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[0.23.5] Goodspeed Aerospace Parts v2014.4.1B


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Awesome! And no bother at all. What was the issue, and how did you solve it?

Well i thought i had module manager but not the full download, only bits and pieces that were bundled with other Mods as a requirement to function, but i downloaded the module manager 2.5.9 that you linked earlier and put it into the game data which allowed your patch to work. (and if you know a lot about modding i might have some questions as i would like to get into modding myself :D) and just one more thing, in your mod theres an ore detector, and the rocket parts container which seem to serve no purpose atm im assuming theres another plugin/mod needed??

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... module manager 2.5.9 ...
Thanks for that info - I'll be sure to mention it next time.
... if you know a lot about modding ...
I have not dived into those particular waters, yet. It's on my to-do list but, life, y'know? Best bet is to ask some of the more experienced and talented folks around here.
... in your mod ...
As you've probably inferred from the above, it's not my mod, it belongs to Gaius Goodspeed (all hail!) - who seems to be taking a sabbatical at the moment. Life, again, I think.
... ore detector ... rocket parts container ... another plugin/mod needed?
For the ore detector you might need the Kethane mod, I'm not sure. I already had Kethane installed when I downloaded these parts; the ore detector just worked, right out of the box.

The rocket parts container is for use with Extraplanetary LaunchPads. You can store the parts you make with EPL in this container.

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So as far as I understand it, the .25 patch has this working with .90 as well? Since it's just parts?

I wish I could say definitively, but I have yet to get .90 working on my machine (not enough memory, won't even finish loading). Assuming Squad haven't moved the locations of the texture files (again), that they're still where they were in .25, then yes, it should work. I hope those aren't famous last words.

Perhaps someone else can verify?

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ahh yes sorry i forget a lot of mods get passed on lol

also any chance that you can add the ability to view the properties of a resized part? i seem to only have the default sized part info. also thanks for adding that rounded fuel cap! it definitely fills a gap and gave me just the peice i needed for my spaceplanes :D i always thought it was kinda pointless to have just structural nosecones and adapters that dont have fuel in them :P

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I wish I could say definitively, but I have yet to get .90 working on my machine (not enough memory, won't even finish loading). Assuming Squad haven't moved the locations of the texture files (again), that they're still where they were in .25, then yes, it should work. I hope those aren't famous last words.

Perhaps someone else can verify?

They moved and/or renamed a lot of parts folders and renamed many of the .cfg files. .90 is the third release in a row I've had to edit almost all of the ReStock files for, and not just for path and file names, they fiddled with node placement on a few stock parts so to make the ReStock parts referencing them work right I had to edit for that.

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  • 1 month later...

Note that at least with recent versions of TweakScale (mine was using v.1.52.1 when I tried this and saw the problem) I saw errors and loading stopped in the goodspeedGoldFuelBall with complaints about TweakScale.GoodspeedTweakScale that matched the error messages documented in Kolago's TweakScale note. The fix outlined in that same post fixed the problem for me: I just inserted it in the beginning of the Goodspeed.25Patch.cfg file.

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  • 3 weeks later...

Hello. My KSP is heavily moded and I am trying to clean up some parts I am not using or they are redundant.

I want just few of the parts of the pack.

Namely : Side tanks, Spherical fuel tanks(maybe), Pylon+Decoupler, 6 dock core, Smart Port, Science storage.

What do I need to leave and what should I delete from the folder ? Should I just copy the "Part" folder only with the parts I need inside or I need to keep some other files in the folder ?

I am trying to reduce my part count, because now I already have few pages of parts and it gets hard to build.

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  • 1 month later...
The fix outlined in that same post fixed the problem for me: I just inserted it in the beginning of the Goodspeed.25Patch.cfg file.

Thank you odmonk, for figuring that out. Just for completeness' sake, I've added the fix to the MM patch. Grab it from my dropbox, same as before. Delete the old patch, as the filename has changed (added a version number - Goodspeed.25Patch.v2.cfg).

The patch's usefulness is now undoubtedly limited - it was made to allow Goodspeed to work on KSP .25. If Galane and W1ntermute are correct (post 182 & 186), it's broken again on .90 and 1.02. I'd love to make a new patch that fixes that, but I simply don't have the bandwidth right now. Maybe later in the summer.

Edited by wreckreation
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If somebody could fix this mod and/or take over from where Gaius left off that'd be great, so many fantastic parts and they don't click together properly with 1.0.2 parts. Such a shame

It's being worked on. Expect an official announcement soon.

