SuicidalInsanity Posted December 29, 2020 Author Share Posted December 29, 2020 This has been finally updated. Since I've had little time to model recently, this is mainly a maintenance update to fix code issues and similar v1.8.2 - Grab from SpaceDock | GitHub ChangeLog: -Code changes to eliminate memory leak -Resource flow changed to stock model - no more messing with PAWs and fuel transfers -Modulename changed to prevent issues with FFT's 'ModulePulseEngine' - This will cause existing Orion craft to throw a missing module error. Retire/Recover Orion-equipped vessels before installation -RestockWhitelist updated to fix the command pod issue. -Adds CTT integration Quote Link to comment Share on other sites More sharing options...
Apelsin Posted January 24, 2021 Share Posted January 24, 2021 Some pics of my latest career mode project centered around this mod. I find it a very fun sidegrade to NFT and FFT, riding on nuclear explosions never gets old https://imgur.com/gallery/jV1a3je Quote Link to comment Share on other sites More sharing options...
Apelsin Posted January 29, 2021 Share Posted January 29, 2021 Hey, so I noticed something when trying out Extraplanetary Launchpads: both that mod and this one have metal and metal ore resources, except with very slight differences in naming. Is there any chance these can be merged (via renaming), or is it difficult to do? Spoiler Quote Link to comment Share on other sites More sharing options...
Kerbals_of_Steel Posted March 12, 2021 Share Posted March 12, 2021 Not sure if there is anyone else who will ever use this, but I wrote a Module Manager patch to make the Orion crew parts compatible with USI life support: Spoiler //Add USI Life Support Habitation compatibility to the CH-2 Crew Container from the Orion mod by Suicidal Insanity @PART[SPO_CrewSpine_Short] { MODULE:NEEDS[USILifeSupport] { name = USI_SwapController } MODULE:NEEDS[USILifeSupport] { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE:NEEDS[USILifeSupport] { name = USI_Converter UseSpecialistBonus = false } MODULE:NEEDS[USILifeSupport] { name = USILS_HabitationSwapOption ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat BaseKerbalMonths = 11 //Set base Habitation Time CrewCapacity = 2 //Set Habitation Crew Capacity BaseHabMultiplier = 0 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.525 //Set Charge per second used for Habitation } } } // Adds USI Life Support Habitation and Recycler compatibility to the CH-8 Space House from the Orion Mod by Suicidal Insanity @PART[SPO_375mHab] { MODULE:NEEDS[USILifeSupport] { name = USI_SwapController } MODULE:NEEDS[USILifeSupport] { name = USI_SwappableBay bayName = Life Support moduleIndex = 0 currentLoadout = 0 hasPermanentLoadout = true } MODULE:NEEDS[USILifeSupport] { name = USI_SwappableBay bayName = Habitat moduleIndex = 1 currentLoadout = 1 hasPermanentLoadout = true } MODULE:NEEDS[USILifeSupport] { name = USI_Converter UseSpecialistBonus = false } MODULE:NEEDS[USILifeSupport] { name = USI_Converter UseSpecialistBonus = false } MODULE:NEEDS[USILifeSupport] { name = USILS_LifeSupportRecyclerSwapOption ConverterName = Recycler StartActionName = Start Recycler StopActionName = Stop Recycler CrewCapacity = 8 // Sets overall kerbal capacity of the recycler RecyclePercent = 0.70 // Sets overall efficiency of the recycler INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 40 // Amount of charge used per second for Recycler } } MODULE:NEEDS[USILifeSupport] { name = USILS_HabitationSwapOption ConverterName = Crew Quarters StartActionName = Start Crew Quarters StopActionName = Stop Crew Quarters BaseKerbalMonths = 24 //Sets Habitation time CrewCapacity = 8 //Sets Habitation capacity BaseHabMultiplier = 1 //Adjusts overall Hab multiplier INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.525 // Amount of charge used per second for Habitation } } } Tested it out in my career save and it has worked fine without needing any BEFORE/AFTER/FINAL syntax. Habitation times were set by figuring out the relative volumes of each compared to the stock Hitchhiker (and applying a little spherical cow math for the CH-8), and adjusting to match Hab time per cubic Kerbal meter. The recycler in the CH-8 is adjusted to be matched to the various USI greenhouses, 2 mediums or 1 large one will supply a fully occupied Space House indefinitely. Hopefully the patch is commented enough for someone to fine tune it for their own preferences. KoS Quote Link to comment Share on other sites More sharing options...
damerell Posted June 9, 2021 Share Posted June 9, 2021 I've added it to my save, where I'm using USILS on an Orion-powered mission. Thanks. Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 15 Share Posted January 15 Still learning Principia, but this looks like it does not work with the mod. I see in the Principia FAQ this statement. Quote Any mod that tries to move vessels or otherwise change orbits either (1) without using engines or (2) during time warp, is incompatible with Principia. I take it that whatever method is used to provide the impulse here falls inside that. Quote Link to comment Share on other sites More sharing options...
Garuda Posted April 20 Share Posted April 20 Any updates? Those 10m parts looked awesome Quote Link to comment Share on other sites More sharing options...
Forked Camphor Posted April 21 Share Posted April 21 5 hours ago, Garuda said: Any updates? Those 10m parts looked awesome It works fine for me. No problems whatsoever Quote Link to comment Share on other sites More sharing options...
Unspecified Posted May 1 Share Posted May 1 (edited) Nice! Edited May 1 by Unspecified Quote Link to comment Share on other sites More sharing options...
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