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Hab/Hub (and other strange things)


zzz

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I know someone already posted a modified config for the Science module but here's another one that has working antenna and equipment bay. (equipment bay shuts anytime you keep / transmit data but that's stock behavior). I also removed the toggles for the various sensors in the interest of keeping the menu clutter down but you can still log data with them for Science!!!â„¢

This one requires module manager; it's just a patch file not a full part file. You can put it anywhere in the Gamedata folder or its subfolders.

For career mode I set it to Field Science with an entry cost (ignored right now) somewhat higher than the Hitchhiker pod

zzz_science.cfg dropbox link

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I know someone already posted a modified config for the Science module but here's another one that has working antenna and equipment bay.

That's cool, thx! ^_^

Did anyone knows if there any science.cfg for zzz's magnetometer?

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  • 3 weeks later...
  • 2 weeks later...
if you're working on anything new or interesting?

I'm not make anything for ksp anymore, just accidentally went in because of new version on horizon. Just to take a look what is happening.

Would we be able to get a public access version of the models

Every single model made/shared by me is this "public domain" thing, even is this not mentioned(I usually did it). I don't know how all this work with models made for not my own projects, I love this people but I didn't made any contracts and everythig is intended to be free to use for everyone. Not because I don't respect copyrights but this is way how I handle my own things.

So you can use this as quote if you need something.

Edited by zzz
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  • 1 month later...

Ive made all the boxes compatible with career mode and enabled them to hold objects just like the storage containers from KAS. All the boxes hold 40 weight worth of objects except for the long boxes which i made them hold 80. Anybody that wants the cfg files for this hit me up. This is a great mod.

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I'm not make anything for ksp anymore...

Looks like you've made something new to me :)

I'm sure you get loads of requests, but would you be able to make some models for the TAC Life Support mod?

I like the mod but don't really like the models that come with it :/ If nothing else, could you make a set of your tapered boxes labelled with the life support resources (Food, water etc).

Love your work and hope you continue :)

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Love your work and hope you continue

It was just accidentally, "offical statament" is still the same:)

About lebles, maybe someone else will make it, I dont think it's will be hard. I know there enough guys who can make it.

I personally not sure about it, I currently use it for large quantities of tac resources(and have mm configs for kas boxes by some guy) but not sure such lebels is really needed, I understand it form game perspective but I discern(?) them just by colors and real spacecrafts and big containers rarely have big signs "food" on it(well maybe sometimes it actually have, I don't know, let's say, my imaginary spacecrafts and containers is not), so I don't think I realy need to make it. And if no one is want to make it - maybe this is not really needed.

Edited by zzz
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Zzz iwe loved your models ever since i saw the greenhouse model you made a long time ago. You bring a unique style to the ksp modelling scene. Dont feel pressured to make more stuff. I know how that can get stressful. Just take it at your own pace and if you feel like making something new, make what you think would be fun to make yourself and you know the community will embrace it whatever it is. Love the new spherical tank btw.

Edited by landeTLS
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It was just accidentally, "offical statament" is still the same:) I really appreciate all this, I don't know how to cal it - "you, guys said I made something nice" - this thing. Means a lot for me. Even if thing is not really usefull. So, thanks. But no, I don't want to say I somehow will continie somethng. I'm strange person actually.

About lebles, maybe someone else will make it, I dont think it's will be hard. I know there enough guys who can make it.

I personally not sure about it, I currently use it for large quantities of tac resources(and have mm configs for kas boxes by some guy) but not sure such lebels is really needed, I understand it form game perspective but I discern(?) them just by colors and real spacecrafts and big containers rarely have big signs "food" on it(well maybe sometimes it actually have, I don't know, let's say, my imaginary spacecrafts and containers is not), so I don't think I realy need to make it. And if no one is want to make it - maybe this is not really needed.

Well thank you for the reply anyway and I hope you find the time and effort to continue at some point

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My config file for Science lab (0.23). Similar to existing laboratory stock but whit antenna (transmits data)and Observe Material Bay. Antenna and bay whit animation.

