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[1.10.1] Deep Space Surface Habitat Unit Pack


bcink

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Welcome to the release thread for the Deep Space Surface Habitat Unit!

ETkB4Oj.png

 

DSSHU Update 1.10.1 is now available for download!

This was inspired by NASA's ground-based Deep Space Habitat Demonstration Unit. 

 

Ufvzzbx.png

 

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/connector
USI 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     lya77iI.png
 
 
 

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 by bcink
Update 1.10.1
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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!
 
 
 
 
 
 
On ‎12‎/‎27‎/‎2017 at 6:15 PM, klgraham1013 said:

Nice!  Downloaded!

Thanks!! :D

Edited by bcink
Revision 1.1
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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?

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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.

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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 :)

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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 :D I hope you enjoy it!

 

6 hours ago, DiscoveryPlanet said:

whoooa NASA should hire you 

Hehe thanks - maybe one day :D

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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

 

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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!

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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.

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