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[0.0] Small Stanford torus and Biodome models


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http://kerbal.curseforge.com/ksp-mods/221181-biodomes-and-stanford-toruses

A little bit back I posted a request for a mod like what I built here. Now its done for now. Introducing new habitats from Netherdyne's HR department

This mod adds two new parts for kerbal habitation.

The 50 meter diameter Toroid Woods module is a nice way to show your kerbal workforce you care that they're cooped up in cans for hours on end. The module has scenic views of space to enjoy.

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The Biodome (Netherdyne S1 Garden module) is a small garden plot for Kerbals to hang out after work. The album below is from older screenshots of it. You can still walk around in it but its better off to use the IVA instead.

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I'm in the process of making a full sized stanford torus mod at the moment but I might be able to help.

I'm just gettin back into the swing of using Blender after about a 10 year hiatus on it. I personally would rather have 3d studio max but I can't afford it right now. Blender works but the texture baker in it leaves something to be desired (like high resolution)

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I'm having a hard time finding parts to fit the middle attachment spot. It doesn't seem to be one size or another, but rather slightly in between sizes. Even scaling parts with TweakScale only managed to get a "almost right" fit.

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They just didn't seem to fit exactly on the dot with those sizes. The surface was just a tad smaller on the large ring-station. The smaller dome thing, I didn't really look at that one to be honest.

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Is that the small torus? It don't fit in VAB.

Anyway, extremely cool and something I have been looking for a long time.

Request for the "small" hab, had it been possible to get an bottom and top node? Both would make it far easier to place them with launchers and skycranes.

They would also look good on an asteroid with the asteroid cities mod.

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Obvious idea did not work.

yI2GQzm.png

EsaBIAd.png

Next idea is to spin it up in space and drive a rover inside.

On a more serious note is it posible to get a bit more light in IVA mode

WOeROZa.png

Its pretty dark even if bright sunlight.

zih0B0u.png

Edited by magnemoe
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Just like to say these are awesome parts. I was wondering do you have any plans to make the torus spin, much like the inflatable centrifuge in the prokworks inflatable habitat pack? doesn't really matter these are awesome anyway, but it would be pretty cool :D

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I don't plan to make it spin with an animation. Put enough torque on it to get it to spin. The reality of it is that the whole station would be put into a spin for the torus gravity.

I have a full size 1200 meter diameter torus in the works. I hope to finish it this weekend. All of the parts for it that will have internals are done. I just need some more utilities for it like kethane, fuel, cargo areas, farms, colossal batteries, etc. That and I need to work on the details for some of the earlier parts. When i get to that I plan to light up the 25meter torus (add lights) and the biodome. I'll see if a spinning animation makes sense at that point. If it does then it will spin, otherwise it won't. I don't suspect it will make sense as is why I don't plan to make it spin.

After all of that... I actually have to get around to building a stanford torus in a career. That will be fun times.

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Its cool if you don't want to rotate the torus, its mainly just nice for when you gotta time warp and for cool aesthetic value. But a 1200m torus wow that should be fun getting into orbit (just add more boosters lol). I cant wait to try that. Starvision made a Star Trek Starbase that he never released that is 2.7km (I think) across.

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These parts are not working for me for some reason. I've stripped all of my mods and still have the same result. The accelerometer spikes up to 15G and staging information never appears. No events in flight log for this behavior. Here's the log from launching just the modules themselves:

Torus:

[LOG 11:17:09.876] ------------------- initializing flight mode... ------------------
[LOG 11:17:09.882] Loading ship from file: C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../saves/BioTest/Ships/VAB/Auto-Saved Ship.craft
[LOG 11:17:09.962] Untitled Space Craft loaded!
[LOG 11:17:11.921] putting ship to ground: 0.7657623
[LOG 11:17:11.934] [Untitled Space Craft]: Ready to Launch - waiting to start physics...
[LOG 11:17:11.947] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ----------------------
[LOG 11:17:11.951] setting new dominant body: Kerbin
FlightGlobals.mainBody: Kerbin
[LOG 11:17:11.955] Reference Frame: Rotating
[LOG 11:17:11.965] Cannot find InternalPart '25mStanfordTorusInternals'
[EXC 11:17:11.980] ArgumentException: The thing you want to instantiate is null.
[WRN 11:17:12.031] [FlagDecal Warning!]: Flag quad object is given as flagTransform, but no object found in model with that name
[LOG 11:17:14.949] [VesselSpawner]: No new objects this time. (Odds are 1:2)
[LOG 11:17:15.169] [PlanetariumCamera]: Focus: Untitled Space Craft
[LOG 11:17:15.629] [Progress Node Reached]: Orbit
[LOG 11:17:15.632] [Progress Node Reached]: Sun
[LOG 11:17:15.633] [Progress Node Complete]: Orbit
[LOG 11:17:16.391] [Untitled Space Craft]: ground contact! - error: 0.141m
[LOG 11:17:16.393] Unpacking Untitled Space Craft
[LOG 11:17:31.218] Game Paused!
[LOG 11:17:32.584] Game Unpaused!
[WRN 11:17:32.586] Can not play a disabled audio source
[LOG 11:18:57.771] Game Paused!
[LOG 11:19:00.276] Flight State Captured

Dome:

[LOG 11:19:46.533] ------------------- initializing flight mode... ------------------
[LOG 11:19:46.536] Loading ship from file: C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../saves/BioTest/Ships/VAB/Auto-Saved Ship.craft
[LOG 11:19:46.555] Untitled Space Craft loaded!
[LOG 11:19:48.546] putting ship to ground: 2.56193
[LOG 11:19:48.547] [Untitled Space Craft]: Ready to Launch - waiting to start physics...
[LOG 11:19:48.548] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ----------------------
[LOG 11:19:48.549] setting new dominant body: Kerbin
FlightGlobals.mainBody: Kerbin
[LOG 11:19:48.550] Reference Frame: Rotating
[LOG 11:19:48.550] Cannot find InternalPart 'GardenModuleInternals'
[EXC 11:19:48.552] ArgumentException: The thing you want to instantiate is null.
[WRN 11:19:48.565] [FlagDecal Warning!]: Flag quad object is given as flagTransform, but no object found in model with that name
[LOG 11:19:51.377] [VesselSpawner]: No new objects this time. (Odds are 1:2)
[LOG 11:19:51.621] [PlanetariumCamera]: Focus: Untitled Space Craft
[LOG 11:19:53.050] [Untitled Space Craft]: ground contact! - error: 0.141m
[LOG 11:19:53.050] Unpacking Untitled Space Craft
[LOG 11:20:04.430] Game Paused!
[LOG 11:20:07.760] [Orbit Targeter]: Target is null
[LOG 11:20:17.934] Flight State Captured

Do I need Module Manager or something? I'm running 23.5.464. Thanks for any help on this!

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These parts are not working for me for some reason. I've stripped all of my mods and still have the same result. The accelerometer spikes up to 15G and staging information never appears. No events in flight log for this behavior. Here's the log from launching just the modules themselves:

Torus:

[LOG 11:17:09.876] ------------------- initializing flight mode... ------------------
[LOG 11:17:09.882] Loading ship from file: C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../saves/BioTest/Ships/VAB/Auto-Saved Ship.craft
[LOG 11:17:09.962] Untitled Space Craft loaded!
[LOG 11:17:11.921] putting ship to ground: 0.7657623
[LOG 11:17:11.934] [Untitled Space Craft]: Ready to Launch - waiting to start physics...
[LOG 11:17:11.947] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ----------------------
[LOG 11:17:11.951] setting new dominant body: Kerbin
FlightGlobals.mainBody: Kerbin
[LOG 11:17:11.955] Reference Frame: Rotating
[LOG 11:17:11.965] Cannot find InternalPart '25mStanfordTorusInternals'
[EXC 11:17:11.980] ArgumentException: The thing you want to instantiate is null.
[WRN 11:17:12.031] [FlagDecal Warning!]: Flag quad object is given as flagTransform, but no object found in model with that name
[LOG 11:17:14.949] [VesselSpawner]: No new objects this time. (Odds are 1:2)
[LOG 11:17:15.169] [PlanetariumCamera]: Focus: Untitled Space Craft
[LOG 11:17:15.629] [Progress Node Reached]: Orbit
[LOG 11:17:15.632] [Progress Node Reached]: Sun
[LOG 11:17:15.633] [Progress Node Complete]: Orbit
[LOG 11:17:16.391] [Untitled Space Craft]: ground contact! - error: 0.141m
[LOG 11:17:16.393] Unpacking Untitled Space Craft
[LOG 11:17:31.218] Game Paused!
[LOG 11:17:32.584] Game Unpaused!
[WRN 11:17:32.586] Can not play a disabled audio source
[LOG 11:18:57.771] Game Paused!
[LOG 11:19:00.276] Flight State Captured