PART
{
name = sci_generic
module = Part
author = z
mesh = sci_model.mu
scale = 1
rescaleFactor = 1

node_stack_top = 0.0, 1.7602737, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -1.7501, 0.0, 0.0, 1.0, 0.0

TechRequired = advScienceTech
entryCost = 11000
cost = 4000
category = Science
subcategory = 0
title = Lab
manufacturer = Sklifosovsky Labs
description = For science
attachRules = 1,0,1,1,0

mass = 2.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
breakingForce = 200
breakingTorque = 200
maxTemp = 2900

CrewCapacity = 2

INTERNAL
{
name = crewtestInternals
}
MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Data
storeActionName = Store Experiments
collectActionName = Take Data

evaOnlyStorage = True
storageRange = 2

allowRepeatedSubjects = True
}
MODULE
{
name = ModuleScienceLab

containerModuleIndex = 0
dataTransmissionBoost = 2.0
crewsRequired = 2

canResetConnectedModules = True
canResetNearbyModules = True
interactionRange = 5

RESOURCE_PROCESS
{
name = ElectricCharge
amount = 15
}
}


MODULE
{
name = ModuleAnimateGeneric
animationName = sci1
startEventGUIName = Deploy equipment
endEventGUIName = Retract equipment
}
MODULE
{
name = ModuleScienceExperiment
experimentID = mobileMaterialsLab

experimentActionName = Observe Materials Bay
resetActionName = Reset Materials Bay

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True

xmitDataScalar = 0.2

FxModules = 2

dataIsCollectable = True
collectActionName = Collect Data
interactionRange = 1.2
}
MODULE
{
name = ModuleAnimateGeneric
animationName = sci2
startEventGUIName = Deploy dish
endEventGUIName = Retract dish
}

MODULE
{
name = ModuleDataTransmitter

packetInterval = 0.3
packetSize = 2

packetResourceCost = 15.0
requiredResource = ElectricCharge

DeployFxModules = 4
}

MODULE
{
name = ModuleAnimateGeneric
animationName = light
startEventGUIName = Lights ON
endEventGUIName = Lights OFF
}

}

4275C7098F371CE837A3B7665A7FA3D44AA06137

Nice work ZZZ and thx for Crosswalk http://forum.kerbalspaceprogram.com/threads/40207-Crosswalk-narrow-passageway (sorry for my English)

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  • 1 month later...
Is Z still doing models i was wondering if he would upgrade the hab science model IVA with all the new changes like rastor prop monitor it would be awesome and perhaps make a useable door as in it opens

Not to speak for zzz, but he has said on a couple of occasions that he is mostly done modeling stuff for now. This seems to be kind of an off and on again hobby for him. Kind of a bummer for many of us as his creations are pretty amazing for those who like the future science theme he rocks at. That being said is RPM functionality really needed? Last time I checked the part was not a command part.

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  • 3 weeks later...
  • 3 months later...
  • 2 weeks later...
My config file for Science lab (0.23). Similar to existing laboratory stock but whit antenna (transmits data)and Observe Material Bay. Antenna and bay whit animation.

MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Data
storeActionName = Store Experiments
collectActionName = Take Data

evaOnlyStorage = True
storageRange = 2

allowRepeatedSubjects = True
}
MODULE
{
name = ModuleScienceLab

containerModuleIndex = 0
dataTransmissionBoost = 2.0
crewsRequired = 2

canResetConnectedModules = True
canResetNearbyModules = True
interactionRange = 5

RESOURCE_PROCESS
{
name = ElectricCharge
amount = 15
}
}

-snip-

Nice work ZZZ and thx for Crosswalk http://forum.kerbalspaceprogram.com/threads/40207-Crosswalk-narrow-passageway (sorry for my English)

How did you get that code to work. If I add it via a MM config to a part, it doesn't work and I can't see any RMB menu's anymore till I remove it.

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  • 3 weeks later...
How did you get that code to work. If I add it via a MM config to a part, it doesn't work and I can't see any RMB menu's anymore till I remove it.

What he posted was a complete part configuration, intended to replace what's in the lab's part file. It's not meant to be used as a Module Manager patch as is.

To know why yours isn't working you would have to post your MM code and someone can look at it and fix it.

