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[1.10.1] Deep Space Surface Habitat Unit Pack


bcink

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19 hours ago, MacLuky said:

pressure regulators need a bump, rest seems ok

Oh this is very exciting :) Thank you!

13 hours ago, hypervelocity said:

writing just to confirm the parts work fine under KSP 1.2.2 - cheers!

Thank you!!!

1 hour ago, Madman_Andre said:

I'm definitely going to try this out. Looks amazing.

Thanks!!!

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Best I can do so far: 

@PART[HDU3]:NEEDS[Kerbalism]:NEEDS[ProfileDefault]:FOR[Kerbalism]
{

  MODULE
  {
    name = Comfort
    bonus = panorama
    desc = The cupola offer a relaxing panoramic view of the void of space.
  }

  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 = 2.143
    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
  }

   MODULE
  {
    name = ProcessController
    resource = _PressureControl
    title = Pressure control
    capacity = 2.143
    running = true
  }
}


@PART[HDU1]:NEEDS[ProfileDefault]:FOR[Kerbalism]
{
  MODULE
  {
    name = ProcessController
    resource = _PressureControl
    title = Pressure control
    capacity = 2.143
    running = true
  }

  MODULE
  {
    name = Comfort
    bonus = exercise
    desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it.
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Comfort
    title = Treadmill
    repair = Engineer
    mtbf = 36288000 // 4y
    extra_cost = 0.25
    extra_mass = 0.05
  }
}

Added a cupola to the greenhouse

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  • 2 months later...
On ‎1‎/‎1‎/‎2018 at 2:52 AM, MacLuky said:

Best I can do so far

Right on - How did this end up working out for you? 

On ‎1‎/‎4‎/‎2018 at 10:23 AM, nugget3250 said:

Super idea and could see this someday  on Mars

Thanks :D

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@bcink I really love what you have done its the perfect replacement for the old Bobcat H.OM.E mod, I was wondering if i could put in a request  for one extra part and thats for something to link all the units together  like a + I could use stock but then it would detract from the coolness of it and it looks so cool with those textures

 

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18 minutes ago, Virtualgenius said:

@bcink I really love what you have done its the perfect replacement for the old Bobcat H.OM.E mod, I was wondering if i could put in a request  for one extra part and thats for something to link all the units together  like a + I could use stock but then it would detract from the coolness of it and it looks so cool with those textures

 

Thanks very  much! I would really like to make what you have described. It's been on my mind for a while amidst other things. I'll see if I can put something together for 1.4 update :)

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22 hours ago, Virtualgenius said:

if i could put in a request  for one extra part and thats for something to link all the units together  like a + I could use stock but then it would detract from the coolness of it and it looks so cool with those textures

Done. Hope this works...

Update 1.4 is now available for download

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

 

CvY0p3E.png

7wb7byI.png

 

Edited by bcink
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  • 1 month later...
4 hours ago, Apollo13 said:

When you land one part to attach to another (already in place), how do you move the just-landed part into position to dock with the part already on the planet/moon?

That's entirely up to you. I messed around using one of the mods that has a forklift and was pretty much able to drive under one, pick it up, move it around. 

Nothing is ideal, due to the size and shape though - it's always going to be a challenge.

For easy mode, you could just download vessel mover and cheat them into place.

Cheers!

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@bcink Thanks for the response.  It looks interesting.  I'm using Kerbal Planetary Base Systems for my base now.  I was looking to build another base using you mod.  I may use the "cheaty" vessel mover then.

Another option you may wish to consider.  Planetary Base mod provides some wheels and attachment points. So, the player can drive the  newly-landed part to dock with the base.  The player can then remove the wheels.  You may wish to consider that as well.

Also, what mod has a forklift?

Edited by Apollo13
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2 hours ago, Apollo13 said:

 

Another option you may wish to consider.  Planetary Base mod provides some wheels and attachment points. So, the player can drive the  newly-landed part to dock with the base.  The player can then remove the wheels.  You may wish to consider that as well.

Also, what mod has a forklift?

Very cool, I'll have to check that out. I was using Wayland Corp Forklift from 0.23 

I don't recall having issues getting it running on 1.3 but unsure if it will work on 1.4.

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  • 4 weeks later...
On ‎5‎/‎21‎/‎2018 at 1:09 PM, pes_petya said:

@bcink is it possible to use latest version of this interesting mod with KSP 1.3.1 without any compability issues? 

Hey,

I'm not 100% confident, but I think it should work as there were no specific changes in Unity on these parts between the updates.

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  • 1 year later...
  • 2 weeks later...

Hi, guys. TweakScale maintainer here.

I just diagnosed a glitch where a dude, while migrating from the previous version to the latest, forgot to delete DSSHU-Tweakscale.cfg that he manually installed (it was optional by then), and then ended up with two copies of that patch, that so were applied twice, and that triggered TweakScale into some FATALities.

The distribution ZIP is OK, is was a human error (also known as "bork" :) ). But since I (yeah…me, myself. :D ) also did a similar mistake this week on some patch of my own, I though it would be a good idea to advise. :)

Murphy works in strange ways...

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