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Everything posted by Businfu
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KSK: Thanks for the input. It's an interesting prospect, and you are right there is quite a bit of literature out there. Most of what I came up with focuses on systems designed to pull volatile organics out of air, but that doesn't mean the concept couldn't be applied. Since you seem to have a solid background in physics I'll pose another question. I know microwaves themselves aren't very high energy, but how much energy does it take to make microwaves? Brief googling yielded that a home microwave oven runs on something crazy like 1200 watts. I don't have a good grasp of this kind of hardware. SciMan: Zeolite is a molecular sieve! It's like the first one listed on the wikipedia page you linked. I would assume that the nitrogen generator you describe actually uses Zeolite as well, or possibly active carbon. The whole issue is 'discarding the other components'. Molecular sieves adsorb certain molecules into pores, but once everything is saturated, no more can be adsorbed. A pressure swing adsorbtion device removes the unwanted stuff by lowering the pressure which causes unwanted gas (N2 in my case, O2 in the automobile case) to vent out. Interestingly though, I found this article about capillary condensation of N2 on multiwall carbon nanotubes. http://pubs.acs.org/doi/abs/10.1021/jp973319n. Unfortunately I don't have access to that journal at my institution. Can anyone else view it? I got a crazy idea about building a device that would use the capillary action in these guys to wick N2 out of a stream of air... but I have no idea if that's even how it works!
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Haha way to answer my questions here and on USI thread! You've got the forums on lock. I would assume this is not the first time someone has raised this issue? Is it worth logging a Github Issue or has taniwha already shut the idea down? EDIT: Went ahead and submitted it
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Question/request: Is there a way to hide/display the EL dialogue in the VAB? It's huge and kind of clutters the screen unnecessarily. I'm not using blizzy's so if the answer lies there could there also be a stock solution? Other than that, ORBITAL CONSTRUCTION IS ALL I EVER HOPED AND DREAMED OF!
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It's an interesting thought... do you have any theoretical reason why it could? That might help develop an experiment. I'm currently planing to sandwich zeolite between capacitor plates to examine whether or not the applied field will change adsorbence. The main issue I see with working with microwaves (or lasers) is cost and complexity.
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Not the same software but there is a great little iPhone app called Orrery that is, well... an Orrery. You can set the time and date and watch as the moon and planets do their thing. It's not to scale or anything, but great for just getting a general idea of where stuff is.
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Totally ridiculous and esoteric issue here… I’ve recently been tasked with a fascinating (and difficult) side project at work, and I figure there are lots smart people on these forums with a good understanding of life support systems, so here I am asking for answers/input. The main question I have is, can electricity be used to induce desorption of gas on a zeolite? Ie. could an induced voltage or an applied current be used instead of (or to augment) a pressure swing. We are working on developing a proof of concept for a novel O2 concentration device. These things exist already; they typically use Li-subsituted Zeolites on a rapid pressure swing cycle to adsorb N2 out of ambient air and create a stream of relatively concentrated oxygen. Portable models can generate about 3 liters per minute of 90% O2. This patent http://www.google.com.sv/patents/EP2485794A2?cl=en describes the current devices fairly well. We are planning on building a similar device but utilizing a different Zeolite, Cu+ Substituted ZSM-5, which has demonstrated great N2 adsorption characteristics, but has the added benefit of not using spendy Lithium. Adsorption isotherms and some other data on these Zeolites are here: http://pubs.acs.org/doi/pdf/10.1021/jz100467w http://pubs.rsc.org/en/content/articlelanding/2001/cp/b009942m/unauth#!divAbstract So back to my main question. I’m wondering if there is a way to cause the N2 to desorb off the zeolite without using a pressure swing. The N2 adsorbs due to ligand formation with the Cu+ in the zeolite framework; could it be desorbed using a voltage swing or a current? I’ve found literature that mentions electrical swing adsorption for CO2 scrubbers, but the electrical swing only works by creating heat, so it’s really a thermal swing. If anyone has a good working knowledge of this kind of thing (it is used for CO2 scrubbing and gas management on the ISS after all!) it would be greatly appreciated. Some background: I work in a medical research lab. The Gates Foundation has certain problem areas in healthcare that they fund research in. They focus on developing countries, particularly in Africa. One of the biggest healthcare problems in rural setting is maintaining supplies of O2. They’ve promised to fund (and I mean 6-7 figures kind of fund) further research into novel technology to cheaply and renewably generate O2 without using much power. Thus, my boss gave me this as a ridiculously ambitious side project.