Or you can edit the original file and replace it with what he posted. (not advisable because if you ever delete and reinstall the original files then you will lose your changes, so a MM patch is best)

Edit: Here's an alternate config that you can use as an MM patch. (just put this into a file named zzz_science.cfg)


@PART[sci_generic]
{
TechRequired = fieldScience
entryCost = 15000
//MODULE
//{
// name = ModuleEnviroSensor
// sensorType = ACC
//}
!MODULE[ModuleEnviroSensor]{}
!MODULE[ModuleEnviroSensor]{}
!MODULE[ModuleEnviroSensor]{}
MODULE
{
name = ModuleScienceExperiment

experimentID = seismicScan

experimentActionName = Log Seismic Data
resetActionName = Delete Data

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = False

resettable = True
resettableOnEVA = False

xmitDataScalar = 0.6

}
MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 2.0
}
MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 4.0
}
MODULE
{
name = ModuleScienceExperiment

experimentID = mysteryGoo

experimentActionName = Observe Mystery Goo
resetActionName = Reset Goo Canister

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True

resettable = True
resettableOnEVA = True

xmitDataScalar = 0.4

FxModules = 0
}
MODULE
{
name = ModuleScienceExperiment
experimentID = mobileMaterialsLab


experimentActionName = Observe Materials Bay
resetActionName = Reset Materials Bay


useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
resettable = True
resettableOnEVA = True

xmitDataScalar = 0.2

FxModules = 0
}
MODULE
{
name = ModuleScienceExperiment

experimentID = barometerScan

experimentActionName = Log Pressure Data
resetActionName = Delete Data

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = False

resettable = True
resettableOnEVA = False

xmitDataScalar = 0.6

}
MODULE
{
name = ModuleScienceExperiment

experimentID = gravityScan

experimentActionName = Log Gravity Data
resetActionName = Delete Data

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = False

resettable = True
resettableOnEVA = False

xmitDataScalar = 0.6

}
MODULE
{
name = ModuleScienceExperiment

experimentID = temperatureScan

experimentActionName = Log Temperature
resetActionName = Delete Data

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = False

resettable = True
resettableOnEVA = False

xmitDataScalar = 0.6

}
MODULE
{
name = ModuleDataTransmitter

packetInterval = 0.3
packetSize = 2

packetResourceCost = 15.0
requiredResource = ElectricCharge

DeployFxModules = 1
}
}

Edited by Starwaster
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Here's a slightly updated part.cfg file for the science lab in .24 - it adds a higher cost, slightly higher electrical usage and also makes the lab passable as part of the Connected Living Spaces mod.

PART

{

name = sci_generic

module = Part

author = z

mesh = sci_model.mu

scale = 1

rescaleFactor = 1

node_stack_top = 0.0, 1.7602737, 0.0, 0.0, 1.0, 0.0

node_stack_bottom = 0.0, -1.7501, 0.0, 0.0, 1.0, 0.0

CrewCapacity = 2

TechRequired = spaceExploration

entryCost = 10400

cost = 4000

category = Science

subcategory = 0

title = Astro Science Lab

manufacturer = Sklifosovsky Labs

description = A new mobile science processing lab, specialized in astrophysics, chemistry and planetary sciences.

attachRules = 1,0,1,1,0

mass = 3

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.3

angularDrag = 2

crashTolerance = 6

breakingForce = 200

breakingTorque = 200

maxTemp = 2900

vesselType = Ship

MODULE

{

name = ModuleScienceLab

containerModuleIndex = 0

dataTransmissionBoost = 1.5

crewsRequired = 2

canResetConnectedModules = True

canResetNearbyModules = True

interactionRange = 5

RESOURCE_PROCESS

{

name = ElectricCharge

amount = 20

}

}

MODULE

{

name = ModuleEnviroSensor

sensorType = PRES

}

INTERNAL

{

name = crewtestInternals

}

MODULE

{

name = ModuleConnectedLivingSpace

passable = true

}

MODULE

{

name = ModuleEnviroSensor

sensorType = GRAV

}

MODULE

{

name = ModuleEnviroSensor

sensorType = TEMP

}

MODULE

{

name = ModuleAnimateGeneric

animationName = sci1

startEventGUIName = Deploy equipment

endEventGUIName = Retract equipment

}

MODULE

{

name = ModuleAnimateGeneric

animationName = sci2

startEventGUIName = Deploy dish

endEventGUIName = Retract dish

}

MODULE

{

name = ModuleAnimateGeneric

animationName = light

startEventGUIName = Lights ON

endEventGUIName = Lights OFF

}

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