Dome:

[LOG 11:19:46.533] ------------------- initializing flight mode... ------------------
[LOG 11:19:46.536] Loading ship from file: C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../saves/BioTest/Ships/VAB/Auto-Saved Ship.craft
[LOG 11:19:46.555] Untitled Space Craft loaded!
[LOG 11:19:48.546] putting ship to ground: 2.56193
[LOG 11:19:48.547] [Untitled Space Craft]: Ready to Launch - waiting to start physics...
[LOG 11:19:48.548] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ----------------------
[LOG 11:19:48.549] setting new dominant body: Kerbin
FlightGlobals.mainBody: Kerbin
[LOG 11:19:48.550] Reference Frame: Rotating
[LOG 11:19:48.550] Cannot find InternalPart 'GardenModuleInternals'
[EXC 11:19:48.552] ArgumentException: The thing you want to instantiate is null.
[WRN 11:19:48.565] [FlagDecal Warning!]: Flag quad object is given as flagTransform, but no object found in model with that name
[LOG 11:19:51.377] [VesselSpawner]: No new objects this time. (Odds are 1:2)
[LOG 11:19:51.621] [PlanetariumCamera]: Focus: Untitled Space Craft
[LOG 11:19:53.050] [Untitled Space Craft]: ground contact! - error: 0.141m
[LOG 11:19:53.050] Unpacking Untitled Space Craft
[LOG 11:20:04.430] Game Paused!
[LOG 11:20:07.760] [Orbit Targeter]: Target is null
[LOG 11:20:17.934] Flight State Captured

Do I need Module Manager or something? I'm running 23.5.464. Thanks for any help on this!

Look like you miss the GameData\BioDomes\Spaces folder?

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Look like you miss the GameData\BioDomes\Spaces folder?

The folder is there. I'm going to get Module Manager and see if that's it.

Edit: Yes, Module Manager was the issue. Michael, you may want to note that on the download page. Thanks for a great mod! :D

Edited by ArmchairGravy
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Hmm, you know, if you add an big enough door, we could drive a rover inside and have a sort of iva in eva style. Depending how you did the colliders and such

Nah, it would be better to have separate garage part, IMHO

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I love this!

Would a space-plane-compatible (i.e. aerodynamic) biodome be plausible? maybe such a thing could be achieved by having some kind of retractable nose-sheath for in-atmosphere flight.

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Nah, it would be better to have separate garage part, IMHO

that would be really nice, considering that the only current option is to awkwardly attach it to the body of the lander - or build it on-site with KAS (which is kind of difficult)

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Now that I'm learning how to get animations to actually work a fairing for the dome would be plausible. I won't get time to work on it this week until thursday but I'll revisit it. I plan some things for these parts:

Biodome: Roof and floor attachment nodes (roof one with a model change) so you can more easily construct rockets with the biodome. New internal lights.

Torus: new internal lights.

I'll add a new part to it too that I worked on Sunday night:

bE4XhVJ.png

Inline Mystery Goo module - "Route 12 Aerospace (also known as the side of the road everything was laying on)"

One of Netherdyne's interns got hit with this after it fell off the back of a truck (at least that was his excuse for being late to work). It appears to be an FL100 tank but upon opening it up we found a green inner-tube with a bio hazard sticker on it. Everyone left the room in panic. After hazmat teams determined it safe we got back to examining it. Looks like its manufacturer got tired of having to balance goo tank experiments when launching biome probes so they extracted the goo, pumped it into the inner tube of an old motorcycle tire and stuck it in a mounting cage.

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