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[1.5 - 1.10] Kerbalism 3.11


Sir Mortimer
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Hi all, I think I've got a reasonably controlled example of the kraken attack Gotmachine was talking about in his/her posts of 5 Sept (a couple of pages back). Apologies if this is in the wrong place to be posting or whatever - I'm new.

I can reproduce it consistently with autostruts turned on, and subsequent to a series of set-up steps. The before shot was taken post launch into a 200km JNSQ orbit with a couple of course adjustments and warps, and in and out of map mode. No quick saves. No problems so far.

The after shot was taken subsequent to switching to another vessel in LKO with a small course adjustment to that vessel, and then switching back again. As sure as night follows day it will engineer a kraken attack. With autostruts off, nothing happens.

There's something similar going on around docking port use, but I haven't been able to control that properly yet.

Anyway, just thought this might be useful to someone. It's a deal-breaker for me I think. It's so regular now with larger vessels that the game has become almost unplayable. I strongly suspect it's Kerbalism and the load it puts on my CPU, so very sadly am incline to rebuild a game without it.

User98

Before:

UlyT8UK.png

And after:

QOCChTx.png

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I try to actively avoid any and all autostruts on vessels that aren’t in atmospheric flight, with the sole exceptions of autostrutting engines to the root part during burns to improve stability at higher physics warps. Autostruts seem to be a recipe for immediate craft mangling anywhere else, so much so that I’ll regularly edit my save files to remove them. Especially “force heaviest” and “force grandparent”, those are the worst as they can’t be turned off in game.

@Starslinger999 I believe there’s an option to add the fish experiment to a lab when Kerbalism and SSPX are installed together, it works like CHILLED in that it needs a fish tank module on the ship to run. It might also be possible to adapt the code for the greenhouse to make growing fish for food possible, but what would you feed the fish?

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Hi, I'm trying to use Kerbalism with Realism Overhaul.

It's working fine in sandbox mode, but in career mode I can't seem to configure any processors or scrubbers. Even when I give myself all the science using the cheat menu. So what could I be missing? Thanks

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21 minutes ago, Gordon Dry said:

Yes, I installed Kerbalism using CKAN, including the RO config files. The thing is that in career/science mode the sub windows  for scrubbers and processes don't pop up at all in the VAB. While in sandbox mode on the same installation they do. So I'm thinking it's a science/tech issue?

I tried unlocking all tech with the cheat mode but that made no difference. Also tried with and without the "community tech tree" mod.

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2 hours ago, Gordon Dry said:

Looking good on my side.

Not sure, though I removed it for some suspicion. And besides that, I don't need slow-motion etc.

That would've been my first guess at compatibility. BetterTimeWarp seemed inherently more overlapping, but then I was just thinking about any mods adding background anything in questioning PersistentRotation.

Works for me though, thanks AGAIN @Gordon Dry. PR is the important one anyways, and I don't really want slow-mo either, it'd just've been for general improved timewarping, but I don't care really.

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On 11/11/2021 at 8:46 PM, seaces said:

Hi All,

I was wondering if someone can little bit explain to me how radiation works in this game with Kerbalism. I get the main principles CMs and belts around planets are places where is extreme radiation. What I am struggling is a feel for what is really dangerous and what is tolerable and will not burn my kerbals. What is low radiation but still fine, what is medium and what is no-go.

For example, I have small craft in orbit as below:

7dFwdTs.png

As you can see the craft position in the image around Pe is not in the radiation belt and it is showing that habitat radiation is 8.9mrad/h which I suppose that is number that is actually hitting Jeb inside. The craft has maxed out shielding yet I get warning that kerbal is exposed to radiation. When I hover the mouse over the yellow radiation icon I get value not from habitat radiation of 8.9mrad/h but the general radiation value of 0.032 rad/h. So I am confused what is the actual value that is hitting Jeb inside habitat radiation (8,9mrad/h) or radiation value (0.032rad/h)? Also both of these numbers to me look like really small, less then 1 yet they trigger warning. I admit I don`t have a sense of scale of rad/h unit and perhaps 0.032 is something to be aware of.

yes, 8.9 mrad is what's hitting jeb inside the habitat.