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There might even be a new part or two. :)

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Still fixing a few things. Some of the parts depended on Squad textures that are no longer present, so I need to find a new texture, then redo the UV maps on those parts, which I can do since I have the Blender files for all the parts, but it'll take a bit of work. Also, the colliders on the hex frames are a bit messed up. I may just redo those from scratch.

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  • 4 weeks later...

This mostly fixes* these legendary parts for me, without the need of overwriting any original files:

@PART[goodspeed*]:NEEDS[Goodspeed]:FIRST {  // Goodspeed parts
@title ^= :Goodspeed ::
@MODULE[GoodspeedTweakScale]:NEEDS[TweakScale] { @name = TweakScale } // they have buggy Scale.dll that needs to be removed too
} // PART

@PART[goodspeed*]:HAS[#node_stack_bottom
[*]]:NEEDS[Goodspeed]:FIRST { // Goodspeed parts have old-style, "wrong" bottom nodes; some need to be overriden later, hence :FIRST
@node_stack_bottom = #$node_stack_bottom[0]$, $node_stack_bottom[1]$, $node_stack_bottom[2]$, $node_stack_bottom[3]$, -1, $node_stack_bottom[5]$, $node_stack_bottom[6]$
} // PART

@PART[goodspeedStackPoint0*] { @MODEL,0 { @model ^= :stackPoint1:radialAttachmentPoint: } } // BZ-0 Mini Radial Attachment Point
@PART[goodspeedMonoStack3750] { @MODEL,* { @model ^= :RCSTank1-2:RCSFuelTankR1: } } // Goodspeed FL-R5 RCS Fuel Tank

@PART[goodspeedSweptPylon400] { // Goodspeed SW-400 Pylon & Decoupler
@MODEL,0 {
@texture,0 ^= :Aero/advancedCanard:Structural/strutCubicOcto:
@texture,1 ^= :Aero/advancedCanard:Structural/strutCubicOcto:
} // MODEL
} // PART

@PART[goodspeedRocketPartsTank,goodspeedGold*Ball] { // Goodspeed Rocket Parts Container, FB-G Fuel Tank, XB-G Xenon Tank
@MODEL,* {
@texture,0 ^= :crewCabin:hitchhikerStorageContainer:
@texture,1 ^= :crewCabin:hitchhikerStorageContainer:
} // MODEL
} // PART

@PART[goodspeedSideTank1,goodspeedRoundFuelCap] { // Goodspeed ST-SU Fuel Tank, Rounded Fuel Cap
@MODEL,* {
@texture,0 ^= :fuelTank_long:fuelTankT800:
@texture,1 ^= :fuelTank_long:fuelTankT800:
} // MODEL
} // PART

@PART[goodspeedPartsWarehouse] { // Goodspeed Rocket Parts Warehouse
@MODEL,* {
@texture,0 ^= :Utility/roverBody:Command/probeRoverBody:
@texture,1 ^= :Utility/roverBody:Command/probeRoverBody:
} // MODEL
} // PART

@PART[goodspeedHexFrame*,goodspeedHexSideMount1] { // Goodspeed TR6.1 Structural Frame, TR6.3 Structural Frame, TR-S Side Mount
@MODEL,* {
@texture,0 ^= :strutCube:strutCubicOcto:
@texture,1 ^= :strutCube:strutCubicOcto:
} // MODEL
} // PART

@PART[goodspeedStashBox] { // Goodspeed Experiment Storage Device
@MODEL,* {
@texture,0 ^= :mk2LanderCabin:mk2LanderCan:
@texture,1 ^= :mk2LanderCabin:mk2LanderCan:
} // MODEL
} // PART

@PART[goodspeedOrangeFuel*] { // Goodspeed FB-O Fuel Tank, FP-O Fuel Tank
@MODEL,* {
@texture,0 ^= :fuelTank3-2:fuelTankJumbo-64:
@texture,1 ^= :fuelTank3-2:fuelTankJumbo-64:
} // MODEL
} // PART

@PART[goodspeedNuclearReactor*] { // Goodspeed UNSFE-100 Nuclear Reactor, UNSFE-200 Nuclear Reactor, UNSFE-400 Nuclear Reactor
@MODEL,* {
@texture,0 ^= :nuclearEngine:liquidEngineLV-N:
@texture,1 ^= :nuclearEngine:liquidEngineLV-N:
} // MODEL
} // PART

@PART[goodspeed_zap01] { // Goodspeed ZAP-01 Radioisotope Thermoelectric Generator
@MODEL,* {
@texture,0 ^= :ksp_r_largeBatteryPack:z-400Battery:
@texture,1 ^= :ksp_r_largeBatteryPack:z-400Battery:
} // MODEL
} // PART