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I've been watching them closely for the last few nights, and then last night BEHOLD! Both could be seen in the same field of my 700mm newtonian! It was an awesome sight. I made everyone I could find check it out. Alas... I have no good way to take photos through my scope. I spent a good half hour trying to line up my iphone to the eyepiece, but the pictures are total crap. Does anyone know if there any good mounting attachments to stick a phone on a telescope?
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Businfu replied to Nertea's topic in KSP1 Mod Releases
Has anyone playtested this with Porkjet's Nuclear engines? I'm about to add this beautiful looking baby to my main career install and I figured I'd check if the two play nicely. If no one has then I'll make a duplicate install and mess with it a bit myself. EDIT: Works like a charm and comes highly recommended. -
Well I gotta play it too! But actually, let me know how it feels. Balance seems to be the greatest opportunity in KSP.
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As promised, I present my compatibility files for AntennaRange! Each antenna works now, and I've assigned values for range/cost/tech nodes in an attempt to make game more balanced and interesting. Basically, I found that AntennaRange with stock parts led to the rather silly situation of being stranded in the Kerbin system until one gets all the way up to electronics and then the 88-88 trumps everything hands down. The Tantares antenna parts nicely fill the progression, so that probe missions to Duna and the inner planets can play out in a more interesting fashion. The idea is as follows: Vos-19-61 Hoop Antenna: Super cheap, only good in LKO, slightly reduced EC use for early game TST CD-01: A spacecraft equipped with the TST CD-01 should be able to maintain communications throughout the inner planets. Atleast thats what the engineers tell us... V-ODA Backup Antenna: A cheap & sturdy Communotron 16 "Priority" Dish Mk5: Designed to maintain communications with spacecraft in a Dunar orbit, and maybe beyond! The TST comes with the Electrics node, allowing somewhat risky exploration of distant bodies even without upgrading the R&D facility. The "Priority" comes at the Advanced Electrics node, which allows mid-range probes without the cost of going all the way to the 88-88. This config also changes the price of the stock 88-88 to better balance progression. It was grossly under priced, probably because it has no advantage in a vanilla KSP game. Anyways, due to lack of time and inexperience posting files for download, here is all the code needed for the cfgs. Just copy in paste into a new cfg file and drop it into the Tantares folder in GameData. @PART[Almach_Antenna_A]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter @packetResourceCost = 8.0 nominalRange = 700000 maxPowerFactor = 8 maxDataFactor = 4 } } @PART[Vega_Antenna_A]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter @packetResourceCost = 10.0 nominalRange = 1800000 maxPowerFactor = 8 maxDataFactor = 4 } } @PART[Tantares_Antenna_A]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter @packetResourceCost = 15.0 nominalRange = 8000000000 maxPowerFactor = 8 maxDataFactor = 4 } } @PART[Vega_Antenna_B]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter @packetResourceCost = 15.0 nominalRange = 17000000000 maxPowerFactor = 8 maxDataFactor = 4 } } Also, I couldn't get the cost tweaks and the AntennaRange to work as a single file. So the following must also be made into a separate cfg and put in the Tantares Folder. Note to Beale: I didn't change any antenna costs with my earlier overhaul cause I wanted to see how I would balance them first. If you want, these changes could be added to standard Tantares dl during the next update @PART[Almach_Antenna_A] { @mass= .001 } @PART[Vega_Antenna_A] { @crashTolerance = 20 @entryCost = 800 @cost = 200 } @PART[Tantares_Antenna_A] { @mass = .03 @TechRequired = electrics @entryCost = 3000 @cost = 800 @description = A communication dish mounted on a folding arm. A spacecraft equipped with the TST CD-01 should be able to maintain communications throughout the inner planets. Atleast thats what the engineers tell us... } @PART[Vega_Antenna_B] { @mass = .15 @TechRequired = advElectrics @entryCost = 4100 @cost = 1100 @description = A largely flat, high-gain, fixed dish. Popular in the second hand market to be re-used as a sled. Designed to maintain communications with spacecraft in a Dunar orbit, and maybe beyond! } @PART[commDish] { @entryCost = 10200 @cost = 2000 }
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I'm not a pro at modding but I just did a similar thing with InterstellarIS and a whole cost overhaul a few posts back. Antenna range is next on my list. I'll be sure to post anything I can get done:D
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Hah! thats quite the operation... But in all seriousness, Tantares is exactly what you are looking for. Has a low tech-2 kerbonaut pod. It also looks gorgeous! I've started a hard mode career with that, DRE and InterstellarLS and it's been a blast. The costs are a bit unbalanced but I just did a big overhaul of the whole mod for my game to balance with stock I can give the cfg if you want.