1 rad/h (habitat) will kill your crew in roughly 50 hours. 9 mrad is 1/100th of that, so you'll have 5000 hours. about 2 years. not as safe as you'd like, but works for a mission around kerbin. not sure what the background should be; 0.032 looks a bit high for a magnetosphere, but then, i'm used to have active shields and ignore that. anyway, a hitchhicker container with radiation decontamination unit will heal 1% every 4 days, so you can be safe forever with that radiation level.

from your shielding efficiency I can tell you're at hard level, meaning 70% max shielding. in those conditions you can stay 3 days inside the outer radiation belt of jool, which is just enough time to land on the inner moons.

 

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Thank you for all this information! One question, How do you know what is the max dose of radiation can a Kerbal receive before it dies? That number would help me as I could send a probe, get radiation values and figure out how long a Kerbal can sit before it gets cooked.

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I am curious who updates the compatible with .cfgs? For example, I am using Stockalike Station Parts Redux by @Nertea, and I noticed the sspx-dome-greenhouse-5-1 is not included within the Kerbalism supplied SSPX.cfg for many things, but food supply is what I tested for. In my testing, using only this dome, Kerbalism menu shows only 7 days of food. I looked in the supporting SSPX.cfg and discovered there is nothing supporting the "...greenhouse-dome...". 

Or is this another possibility of me doing something wrong, lol.

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4 hours ago, SkW3rL said:

I am curious who updates the compatible with .cfgs? For example, I am using Stockalike Station Parts Redux by @Nertea, and I noticed the sspx-dome-greenhouse-5-1 is not included within the Kerbalism supplied SSPX.cfg for many things, but food supply is what I tested for. In my testing, using only this dome, Kerbalism menu shows only 7 days of food. I looked in the supporting SSPX.cfg and discovered there is nothing supporting the "...greenhouse-dome...". 

Or is this another possibility of me doing something wrong, lol.

I was about to post the same thing. You are right, the cofigs are outdated due to the new SSPX update. Also a more and more famous mod to make surface bases called Planetside Exploration ain't supported at all either...

Please someone help :(

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30 minutes ago, adriangm44 said:

You are right, the cofigs are outdated due to the new SSPX update.

I just posted a config that converts all kerbalism greenhouses to a rate based food per second instead of harvest based method. It includes all SSPX greenhouse type modules except for the smallest one. See post. To add the SSPX greenhouse modules using the default kerbalism greenhouse just edit the file SSPX.cfg under support in the Kerbalism support section, find greenhouse, copy paste and change the part name.

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I made a patch for the new parts in SSPX a few weeks ago,  replace your SSPX.cfg file in "...\GameData\KerbalismConfig\Support" with this and it should work (Do a back up first, just in case :P).

Spoiler

 