@PART[goodspeedSideNose1250] { // Goodspeed SM-1250 Rocket Cap
@MODEL,* {
@texture,0 ^= :solidBooster1-1:solidBoosterBACC:
@texture,1 ^= :solidBooster1-1:solidBoosterBACC:
} // MODEL
} // PART

@PART[goodspeedSideMount1250] { // Goodspeed SMD-250 Side Mount & Decoupler
@MODEL,* {
@texture,0 ^= :StackDecoupler:decouplerStackTR-18A:
@texture,1 ^= :StackDecoupler:decouplerStackTR-18A:
} // MODEL
} // PART

// TODO Goodspeed CMG-5 Robotic Control Unit roll++ sas++ mass--??
@PART[goodspeedCMG5RCU125] { // Goodspeed CMG-5 Robotic Control Unit
@MODULE[ModuleReactionWheel] {
@PitchTorque *= 2 // was 5, needed some boost
@YawTorque *= 2
} // ModuleReactionWheel
} // PART

@PART[goodspeedCMG5RCU125,goodspeedCMG20RCU250] { // Goodspeed CMG-5 Robotic Control Unit, CMG-20 Robotic Control Unit
@MODULE[ModuleReactionWheel] { @RollTorque *= 3 } // was 5 and 20, needed some boost
@MODULE[ModuleSAS] { %SASServiceLevel = 3 } // prograde, retrograde, radial, normal, node, target
} // PART

@PART[goodspeedCMG20RCU250] { // Goodspeed CMG-20 Robotic Control Unit
@node_stack_bottom = 0.0, -0.24, 0.0, 0, -1, 0, 2
%MODULE[ModuleConnectedLivingSpace]:NEEDS[ConnectedLivingSpace] { %passable = true }
} // PART

Beware of lingering Scale.dll - better to prune Goodspeed/Plugins with AutoPruner. Here's mine Goodspeed.prnl:

Goodspeed/Plugins
Goodspeed/Parts/FuelTank/monostack3750
Goodspeed/Parts/FuelTank/orangequad
Goodspeed/Parts/FuelTank/roundfuelcap
Goodspeed/Models/roundnose
Goodspeed/Parts/Command/discovery1
Goodspeed/Models/discovery1
Goodspeed/Parts/Utility/dockingPort2i
Goodspeed/Parts/Utility/weight
Goodspeed/Parts/Command/dockingSmartSr

Disclaimer: some otherwise useful parts are removed because I use ProceduralParts, my own Goodspeed-style docking ports (available below; in fact I modified Gaius ones so they got better both from functional and visual PoV IMO) and WildBlueIndustries DSEV Masscon (which has the ability to weight whatever You like)


// !! you'll also need RLA small RTG model+texture - mirror: https://www.sendspace.com/file/qxwj1g
PART {
name = DockingPortOmni
module = Part
author = cipherpunks

TechRequired = metaMaterials
entryCost = 12200
cost = 1080
category = Utility
subcategory = 0 // ??

title = Clamp-O-Tron Omni Docking Port

manufacturer = Goodspeed Aerospace // ??
description = Omni Docking Port integrates two smaller Clamp-O-Tron docking ports - as You never know what You'll need to dock tomorrow. It even has a light built-in.

rescaleFactor = 1

node_stack_top0 = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1
node_stack_top1 = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1
node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0
attachRules = 1,1,1,1,0

mass = 0.06

dragModelType = default
maximum_drag = 0.25
minimum_drag = 0.25
angularDrag = 0.5

crashTolerance = 15
maxTemp = 3400

MODEL {
model = Squad/Parts/Utility/dockingPort/model // = dockingPort2
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
}
MODEL {
model = Squad/Parts/Utility/dockingPortJr/model // = dockingPort3
position = 0.0, 0.145, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
}

MODEL {
model = Squad/Parts/Utility/spotLightMk2/model // = spotLight2
position = 0.0, 0.26, 0.0
scale = 0.4, 0.4, 0.4
rotation = 15, 0, 180
}

MODULE {
name = ModuleDockingNode
referenceAttachNode = top0
nodeType = size0
}
MODULE {
name = ModuleDockingNode
referenceAttachNode = top1
nodeType = size1
}

MODULE {
name = ModuleLight
lightName = spotlight
useAnimationDim = true
lightBrightenSpeed = 2.5
lightDimSpeed = 5
animationName = LightAnimation
resourceAmount = 0.01
useResources = true
useAutoDim = true // ?? test this
}
} // EOP

//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
PART {
name = DockingPortOmniSr
module = Part
author = cipherpunks

title = Clamp-O-Tron Omni Docking Port Sr. // TODO make another w/o RCS; tank is 0.05, thrusters are 0.03*12-casing, so that's 0.23 total, and 0.23 for omni port

manufacturer = Goodspeed Aerospace // ??
description = Omni Docking Port Sr. integrates all three Clamp-O-Tron docking ports in one package. This a true all-in-one solution for all Your sane docking needs. Also includes small light to remedy docking on Thy Dark Side.