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Per my earlier post about cost tweaks, just undertook a big project and re-evaluated costs and entryCost for almost every part in this mod and LV mod. Found that almost all the parts are WAY under priced to the point that it completely throws off balance (eg. the Proton LV is less than half the cost of a stock LV with similar dV). Some parts are also weirdly balanced, with stock, like the decouplers which are either wildly better or wildly worse. Also, every part had the same entryCost and cost. entryCost now matters, and in stock is usually 2-5x the actual cost. Good news is, I worked all day to redo everything so that it is similar to stock and IMHO well balanced with it. For example, some components that are inferior have a much lower entryCost and cost. I tweaked the weight of the LV pack decouplers to balance with stock, and I also moved around 1 or two parts in the tech tree because I found them to make for better gamplay at a different tech node. eg. the engine/generator/LFO tank peice is in general rocketry (with a rather spendy purchase cost). This allows it to be used for early mun or minmus missions when the player hasn't yet researched solar panels! It played well when I tested it out in my new game on hard. Anyways, here is the whole huge cfg. I'd be honored if it was implemented in some way! @PART[Almach_Engine_A] { @entryCost= 600 } @PART[Almach_Mono_A] { @entryCost= 400 @cost= 100 } @PART[Almach_Decoupler_A] { @entryCost= 400 @cost= 100 } @PART[Tantares_Separator_A] { @entryCost= 600 @cost= 300 } @PART[Alnair_Separator_A] { @TechRequired = generalRocketry @entryCost= 600 @cost= 250 } @PART[Almach_RCS_A] { @TechRequired = stability @mass= .05 @entryCost= 1000 @cost= 400 } @PART[Pollux_Engine_A] { @entryCost= 1200 @cost= 600 } @PART[Tantares_Engine_A] { @entryCost= 4050 @cost= 1350 } @PART[Tantares_Parachute_A] { @entryCost= 2800 @cost= 700 } @PART[Vega_Engine_A] { @entryCost= 4800 @cost= 1200 } @PART[Alnair_Engine_A] { @TechRequired = generalRocketry @entryCost= 2500 @cost= 1100 } @PART[Alnair_Engine_B] { @entryCost= 4800 @cost= 700 } @PART[Tantares_Crew_A] { @entryCost= 3500 @cost= 1000 } @PART[Tantares_Orbital_A] { @entryCost= 1000 @cost= 400 } @PART[Pollux_Control_A] { @TechRequired = advFlightControl @entryCost= 2800 @cost= 500 } @PART[Tantares_Engine_B] { @TechRequired = advRocketry @entryCost= 12000 @cost= 2350 } @PART[Tantares_RCS_A] { @entryCost= 4500 @cost= 600 } @PART[Vega_Mono_A] { @entryCost= 3000 @cost= 115 } @PART[Agena_RCS_A] { @entryCost= 3000 @cost= 215 } @PART[Pollux_RCS_A] { @entryCost= 3600 @cost= 500 } @PART[Agena_Control_A] { @entryCost= 3600 } @PART[Agena_Solar_A] { @entryCost= 1300 @cost= 150 } @PART[Pollux_Solar_A] { @entryCost= 1300 @cost= 150 } @PART[Capella_Engine_A] { @entryCost= 1600 @cost= 600 } @PART[Libra_Crew_A] { @entryCost= 3000 } @PART[Libra_Engine_A] { @entryCost= 4200 @cost= 1200 } @PART[Libra_Structure_A] { @entryCost= 1100 } @PART[Libra_RCS_A] { @entryCost= 2000 @cost= 400 } @PART[Vega_Node_B] { @entryCost= 3000 @cost= 450 } @PART[Vega_Port_A] { @entryCost= 1500 @cost= 150 } @PART[Tantares_Port_A] { @entryCost= 1500 @cost= 150 } @PART[Tantares_Port_B] { @entryCost= 1500 @cost= 150 } @PART[Agena_Port_A] { @entryCost= 1000 @cost= 100 } @PART[Alnair_Mono_A] { @entryCost= 2400 @cost= 