// Stock-alike Station Parts Expansion
// ============================================================================
// region Life Support
// ============================================================================
@PART[sspx-inflatable-cen*,sspx-expandable-cen*]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
{
	// Kerbalism forces the habitat to be inflated if kerbals are inside
	@CrewCapacity = #$MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
	MODULE
	{
		name = ProcessController
		resource = _Scrubber
		title = Scrubber
		capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
		running = true
	}
	MODULE
	{
		name = ProcessController
		resource = _PressureControl
		title = Pressure control
		capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
		running = true
	}
	MODULE
	{
		name = ProcessController
		resource = _WaterRecycler
		title = Water recycler
		capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
		running = true
	}
	MODULE
	{
		name = ProcessController
		resource = _WasteProcessor
		title = Waste processor
		capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
		running = true
	}
	MODULE
	{
		name = ProcessController
		resource = _MonopropFuelCell
		title = Monoprop+O2 fuel cell
		capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
		running = false
	}
	@MODULE[ProcessController],*
	{
		@capacity *= 1.67
	}
	MODULE
	{
		name = Configure
		title = Pod
		slots = 0
		UPGRADES
		{
			UPGRADE
			{
				name__ = Upgrade-Slots
				techRequired__ = electronics
				slots = 2
			}
		}
		SETUP
		{
			name = Scrubber
			desc = A dual-bed vacuum-exposing regenerative scrubber that sequesters <b>CarbonDioxide</b> from the internal atmosphere.
			mass = 0.01
			cost = 250
			MODULE
			{
				type = ProcessController
				id_field = resource
				id_value = _Scrubber
			}
		}
		SETUP
		{
			name = Pressure Control
			desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure.
			tech = engineering101
			mass = 0.01
			cost = 250
			MODULE
			{
				type = ProcessController
				id_field = resource
				id_value = _PressureControl
			}
			RESOURCE
			{
				name = Nitrogen
				amount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
				maxAmount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
				@amount *= 500
				@maxAmount *= 500
			}
		}
		SETUP
		{
			name = Water Recycler
			desc = Filter impurities out of <b>WasteWater</b>.
			tech = spaceExploration
			mass = 0.05
			cost = 500
			MODULE
			{
				type = ProcessController
				id_field = resource
				id_value = _WaterRecycler
			}
			RESOURCE
			{
				name = WasteWater
				amount = 0
				maxAmount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
				@maxAmount *= 5
			}
		}
		SETUP
		{
			name = Waste Processor
			desc = Extract <b>Ammonia</b> out of decomposing organic <b>Waste</b>.
			tech = advExploration
			mass = 0.05
			cost = 500
			MODULE
			{
				type = ProcessController
				id_field = resource
				id_value = _WasteProcessor
			}
			RESOURCE
			{
				name = Waste
				amount = 0
				maxAmount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
				@maxAmount *= 5
			}
		}
		SETUP
		{
			name = Monoprop Oxygen Fuel Cell
			desc = An emergency fuel cell that burns <b>MonoPropellant</b> and <b>Oxygen</b> gas, producing <b>Water</b> and <b>Nitrogen</b> gas as by-products.
			tech = advElectrics
			mass = 0.1
			cost = 1000
			MODULE
			{
				type = ProcessController
				id_field = resource
				id_value = _MonopropFuelCell
			}
		}
	}
}
@PART[sspx-inflatable-hab*]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
{
	// Kerbalism forces the habitat to be inflated if kerbals are inside
	@CrewCapacity = #$MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
	MODULE
	{
		name = ProcessController
		resource = _Scrubber
		title = Scrubber
		capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
		running = true
	}
	MODULE
	{
		name = ProcessController
		resource = _PressureControl
		title = Pressure control
		capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
		running = true
	}
	MODULE
	{
		name = ProcessController
		resource = _WaterRecycler
		title = Water recycler
		capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
		running = true
	}
	MODULE
	{
		name = ProcessController
		resource = _WasteProcessor
		title = Waste processor
		capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
		running = true
	}
	MODULE
	{
		name = ProcessController
		resource = _MonopropFuelCell
		title = Monoprop+O2 fuel cell
		capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
		running = false
	}
	@MODULE[ProcessController],*
	{
		@capacity *= 1.67
	}
	MODULE
	{
		name = Configure
		title = Pod
		slots = 0
		UPGRADES
		{
			UPGRADE
			{
				name__ = Upgrade-Slots
				techRequired__ = electronics
				slots = 2
			}
		}
		SETUP
		{
			name = Scrubber
			desc = A dual-bed vacuum-exposing regenerative scrubber that sequesters <b>CarbonDioxide</b> from the internal atmosphere.
			mass = 0.01
			cost = 250
			MODULE
			{
				type = ProcessController
				id_field = resource
				id_value = _Scrubber
			}
		}
		SETUP
		{