TechRequired = metaMaterials // fixme
entryCost = 0
cost = 1900
category = Utility
subcategory = 0
// vesselType = Probe
CrewCapacity = 0

mass = 0.23

dragModelType = default
maximum_drag = 0.25
minimum_drag = 0.25
angularDrag = 0.5

crashTolerance = 20
maxTemp = 3400
breakingForce = 800
breakingTorque = 800

rescaleFactor = 1
attachRules = 1,1,1,1,0
node_stack_top = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 2
node_stack_top0 = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 0
node_stack_top1 = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 2

MODULE {
name = ModuleDockingNode
referenceAttachNode = top0
nodeType = size0
}
MODULE {
name = ModuleDockingNode
referenceAttachNode = top1
nodeType = size1
}
MODULE {
name = ModuleDockingNode
referenceAttachNode = top
nodeType = size2
}

MODULE {
name = ModuleLight
lightName = spotlight
useAnimationDim = true
lightBrightenSpeed = 2.5
lightDimSpeed = 5
animationName = LightAnimation
resourceAmount = 0.01
useResources = true
useAutoDim = true
}

MODEL {
model = Squad/Parts/Utility/spotLightMk2/model // = spotLight2
position = 0.0, 0.26, 0.0
scale = 0.4, 0.4, 0.4
rotation = 15, 0, 180
}

MODEL {
model = Squad/Parts/Utility/dockingPortSr/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
}
MODEL {
model = Squad/Parts/Utility/dockingPort/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
}
MODEL {
model = Squad/Parts/Utility/dockingPortJr/model
position = 0.0, 0.145, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
}
} // EOP

//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
PART {
name = SmartDockingPortOmni
module = Part
author = cipherpunks

TechRequired = metaMaterials
entryCost = 12200
cost = 6969
category = Pods
subcategory = 0
vesselType = Probe
CrewCapacity = 0

title = Clamp-O-Tron Omni SmartPort

manufacturer = Goodspeed Aerospace // ??
description = Omni SmartPort integrates two smaller Clamp-O-Tron docking ports with a MicroQBE computer to create a docking port that you can place on a vessel and literally "control from here"! Integrated reaction wheels and small RTG to keep CPU alive top out the feature list, making this a true all-in-one solution.

rescaleFactor = 1

node_stack_top0 = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1
node_stack_top1 = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1
node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0
attachRules = 1,1,1,1,0

mass = 0.085

dragModelType = default
maximum_drag = 0.25
minimum_drag = 0.25
angularDrag = 0.5

crashTolerance = 15
maxTemp = 3400

MODEL {
model = Squad/Parts/Utility/dockingPort/model // = dockingPort2
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
}
MODEL {
model = Squad/Parts/Utility/dockingPortJr/model // = dockingPort3
position = 0.0, 0.145, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
}

MODEL {
model = Squad/Parts/Utility/spotLightMk2/model // = spotLight2
position = 0.0, 0.26, 0.0
scale = 0.4, 0.4, 0.4
rotation = 15, 0, 180
}

MODEL {
model = Squad/Parts/Command/probeCoreCube/model
position = 0.0, 0.1, -0.45
scale = 0.3, 0.5, 0.2
rotation = 110, 180, 90
}

MODEL {
// model = RLA_Stockalike/Parts/Electrical/mmrtg/model
model = +My/mmrtg/model
position = 0, 0.13, 0.455
scale = 0.65, 0.65, 0.65
rotation = 180, -90, 20
// rotation = 20, 0, 0 // alternate orientation
}

MODEL {
model = Squad/Parts/Electrical/z-100Battery/model
position = 0.43, 0.04, 0
scale = 0.58 0.58 0.58
rotation = 110, 90, 0
}
MODEL {
model = Squad/Parts/Electrical/z-100Battery/model
position = -0.43, 0.04, 0
scale = 0.58 0.58 0.58
rotation = 110, -90, 0
}

MODULE {
name = ModuleCommand
minimumCrew = 0
RESOURCE {
name = ElectricCharge
rate = 0.025
}
}