800 } @PART[Alnair_Crew_A] { @entryCost= 5200 } @PART[Alnair_Parachute_A] { @entryCost= 2400 @cost= 700 } @PART[Alnair_Orbital_B] { @entryCost= 3500 } @PART[Vega_Structure_A] { @entryCost= 1000 @cost= 100 } @PART[Vega_Structure_B] { @entryCost= 1000 @cost= 100 } @PART[Alnair_Cargo_A] { @entryCost= 8800 } @PART[Capella_Control_A] { @entryCost= 10200 } @PART[Capella_Mono_A] { @entryCost = 11000 @cost = 1300 } @PART[Capella_Structure_A] { @entryCost= 1000 @cost= 150 } @PART[Castor_Engine_A] { @entryCost= 18000 } @PART[Castor_Extractor_A] { @entryCost= 20000 } @PART[Vega_Crew_D] { @entrycost= 7000 @cost= 2000 } @PART[Alnair_Orbital_C] { @entrycost= 12400 @cost= 4000 } @PART[Tantares_Orbital_B] { @entrycost= 4500 @cost= 1000 } @PART[Alnair_Orbital_A] { @entrycost= 9000 @cost= 1500 } @PART[Vega_Crew_A] { @entrycost= 6500 @cost= 2000 } @PART[Vega_Crew_B] { @entrycost= 6500 @cost= 2000 } @PART[Vega_Crew_C] { @entrycost= 7000 @cost= 2000 } And the LV tweaks: @PART[TLV_Engine_A] { @entrycost= 4000 @cost= 1000 } @PART[TLV_Engine_B] { @entrycost= 5000 @cost= 1200 } @PART[TLV_LFO_A] { @entrycost= 9600 @cost= 3200 } @PART[TLV_LFO_B] { @entrycost= 7200 @cost= 2400 } @PART[TLV_LFO_C] { @entrycost= 5760 @cost= 1920 } @PART[TLV_LFO_D] { @entrycost= 4800 @cost= 1600 } @PART[TLV_Decoupler_A] { @TechRequired = generalConstruction @entryCost= 1500 @cost= 500 } @PART[TLV_Decoupler_B] { @mass= .5 @TechRequired = generalConstruction @entryCost= 4200 @cost= 800 } @PART[ALV_Engine_A] { @entrycost= 115000 @cost= 45000 } @PART[ALV_LFO_A] { @entryCost = 24200 @cost = 12800 } @PART[ALV_LFO_B] { @entryCost = 8200 @cost = 3200 } @PART[ALV_Engine_B] { @entrycost= 13500 @cost= 4500 } @PART[ALV_Engine_C] { @entrycost= 10500 @cost= 3500 } @PART[TLV_Decoupler_A] { @TechRequired = generalConstruction @entryCost= 1500 @cost= 500 } @PART[TLV_Decoupler_B] { @mass= .5 @TechRequired = generalConstruction @entryCost= 4200 @cost= 800 }
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Another thread about basic cfg syntax stuff... I've figured out how to add things to the list of station parts that can be requested in a contract by directly pasting the following into the contracts.cfg in the squad folders: PART_REQUEST { Title = Have a "Spectre" lab at the outpost KeyWord = Scientific Part = Alnair_Orbital_C Trivial { Chance = 20 FundsMultiplier = 1 ScienceMultiplier = 1.4 ReputationMultiplier = 1 } Significant { Chance = 25 FundsMultiplier = 1 ScienceMultiplier = 1.4 ReputationMultiplier = 1 } Exceptional { Chance = 35 FundsMultiplier = 1 ScienceMultiplier = 1.4 ReputationMultiplier = 1 } } What I want to do is create a standalone cfg file that will do the same thing so that it will be easier for others to use... What would be the syntax? As a little background, I'm trying to work on a gameplay/balance overhaul for Tantares, and there are two 'science' station parts that currently don't actually have a function other than holding crew.
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I gotta agree with this... in the early game, time warp+SAS+reentry=death. Very frustrating, especially when playing on hard (no reverts). If I recall, TAC LS has a 3 hour timer between death and electricity shutdown. Kinda like the concept as it gives some padding during situations like this and allows for the occasional dramatic moment!