			name = Pressure Control
			desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure.
			tech = engineering101
			mass = 0.01
			cost = 250
			MODULE
			{
				type = ProcessController
				id_field = resource
				id_value = _PressureControl
			}
			RESOURCE
			{
				name = Nitrogen
				amount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
				maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
				@amount *= 500
				@maxAmount *= 500
			}
		}
		SETUP
		{
			name = Water Recycler
			desc = Filter impurities out of <b>WasteWater</b>.
			tech = spaceExploration
			mass = 0.05
			cost = 500
			MODULE
			{
				type = ProcessController
				id_field = resource
				id_value = _WaterRecycler
			}
			RESOURCE
			{
				name = WasteWater
				amount = 0
				maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
				@maxAmount *= 5
			}
		}
		SETUP
		{
			name = Waste Processor
			desc = Extract <b>Ammonia</b> out of decomposing organic <b>Waste</b>.
			tech = advExploration
			mass = 0.05
			cost = 500
			MODULE
			{
				type = ProcessController
				id_field = resource
				id_value = _WasteProcessor
			}
			RESOURCE
			{
				name = Waste
				amount = 0
				maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
				@maxAmount *= 5
			}
		}
		SETUP
		{
			name = Monoprop Oxygen Fuel Cell
			desc = An emergency fuel cell that burns <b>MonoPropellant</b> and <b>Oxygen</b> gas, producing <b>Water</b> and <b>Nitrogen</b> gas as by-products.
			tech = advElectrics
			mass = 0.1
			cost = 1000
			MODULE
			{
				type = ProcessController
				id_field = resource
				id_value = _MonopropFuelCell
			}
		}
	}
}
// end
// ============================================================================
// region Habitat (Inflatable)
// ============================================================================
@PART[sspx-inflatable-hab*]:NEEDS[StationPartsExpansionRedux,FeatureHabitat]:AFTER[KerbalismDefault]
{
	MODULE
	{
		name = Habitat
		inflate = Expand
		state = disabled
		animBackwards = True
	}
	!MODULE[ModuleDeployableHabitat] {} // Functionality is replaced by ModuleHabitat
}
// end
// ============================================================================
// region Habitat + Gravity Ring
// ============================================================================
@PART[sspx-inflatable-centrifuge-125-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
  @mass = 3.0 // kerbalism gravity ring weight 3.5 t for 65m3
	MODULE
	{
		name = Habitat
		state = disabled
		volume = 36.0
		surface = 85.0
	}
	MODULE
	{
		name = GravityRing
		ec_rate = 2.5
		animBackwards = True
		deploy = Expand
		rotate = SpinCenter
		deployed = False
		rotateIsTransform = True
		SpinRate = 42
		counterWeightRotate = SpinCenterCounter
		counterWeightSpinRate = -84.0
		counterWeightSpinAccelerationRate = 2.0
	}
	!MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat
}
@PART[sspx-inflatable-centrifuge-125-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
  @mass = 2.5 // kerbalism gravity ring weight 3.5 t for 65m3
	MODULE
	{
		name = Habitat
		state = disabled
		volume = 19.0
		surface = 55.0
	}
	MODULE
	{
		name = GravityRing
		ec_rate = 2.5
		animBackwards = True
		deploy = Expand
		rotate = CompactSpinCentre
		deployed = False
		rotateIsTransform = True
		counterWeightRotate = CounterWeight
		counterWeightSpinRate = -70
		counterWeightSpinAccelerationRate = 2
	}
	!MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat
}
@PART[sspx-inflatable-centrifuge-25-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
  @mass = 5.0 // kerbalism gravity ring weight 3.5 t for 65m3
	MODULE
	{
		name = Habitat
		state = disabled
		volume = 85
		surface = 180.0
	}
	MODULE
	{
		name = GravityRing
		ec_rate = 2.5
		animBackwards = True
		deploy = Expand
		rotate = B_Rotation
		rotateIsTransform = True
		SpinRate = 45
		SpinAccelerationRate = 1
		counterWeightRotate = 25mTorusCounterweight
		counterWeightSpinRate = -90
		counterWeightSpinAccelerationRate = 2
	}
	!MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat
}
@PART[sspx-expandable-centrifuge-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE
	{
		name = Habitat
		state = disabled
		inflatableUsingRigidWalls = True
		volume = 260.0
		surface = 450.0
	}
	MODULE
	{
		name = GravityRing
		ec_rate = 2.5
		animBackwards = True
		deploy = CentrifugeCollapse
		rotate = B_Center
		deployed = False
		rotateIsTransform = True
		SpinRate = 35
		counterWeightRotate = Counterweight
		counterWeightSpinRate = -70
		counterWeightSpinAccelerationRate = 2
	}
	!MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat
}
@PART[sspx-expandable-centrifuge-375-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE
	{
		name = Habitat
		state = disabled
		inflatableUsingRigidWalls = True
		volume = 110.0
		surface = 190.0
	}
	MODULE
	{
		name = GravityRing
		ec_rate = 2.5
		animBackwards = True
		deploy = Retract
		rotate = SpinCenter
		deployed = False
		rotateIsTransform = True
		SpinRate = 25
		counterWeightRotate = Counterweights
		counterWeightSpinRate = -70
		counterWeightSpinAccelerationRate = 2
	}