MODULE {
name = ModuleSAS
SASServiceLevel = 3
}

MODULE {
name = ModuleDockingNode
referenceAttachNode = top0
nodeType = size0
}

MODULE {
name = ModuleDockingNode
referenceAttachNode = top1
nodeType = size1
}

RESOURCE {
name = ElectricCharge
amount = 50
maxAmount = 50
}

MODULE {
name = ModuleReactionWheel
PitchTorque = 0.5
YawTorque = 0.5
RollTorque = 1.5
RESOURCE {
name = ElectricCharge
rate = 0.03
}
}

MODULE {
name = ModuleLight
lightName = spotlight
useAnimationDim = true
lightBrightenSpeed = 2.5
lightDimSpeed = 5
animationName = LightAnimation
resourceAmount = 0.01
useResources = true
useAutoDim = true // ?? test this
}

MODULE {
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE {
name = ElectricCharge
rate = 0.036 // 0.65 scaled RTG is 0.035*2=0.07; 0.5=0.03
}
}

} // EOP

//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
PART {
name = SmartDockingPortOmniSrRCS
module = Part
author = cipherpunks

title = Clamp-O-Tron Omni SmartPort Sr. RCS // TODO make another w/o RCS; tank is 0.05, thrusters are 0.03*12-casing, so that's 0.23 total, and 0.23 for omni port

manufacturer = Goodspeed Aerospace // ??
description = Omni SmartPort Sr. integrates all three Clamp-O-Tron docking ports with a MicroQBE computer to create a docking port that you can place on a vessel and literally "control from here"! Integrated RCS and reaction wheels top out the feature list, making this a true all-in-one solution for your self-assembling space station modules. Also includes small RTGs to keep CPU alive.

TechRequired = largeUnmanned
entryCost = 0
cost = 980
category = Pods
subcategory = 0
vesselType = Probe
CrewCapacity = 0

mass = 0.4 // was 0.35, should be less than 0.46

dragModelType = default
maximum_drag = 0.25
minimum_drag = 0.25
angularDrag = 0.5

crashTolerance = 20
maxTemp = 3400
breakingForce = 800
breakingTorque = 800

rescaleFactor = 1
attachRules = 1,1,1,1,0
node_stack_top = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 2
node_stack_top0 = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 0
node_stack_top1 = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 2

MODULE {
name = ModuleDockingNode
referenceAttachNode = top0
nodeType = size0
}
MODULE {
name = ModuleDockingNode
referenceAttachNode = top1
nodeType = size1
}
MODULE {
name = ModuleDockingNode
referenceAttachNode = top
nodeType = size2
}

MODULE {
name = ModuleRCS
thrusterTransformName = RCSthruster
thrusterPower = 1.0
resourceName = MonoPropellant
atmosphereCurve
{
key = 0 260
key = 1 100
}
}
RESOURCE {
name = MonoPropellant
amount = 50
maxAmount = 50
}
MODULE {
name = ModuleCommand
minimumCrew = 0
RESOURCE {
name = ElectricCharge
rate = 0.025
}
}
RESOURCE {
name = ElectricCharge
amount = 100
maxAmount = 100
}
MODULE {
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE {
name = ElectricCharge
rate = 0.05
}
}
MODULE {
name = ModuleReactionWheel
PitchTorque = 0.5
YawTorque = 0.5
RollTorque = 2.5
RESOURCE {
name = ElectricCharge
rate = 0.03
}
}
MODULE {
name = ModuleSAS
SASServiceLevel = 4
}
MODULE {
name = ModuleLight
lightName = spotlight
useAnimationDim = true
lightBrightenSpeed = 2.5
lightDimSpeed = 5
animationName = LightAnimation
resourceAmount = 0.01
useResources = true
useAutoDim = true
}

