the density of lead, for use in radiation shielding. tech = precisionEngineering MODULE { type = ProcessController id_field = resource id_value = _WasteCompressor } } SETUP { name = Anthraquinone Process desc = Synthesize <b>Oxidizer</b> using a redox of <b>Oxygen</b> and <b>Hydrogen</b>. tech = advScienceTech MODULE { type = ProcessController id_field = resource id_value = _Anthraquinone } } SETUP { name = Hydrazine Production desc = <b>Oxidizer</b> and <b>Ammonia</b> react to produce <b>MonoPropellant</b> and <b>Water</b>. tech = advScienceTech MODULE { type = ProcessController id_field = resource id_value = _HydrazineProduction } } SETUP { name = Solid Oxide Electrolysis desc = Transform <b>CarbonDioxide</b> into <b>Oxygen</b>. tech = experimentalScience MODULE { type = ProcessController id_field = resource id_value = _SOE } } SETUP { name = Molten Regolith Electrolysis desc = Extract <b>Oxygen</b> out of <b>Ore</b>. tech = experimentalScience MODULE { type = ProcessController id_field = resource id_value = _MRE } } SETUP { name = Selective Catalytic Oxidation desc = <b>Ammonia</b> and <b>Oxygen</b> react with an hydrotalcite-like catalyst to produce <b>Nitrogen</b> and <b>Water</b>. tech = experimentalScience MODULE { type = ProcessController id_field = resource id_value = _SCO } } } MODULE:NEEDS[FeatureReliability] { name = Reliability type = ProcessController title = Chemical Plant repair = Engineer mtbf = 72576000 // 8y extra_cost = 1.0 extra_mass = 0.2 } } @PART[HDU2]:NEEDS[ProfileDefault]:FOR[Kerbalism] { @MODULE[ProcessController],* { @capacity *= 5.0 } @MODULE[Configure] { %slots = 3 } } Still in testing. The pressure regulators seem to be not powerful enough to pressure the vehicle I think. And I need to configure the animations so that the habitats get enabled/disabled automatically. Quote Link to post Share on other sites
MacLuky 610 Posted December 31, 2017 Share Posted December 31, 2017 pressure regulators need a bump, rest seems ok Quote Link to post Share on other sites
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