	!MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat
}

@PART[sspx-expandable-centrifuge-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE
	{
		name = Habitat
		state = disabled
		inflatableUsingRigidWalls = True
		volume = 350.0
		surface = 530.0
	}

	MODULE
	{
		name = GravityRing
		ec_rate = 2.5
		animBackwards = True
		deploy = CentrifugeCollapse
		rotate = B_SpinCore
		deployed = False
		rotateIsTransform = True
		SpinRate = -35
		SpinAccelerationRate = 1

		counterWeightRotate = B_Counterweight
		counterWeightSpinRate = 70.0
		counterWeightSpinAccelerationRate = 2
	}

	!MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat
}
// end

// ============================================================================
// region Comfort providers
// ============================================================================
@PART[sspx-observation-25-1|sspx-cupola-125-1|sspx-cupola-1875-1|sspx-cupola-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
@PART[sspx-observation-25-1|sspx-cupola-125-1|sspx-cupola-375-1|sspx-cupola-1875-1|sspx-dome-cupola-5-1|sspx-cupola-telescope-125-1|sspx-cupola-greenhouse-125-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		desc = The very best space observation experience.
		bonus = panorama
	}
	@tags ^= :$: comfort:
}

@PART[sspx-habitation-1875-1|sspx-habitation-1875-2|sspx-habitation-375-1|sspx-habitation-375-2|sspx-habitation-375-3]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
@PART[sspx-habitation-375-1|sspx-habitation-375-2|sspx-habitation-375-3|sspx-habitation-5-1|sspx-habitation-5-2|sspx-dome-habitation-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		desc = It has included a rotation system that simulates gravity. The crew will love it.
		bonus = exercise
	}
	MODULE:NEEDS[FeatureReliability]
	{
		name = Reliability
		type = Comfort
		title = Treadmill
		repair = Engineer
		mtbf = 36288000
		extra_cost = 0.25
		extra_mass = 0.05
	}
}
@PART[sspx-inflatable-hab-25-1|sspx-inflatable-hab-25-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it.
		bonus = exercise
	}
	MODULE:NEEDS[FeatureReliability]
	{
		name = Reliability
		type = Comfort
		title = Treadmill
		repair = Engineer
		mtbf = 36288000
		extra_cost = 0.25
		extra_mass = 0.05
	}
}
// Don't forget that those centrifuges have exercise areas too!
@PART[sspx-inflatable-centrifuge-25-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		desc = Some low-g exercise equipment is included. The crew will love it.
		bonus = exercise
	}
}
// centrifuge has both confort (panorama & exercise)
@PART[sspx-expandable-centrifuge-375-*]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		desc = Some low-g exercise equipment is included. The crew will love it.
		bonus = exercise
	}
	MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		desc = The very best space observation experience.
		bonus = panorama
	}
}
@PART[sspx-expandable-centrifuge-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		desc = Some low-g exercise equipment is included. The crew will love it.
		bonus = exercise
	}
		MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		desc = The very best space observation experience.
		bonus = panorama
	}
}
// end
// ============================================================================
// region Sickbay
// added by Gordon Dry
// ============================================================================
@PART[sspx-habitation-125-1|sspx-habitation-1875-1|sspx-habitation-1875-2]:NEEDS[StationPartsExpansionRedux,FeatureHabitat,FeatureRadiation]:AFTER[zzzKerbalismDefault]
@PART[sspx-habitation-125-1|sspx-habitation-1875-1|sspx-habitation-1875-2|sspx-habitation-25-1|sspx-habitation-5-1|sspx-habitation-5-2|sspx-dome-habitation-5-1]:NEEDS[StationPartsExpansionRedux,FeatureHabitat,FeatureRadiation]:AFTER[zzzKerbalismDefault]
{
	MODULE {
		name = Sickbay
		resource = _SickbayRDU
		title = RDU
		desc = The Radiation Detoxication Unit (RDU) uses EC and Oxygen to reduce the effects of radiation poisoning.
		slots = 0
		UPGRADES {
			UPGRADE {
				name__ = Upgrade-HitchhikerRDU
				techRequired__ = advScienceTech
				slots = 1
			}
		}
	}
}
// ============================================================================
// region Recyclers
// ============================================================================
@PART[sspx-utility-125-1|SSPX_sspx-utility-1875-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault]
@PART[sspx-utility-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault]
{
	// since this part contains an active shield, it needs a big NERF:
	// available only together with kerbalisms active shield
	// pricing adjusted, the part was way too cheap
	@TechRequired = experimentalScience
	@entryCost = 65000 
	@cost = 15000
	MODULE
	{
		name = Emitter
		radiation = -0.0000005555 // -0.002 rad/h
		toggle = true
		ec_rate = 1.25
		active = e10
	}
}
@PART[sspx-utility-125-1|SSPX_sspx-utility-1875-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault]
@PART[sspx-utility-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault]
{
	MODULE
	{
		name = Reliability
		type = Emitter
		title = Shield
		repair = Engineer
		mtbf = 72576000
		extra_cost = 2.5
		extra_mass = 0.1
	}
}
// end
// ============================================================================
// region Greenhouses
// ============================================================================
@PART[sspx-greenhouse-25-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
{
	MODULE
	{
		name = Greenhouse
		crop_resource = Food								// name of resource produced by harvests
		// Twice as effective as kerbalism-greenhouse part. 
		// See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details.