MODEL {
model = Squad/Parts/Utility/linearRCS/model
position = -1.125, 0.19, 0.0
scale = 0.8, 1.0, 0.8
rotation = 0, 0, 0
}
MODEL {
model = Squad/Parts/Utility/linearRCS/model
position = 1.125, 0.19, 0.0
scale = 0.8, 1.0, 0.8
rotation = 0, 0, 0
}
MODEL {
model = Squad/Parts/Utility/linearRCS/model
position = 0.0, 0.19, -1.125
scale = 0.8, 1.0, 0.8
rotation = 0, 0, 0
}
MODEL {
model = Squad/Parts/Utility/linearRCS/model
position = 0.0, 0.19, 1.125
scale = 0.8, 1.0, 0.8
rotation = 0, 0, 0
}
MODEL {
model = Squad/Parts/Utility/linearRCS/model
position = -1.16, 0.088, -0.285
scale = 0.8, 1.0, 0.8
rotation = 0, 0, 90
}
MODEL {
model = Squad/Parts/Utility/linearRCS/model
position = -1.16, 0.088, 0.285
scale = 0.8, 1.0, 0.8
rotation = 0, 0, 90
}
MODEL {
model = Squad/Parts/Utility/linearRCS/model
position = 1.16, 0.088, -0.285
scale = 0.8, 1.0, 0.8
rotation = 0, 0, 270
}
MODEL {
model = Squad/Parts/Utility/linearRCS/model
position = 1.16, 0.088, 0.285
scale = 0.8, 1.0, 0.8
rotation = 0, 0, 270
}
MODEL {
model = Squad/Parts/Utility/linearRCS/model
position = -0.285, 0.088, -1.16
scale = 0.8, 1.0, 0.8
rotation = 270, 0, 0
}
MODEL {
model = Squad/Parts/Utility/linearRCS/model
position = 0.285, 0.088, -1.16
scale = 0.8, 1.0, 0.8
rotation = 270, 0, 0
}
MODEL {
model = Squad/Parts/Utility/linearRCS/model
position = -0.285, 0.088, 1.16
scale = 0.8, 1.0, 0.8
rotation = 90, 0, 0
}
MODEL {
model = Squad/Parts/Utility/linearRCS/model
position = 0.285, 0.088, 1.16
scale = 0.8, 1.0, 0.8
rotation = 90, 0, 0
}
MODEL {
model = Squad/Parts/Utility/spotLightMk2/model // = spotLight2
position = 0.0, 0.26, 0.0
scale = 0.4, 0.4, 0.4
rotation = 15, 0, 180
}

MODEL {
model = Squad/Parts/Utility/dockingPortSr/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
}
MODEL {
model = Squad/Parts/Utility/dockingPort/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
}
MODEL {
model = Squad/Parts/Utility/dockingPortJr/model
position = 0.0, 0.145, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
}

MODEL {
model = Squad/Parts/Electrical/z-400Battery/model
// position = 0.811, 0.089, 0.811 // Y was 0.088
position = 0.8105, 0.0885, 0.8105
scale = 0.45, 0.45, 0.45
rotation = 0, 225, -90
}
MODEL {
model = Squad/Parts/Electrical/z-400Battery/model
// position = -0.811, 0.089, 0.811
position = -0.8105, 0.0885, 0.8105
scale = 0.45, 0.45, 0.45
rotation = 0, 135, 90
}

MODEL {
model = Squad/Parts/Command/probeCoreCube/model
position = 0.0, 0.088, -1.2
scale = 0.3, 0.5, 0.3
rotation = 0, 0, 90
}

MODEL {
// model = RLA_Stockalike/Parts/Electrical/mmrtg/model
model = +My/mmrtg/model
position = -1.24, 0.088, 0.0
scale = 0.65, 0.65, 0.65
rotation = 0, 0, 90
}

} // EOP

//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
PART {
name = SmartDockingPortOmniSr
module = Part
author = cipherpunks

title = Clamp-O-Tron Omni SmartPort Sr. // !! tank is 0.05, thrusters are 0.03*12-casing, so that's 0.23 total, and 0.23 for omni port

manufacturer = Goodspeed Aerospace // ??
description = Omni SmartPort Sr. integrates all three Clamp-O-Tron docking ports with a MicroQBE computer to create a docking port that you can place on a vessel and literally "control from here"! Integrated reaction wheels top out the feature list, making this a true all-in-one solution for your space tugs and space tankers. Also includes small RTGs to keep CPU alive.

TechRequired = largeUnmanned
entryCost = 0
cost = 3500
category = Pods
subcategory = 0
vesselType = Probe
CrewCapacity = 0

mass = 0.3

dragModelType = default
maximum_drag = 0.25
minimum_drag = 0.25
angularDrag = 0.5

crashTolerance = 20
maxTemp = 3400
breakingForce = 800
breakingTorque = 800

rescaleFactor = 1
attachRules = 1,1,1,1,0
node_stack_top = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 2
node_stack_top0 = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 0
node_stack_top1 = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 2

MODULE {
name = ModuleDockingNode
referenceAttachNode = top0
nodeType = size0
}
MODULE {
name = ModuleDockingNode
referenceAttachNode = top1
nodeType = size1
}
MODULE {
name = ModuleDockingNode
referenceAttachNode = top
nodeType = size2
}