		// This greenhouse has 18 independent sections! It's 18 staged crops in rotation. Almost non-stop production, but each harvest is 18 times smaller.
		crop_size = 3.0625									// 18 times less harvest than 2x"kerbalism-greenhouse"
		crop_rate = 0.00000416664					 // but you can harvest 18 times more often due to independent sections!
		ec_rate = 5												 // 2x"kerbalism-greenhouse"
		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
		shutters = 25DoorsOpen							// animation to manipulate shutters
		animBackwards = True
		INPUT_RESOURCE
		{
			name = Ammonia
			rate = 0.00019140625							// 2x"kerbalism-greenhouse"
		}
		INPUT_RESOURCE
		{
			name = Water
			rate = 0.0000063802							 // 2x"kerbalism-greenhouse"
		}
		INPUT_RESOURCE
		{
			name = WasteAtmosphere						// Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used
			rate = 0.0024915995							 // 2x"kerbalism-greenhouse"
		}
		INPUT_RESOURCE
		{
			name = CarbonDioxide							// Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is
																				// present then it will be used in place of CO2 injection
			rate = 0.00083053315							// 2x"kerbalism-greenhouse"
		}
		// Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the
		// CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere.
		// If there is not enough resources then the plants will suffer.
		OUTPUT_RESOURCE
		{
			name = Oxygen
			rate = 0.0034475965							 // 200% of oxygen required by 1 crew member
		}
	}
	RESOURCE
	{
		name = Ammonia
		amount = 544												// 2x"kerbalism-greenhouse"
		maxAmount = 544
	}
	RESOURCE
	{
		name = CarbonDioxide
		amount = 9000											 // 2x"kerbalism-greenhouse"
		maxAmount = 9000
	}
	// To support pressure control
	@MODULE[Configure]
	{
		@SETUP[Pressure?Control]
		{
			!RESOURCE[Nitrogen] {}
		}
	}
	RESOURCE
	{
		name = Nitrogen
		amount = 10000											// 1x"kerbalism-greenhouse" as it does not mess with crops
		maxAmount = 10000
	}
	RESOURCE
	{
		name = Water
		amount = 22												 // 2x"kerbalism-greenhouse"
		maxAmount = 22
	}
	!MODULE[ModuleAnimateGeneric] {}			// Greenhouse handles animation
}
@PART[sspx-greenhouse-375-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
{
	MODULE
	{
		name = Greenhouse
		crop_resource = Food								// name of resource produced by harvests
		// Twice as effective as kerbalism-greenhouse part. 
		// See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details.
		// Both growing "rings" of this greenhouse are unfortunately in the same section. No independent growing possible. (Different watering and lighting needs for different grow stages). 
		crop_size = 55.125									// 2x kerbalism-greenhouse
		crop_rate = 0.00000023148					 // regular growth speed
		ec_rate = 5												 // 2x"kerbalism-greenhouse"
		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
		INPUT_RESOURCE
		{
			name = Ammonia
			rate = 0.00019140625							// 2x"kerbalism-greenhouse"
		}
		INPUT_RESOURCE
		{
			name = Water
			rate = 0.0000063802							 // 2x"kerbalism-greenhouse"
		}
		INPUT_RESOURCE
		{
			name = WasteAtmosphere						// Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used
			rate = 0.0024915995							 // 2x"kerbalism-greenhouse"
		}
		INPUT_RESOURCE
		{
			name = CarbonDioxide							// Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is
																				// present then it will be used in place of CO2 injection
			rate = 0.00083053315							// 2x"kerbalism-greenhouse"
		}
		// Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the
		// CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere.
		// If there is not enough resources then the plants will suffer.
		OUTPUT_RESOURCE
		{
			name = Oxygen
			rate = 0.0034475965							 // 200% of oxygen required by 1 crew member
		}
	}
	//	Concider those nice IVA tanks and closets for increasing current resource capacity. I won't touch em for now.
	RESOURCE
	{
		name = Ammonia
		amount = 544												// 2x"kerbalism-greenhouse"
		maxAmount = 544
	}
	RESOURCE
	{
		name = CarbonDioxide
		amount = 9000											 // 2x"kerbalism-greenhouse"
		maxAmount = 9000
	}
	// To support pressure control
	@MODULE[Configure]
	{
		@SETUP[Pressure?Control]
		{
		!RESOURCE[Nitrogen] {}
		}
	}
	RESOURCE
	{
		name = Nitrogen
		amount = 10000											// 1x"kerbalism-greenhouse" as it does not mess with crops
		maxAmount = 10000
	}
	RESOURCE
	{
		name = Water
		amount = 22												 // 2x"kerbalism-greenhouse"
		maxAmount = 22
	}
}
@PART[sspx-greenhouse-5-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
{
		MODULE
	{
		name = Greenhouse
		crop_resource = Food								// name of resource produced by harvests
		// 12 as effective as kerbalism-greenhouse part. 
		// See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details.
		// This greenhouse has 2 sections! 2 staged crops in rotation, each harvest is 2 times smaller.
		crop_size = 165.375									// 2 times less harvest than 12x"kerbalism-greenhouse"
		crop_rate = 0.00000046296					 // but you can harvest 2 times more often due to independent sections!
		ec_rate = 30												 // 12x"kerbalism-greenhouse"
		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
		INPUT_RESOURCE
		{
			name = Ammonia
			rate = 0.0011484375							// 12x"kerbalism-greenhouse"
		}
		INPUT_RESOURCE
		{
			name = Water
			rate = 0.0000382812							 // 12x"kerbalism-greenhouse"
		}
		INPUT_RESOURCE
		{
			name = WasteAtmosphere						// Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used
			rate = 0.0149495970							 // 12x"kerbalism-greenhouse"
		}
		INPUT_RESOURCE
		{
			name = CarbonDioxide							// Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is
																				// present then it will be used in place of CO2 injection
			rate = 0.00498319890							// 12x"kerbalism-greenhouse"
		}

		// Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the
		// CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere.
		// If there is not enough resources then the plants will suffer.

		OUTPUT_RESOURCE
		{
			name = Oxygen
			rate = 0.020685579							 // 1200% of oxygen required by 1 crew member
		}
	}

	RESOURCE
	{
		name = Ammonia
		amount = 3264												// 12x"kerbalism-greenhouse"
		maxAmount = 3264
	}

	RESOURCE
	{
		name = CarbonDioxide
		amount = 54000											 // 12x"kerbalism-greenhouse"
		maxAmount = 54000
	}

	// To support pressure control
	@MODULE[Configure]
	{
		@SETUP[Pressure?Control]
		{
			!RESOURCE[Nitrogen] {}
		}
	}

	RESOURCE
	{
		name = Nitrogen
		amount = 10000											// 1x"kerbalism-greenhouse" as it does not mess with crops
		maxAmount = 10000
	}

	RESOURCE
	{
		name = Water
		amount = 132												 // 12x"kerbalism-greenhouse"
		maxAmount = 132
	}

}

@PART[sspx-dome-greenhouse-5-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
{
	MODULE
	{
		name = Greenhouse

		crop_resource = Food								// name of resource produced by harvests
		// Twice as effective as kerbalism-greenhouse part. 
		// See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details.

		// This is a surface greenhouse. For the time, it acts as the 375m greenhouse, as it cant have different crops, so just 1 big harvest. 
		crop_size = 55.125									// 2x kerbalism-greenhouse
		crop_rate = 0.00000023148					 // regular growth speed
		ec_rate = 5												 // 2x"kerbalism-greenhouse"
		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

		INPUT_RESOURCE
		{
			name = Ammonia
			rate = 0.00019140625							// 2x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = Water
			rate = 0.0000063802							 // 2x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = WasteAtmosphere						// Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used
			rate = 0.0024915995							 // 2x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = CarbonDioxide							// Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is
																				// present then it will be used in place of CO2 injection
			rate = 0.00083053315							// 2x"kerbalism-greenhouse"
		}
		// Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the
		// CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere.
		// If there is not enough resources then the plants will suffer.
		OUTPUT_RESOURCE
		{
			name = Oxygen
			rate = 0.0034475965							 // 200% of oxygen required by 1 crew member
		}
	}
	//	Concider those nice IVA tanks and closets for increasing current resource capacity. I won't touch em for now.
	RESOURCE
	{
		name = Ammonia
		amount = 544												// 2x"kerbalism-greenhouse"
		maxAmount = 544
	}

	RESOURCE
	{
		name = CarbonDioxide
		amount = 9000											 // 2x"kerbalism-greenhouse"
		maxAmount = 9000
	}

	// To support pressure control
	@MODULE[Configure]
	{
		@SETUP[Pressure?Control]
		{
		!RESOURCE[Nitrogen] {}
		}
	}

	RESOURCE
	{
		name = Nitrogen
		amount = 10000											// 1x"kerbalism-greenhouse" as it does not mess with crops
		maxAmount = 10000
	}

	RESOURCE
	{
		name = Water
		amount = 22												 // 2x"kerbalism-greenhouse"
		maxAmount = 22
	}
}

@PART[sspx-cupola-greenhouse-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
{
	MODULE
	{
		name = Greenhouse

		crop_resource = Food								// name of resource produced by harvests
		// 90 times less effective as kerbalism-greenhouse part. 
		// See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details.

		// This is a VERY small greenhouse, 90 times less crops than Kerbalism-greenhouse
		crop_size = 0.30625									// 1/90 x kerbalism-greenhouse
		crop_rate = 0.00000046296					 // 2 times regular growth speed
		ec_rate = 0.0278												 // 1/90x"kerbalism-greenhouse"
		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

		INPUT_RESOURCE
		{
			name = Ammonia
			rate = 0.00000106337							// 1/90x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = Water
			rate = 0.0000000354							 // 1/90x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = WasteAtmosphere						// Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used
			rate = 0.0000138422							 // 1/90x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = CarbonDioxide							// Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is
																				// present then it will be used in place of CO2 injection
			rate = 0.00000461407							// 1/90x"kerbalism-greenhouse"
		}
		// Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the
		// CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere.
		// If there is not enough resources then the plants will suffer.
		OUTPUT_RESOURCE
		{
			name = Oxygen
			rate = 0.0000191533							 // 1.1% of oxygen required by 1 crew member
		}
	}
	
	RESOURCE
	{
		name = Ammonia
		amount = 5												// 1/90x"kerbalism-greenhouse"
		maxAmount = 5
	}
	RESOURCE
	{
		name = CarbonDioxide
		amount = 50											 // 1/90x"kerbalism-greenhouse"
		maxAmount = 50
	}
	// To support pressure control
	@MODULE[Configure]
	{
		@SETUP[Pressure?Control]
		{
		!RESOURCE[Nitrogen] {}
		}
	}
	RESOURCE
	{
		name = Nitrogen
		amount = 110											// 1/90x"kerbalism-greenhouse" as it does not mess with crops
		maxAmount = 110
	}
	RESOURCE
	{
		name = Water
		amount = 0.12												 // 1/90x"kerbalism-greenhouse"
		maxAmount = 0.12
	}
}
// ============================================================================
// region Containers
// ============================================================================
@PART[sspx-cargo-container*]:NEEDS[StationPartsExpansionRedux,B9PartSwitch,CommunityResourcePack,!ProfileNone]:AFTER[zzzKerbalismDefault]
{
	@MODULE[ModuleB9PartSwitch]:HAS[!SUBTYPE[Food]]
	{
		SUBTYPE
		{
			name = Food
			tankType = Food
			title = Food
			transform = SnacksDecal
		}
	}
	@MODULE[ModuleB9PartSwitch]:HAS[!SUBTYPE[Supplies]]
	{
		SUBTYPE
		{
			name = Supplies
			tankType = Supplies
			title = Supplies
			transform = SuppliesDecal
		}
	}
	@MODULE[ModuleB9PartSwitch]:HAS[!SUBTYPE[Waste]]
	{
		SUBTYPE
		{
			name = Waste
			tankType = Waste
			title = Waste
			transform = LifeSupportDecal
		}
	}
}
// end
// ============================================================================
// confort plants
// ============================================================================
@PART[sspx-greenhouse-5-1|sspx-dome-greenhouse-5-1|sspx-cupola-greenhouse-125-1|sspx-greenhouse-25-1|sspx-greenhouse-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		bonus = plants
		desc =  There's something inherently calming about an artificial slice of nature, kept alive only by the miracles of duct-tape and kerbal engineering. Let's hope the crew doesn't think too much about it.
	}

	@tags ^= :$: comfort:
}

//end

 

 

Edited by SiCaRiO31
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@RoadWarrior9

@SiCaRiO31

Thanks for the help, I really appreciate it! I had considered copy/pasting and changing the part name but wanted to see if there was anything in the works considering how recent SSPX is... ish.

@adriangm44 I know! I just found out about Planetside Exploration recently from a post on Reddit. I'm definitely hooked! Might have to look into options like above and make our own cfgs until something "official" comes out.

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