MODULE {
name = ModuleCommand
minimumCrew = 0
RESOURCE {
name = ElectricCharge
rate = 0.025
}
}
RESOURCE {
name = ElectricCharge
amount = 100
maxAmount = 100
}
MODULE {
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE {
name = ElectricCharge
rate = 0.05
}
}
MODULE {
name = ModuleReactionWheel
PitchTorque = 0.5
YawTorque = 0.5
RollTorque = 2.5
RESOURCE {
name = ElectricCharge
rate = 0.03
}
}
MODULE {
name = ModuleSAS
SASServiceLevel = 4
}
MODULE {
name = ModuleLight
lightName = spotlight
useAnimationDim = true
lightBrightenSpeed = 2.5
lightDimSpeed = 5
animationName = LightAnimation
resourceAmount = 0.01
useResources = true
useAutoDim = true
}

MODEL {
model = Squad/Parts/Utility/spotLightMk2/model // = spotLight2
position = 0.0, 0.26, 0.0
scale = 0.4, 0.4, 0.4
rotation = 15, 0, 180
}

MODEL {
model = Squad/Parts/Utility/dockingPortSr/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
}
MODEL {
model = Squad/Parts/Utility/dockingPort/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
}
MODEL {
model = Squad/Parts/Utility/dockingPortJr/model
position = 0.0, 0.145, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
}

MODEL {
model = Squad/Parts/Electrical/z-400Battery/model
// position = 0.811, 0.089, 0.811 // Y was 0.088
position = 0.8105, 0.0885, 0.8105
scale = 0.45, 0.45, 0.45
rotation = 0, 225, -90
}
MODEL {
model = Squad/Parts/Electrical/z-400Battery/model
// position = -0.811, 0.089, 0.811
position = -0.8105, 0.0885, 0.8105
scale = 0.45, 0.45, 0.45
rotation = 0, 135, 90
}

MODEL {
model = Squad/Parts/Command/probeCoreCube/model
position = 0.0, 0.088, -1.2
scale = 0.3, 0.5, 0.3
rotation = 0, 0, 90
}

MODEL {
// model = RLA_Stockalike/Parts/Electrical/mmrtg/model
model = +My/mmrtg/model
position = -1.24, 0.088, 0.0
scale = 0.65, 0.65, 0.65
rotation = 0, 0, 90
}

} // EOP

//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
@PART[DockingPortOmni,SmartDockingPortOmni] { %MODULE[ModuleAdaptiveDockingNode]:NEEDS[AdaptiveDockingNode] { %ValidSizes = size0,size1 }}
@PART[DockingPortOmniSr,SmartDockingPortOmniSr,SmartDockingPortOmniSrRCS] { %MODULE[ModuleAdaptiveDockingNode]:NEEDS[AdaptiveDockingNode] { %ValidSizes = size0,size1,size2 }}

@PART[*DockingPortOmni*] { // 1.0.4 fixes, kinda
%MODULE[ModuleConnectedLivingSpace]:NEEDS[ConnectedLivingSpace] {
%passable = true
%passableWhenSurfaceAttached = true
}
%thermalMassModifier = 2 // 1.0 for insulator; Squad uses 4 often; 6 for nose cones
%heatConductivity = 0.005 // 0.0001 for insulator; default = 0.12; Squad uses 0.04 for panels
%radiatorMax = 0.35 // ?? dunno what it is; default = 0.25
// %radiatorHeadroom = 0.75 // ?? I don't give a damn; Squad uses 0.75 or 0.5 for radiators
%emissiveConstant = 0.7 // ?? dunno what it is; Squad uses 0.9 for radiators
%skinThicknessFactor = 0.85 // skin:internals proportion; around 1 for panels, around 0.1 or less for tanks
// %skinInternalConductionMult = 4.0 // skin -> intestines flux
} // PART

//////////////////////////////////////////////////////////////////////////////
// EOF
// my modifications are public domain ofc

Goodspeed_docks.jpg


@PART[goodspeedNuclearReactor*] { // Goodspeed UNSFE-100 Nuclear Reactor, UNSFE-200 Nuclear Reactor, UNSFE-400 Nuclear Reactor
@rescaleFactor = 0.5 // was 1.25m and 2.5m
@MODEL,* {
@texture,0 ^= :nuclearEngine:liquidEngineLV-N:
@texture,1 ^= :nuclearEngine:liquidEngineLV-N:
} // MODEL
@attachRules = 1,1,1,1,0
@maxTemp *= 1.2 // was 3400, exploded at ~1520
%emissiveConstant = 0.35 // is ribbed and has 4 panels; 1 for radiators; was 0.35
%heatConductivity = 0.85 // has heat pipes; 0.0001 for insulator
%skinInternalConductionMult = 2
@RESOURCE[ElectricCharge] {
@amount *= 0.5
@maxAmount *= 0.5
} // RESOURCE
%power_electrical = #$RESOURCE[ElectricCharge]/maxAmount$
@power_electrical *= 0.5 // it sees the one prior to modification
@MODULE[ModuleGenerator]::NEEDS[!CommunityResourcePack] { @OUTPUT_RESOURCE[ElectricCharge] { @rate = #$../../power_electrical$ } }
%MODULE[TweakScale]:NEEDS[TweakScale] { %type = stack }
} // PART

@PART[goodspeedNuclearReactor*]:NEEDS[CommunityResourcePack] { // Goodspeed UNSFE-100 Nuclear Reactor, UNSFE-200 Nuclear Reactor, UNSFE-400 Nuclear Reactor
%power_thermal = #$RESOURCE[ElectricCharge]/maxAmount$
@power_thermal *= 4
%RESOURCE[WasteHeat] {
%amount = #$../power_thermal$
%maxAmount = #$../power_thermal$
} // RESOURCE
@MODULE[ModuleGenerator] { @OUTPUT_RESOURCE[ElectricCharge] {
@name = WasteHeat
@rate = #$../../power_thermal$
} // OUTPUT_RESOURCE
} // ModuleGenerator
%MODULE[ModuleResourceConverter] {
%StartActionName = Startup reactor
%StopActionName = Shutdown reactor
//%AlwaysActive = true
%AutoShutdown = true
%UseSpecialistBonus = false
INPUT_RESOURCE {
ResourceName = WasteHeat
%Ratio = #$../../power_thermal$
FlowMode = ALL_VESSEL
} // INPUT_RESOURCE
OUTPUT_RESOURCE {
ResourceName = ElectricCharge
%Ratio = #$../../power_electrical$
DumpExcess = true // ??
} // OUTPUT_RESOURCE
%GeneratesHeat = true
%DefaultShutoffTemp = 0.95 // ~36.16% at 0.96
//%FillAmount = 0.95 // how much it perceives the target resource level to be; only fill to that % and stop
} // ModuleResourceConverter
} // PART

@PART[goodspeedNuclearReactor1]:NEEDS[CommunityResourcePack] { // Goodspeed UNSFE-100 Nuclear Reactor
@title ^= :100:200:
@description = Uranium Nitride Safe Fission Engine: 50kWe (200 kWt), 65.2cm diameter version, slim-line.
@mass = 0.256
%bulkheadProfiles = size0 // 0.625m
%MODULE[ModuleResourceConverter] {
%ConverterName = Heat: 200kWt
%TemperatureModifier = 39.147 // Int flux must be 200
} // ModuleResourceConverter
%MODULE[TweakScale]:NEEDS[TweakScale] { %defaultScale = 0.625 } // TweakScale
} // PART

@PART[goodspeedNuclearReactor2]:NEEDS[CommunityResourcePack] { // Goodspeed UNSFE-200 Nuclear Reactor
@title ^= :200:400:
@description = Uranium Nitride Safe Fission Engine: 100kWe (400 kWt), 65.2cm diameter version.
@mass = 0.512
%bulkheadProfiles = size0 // 0.625m
%MODULE[ModuleResourceConverter] {
%ConverterName = Heat: 400kWt
%TemperatureModifier = 39.1907 // Int flux = 400
} // ModuleResourceConverter
%MODULE[TweakScale]:NEEDS[TweakScale] { %defaultScale = 0.625 } // TweakScale
} // PART

@PART[goodspeedNuclearReactor3]:NEEDS[CommunityResourcePack] { // Goodspeed UNSFE-400 Nuclear Reactor
@title ^= :400:800:
@description = Uranium Nitride Safe Fission Engine: 200kWe (800 kWt), 1.25m diameter version.
@mass = 1.024
%bulkheadProfiles = size1 // 1.25m
%MODULE[ModuleResourceConverter] {
%ConverterName = Heat: 800kWt
%TemperatureModifier = 39.063 // Int flux must be 800
} // ModuleResourceConverter
%MODULE[TweakScale]:NEEDS[TweakScale] { %defaultScale = 1.25 } // TweakScale
} // PART
// TODO clone 2.5m bigger ones

Koriolis New Parts Preview
I sniff Elite influence here ;-)

* textures aren't fixed with full-wildcard approach; currently working on neat way to fix them all in just 1 line per part, but stumbled upon ModuleManager ^= peculiarity...

Edited by cipherpunks
shamelessly add my parts
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