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It shouldn't conflict with TAC, it's written to display if only if InterstellarLS is installed, though I haven't checked since TAC isn't updated. Also, I realized the costs for the fuel and engines in the TantaresLV pack are also much cheaper than stock. With the .90 on hard, the entry purchase of an item becomes a significant investment, and I think it adds a lot to game play. I'm doing a play through and changing the costs of the engine parts as they come up to be more on par with stock. Basically going through and figuring out what stock LFO/cost ratio is at each tier and the entryCost/cost ratio of comparable parts. I'll post my cfg when its finished. Doing all this cause I love the pack by the way! the parts are super fun to play with on career, plus they look awesome!
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I started up a new career mode on hard using this, DRE and Interstellar Life Support, and I found that the Tantares parts make the early game way fun and interesting. I went ahead and made a cfg to give the Tantares station parts compatibility and balance with Interstellar Life Support. Playtested and it makes for a very fun early game on Hard. So fun in fact that I have to share it with everyone! This code is a complete cfg for Insterstellar LS compatibility. @PART[Tantares_Orbital_A]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { @RESOURCE[LifeSupport] { @amount = 6 @maxAmount = 6 } } @PART[Tantares_Orbital_B]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { @RESOURCE[LifeSupport] { @amount = 15 @maxAmount = 15 } } @PART[Alnair_Orbital_A]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { @RESOURCE[LifeSupport] { @amount = 80 @maxAmount = 80 } } @PART[Hamal_Orbital_A]:HAS[!RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 80 maxAmount = 80 } } @PART[Vega_Crew_A]:HAS[2RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { @RESOURCE[LifeSupport] { @amount = 40 @maxAmount = 40 } } @PART[Vega_Crew_B]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { @RESOURCE[LifeSupport] { @amount = 40 @maxAmount = 40 } } @PART[Vega_Crew_C]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { @RESOURCE[LifeSupport] { @amount = 15 @maxAmount = 15 } } @PART[Pollux_Control_A]:HAS[!RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 100 maxAmount = 100 } } @PART[Capella_Control_A]:HAS[!RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 400 maxAmount = 400 } } Also wrote a couple things to have the "Spectre" lab and the "kervant" lab show up as part requests for space stations (with a science bonus that is scaled down since they are easier to launch than the full-on science lab). I'm new to this so they still have to be copied directly into the contracts.cfg in the squad folders. PART_REQUEST { Title = Have a "Spectre" lab at the outpost KeyWord = Scientific Part = Alnair_Orbital_C Trivial { Chance = 20 FundsMultiplier = 1 ScienceMultiplier = 1.4 ReputationMultiplier = 1 } Significant { Chance = 25 FundsMultiplier = 1 ScienceMultiplier = 1.4 ReputationMultiplier = 1 } Exceptional { Chance = 35 FundsMultiplier = 1 ScienceMultiplier = 1.4 ReputationMultiplier = 1 } } PART_REQUEST { Title = Have a V-C4 "Kervant" lab at the outpost KeyWord = Scientific Part = Vega_Crew_D Trivial { Chance = 20 FundsMultiplier = 1 ScienceMultiplier = 1.25 ReputationMultiplier = 1 } Significant { Chance = 25 FundsMultiplier = 1 ScienceMultiplier = 1.25 ReputationMultiplier = 1 } Exceptional { Chance = 35 FundsMultiplier = 1 ScienceMultiplier = 1.25 ReputationMultiplier = 1 } } Finally, I felt the station parts merited a cost tweak for more balanced gameplay. They were MUCH cheaper than stock alternatives. The following cfg balances each part based on stock costs for the hitch hiker. @PART[Vega_Crew_D] { @entryCost= 6000 @cost= 2000 } @PART[Alnair_Orbital_C] { @entryCost= 10400 @cost= 4000 } @PART[Tantares_Orbital_B] { @entryCost= 3500 @cost= 1000 } @PART[Alnair_Orbital_A] { @entryCost= 8000 @cost= 1500 } @PART[Vega_Crew_A] { @entryCost= 5500 @cost= 2000 } @PART[Vega_Crew_B] { @entryCost= 5500 @cost= 2000 } @PART[Vega_Crew_C] { @entryCost= 6000 @cost= 2000 } Beale, feel free to include any of this in the mod pack if you like it! EDIT: Fixed a syntax error in the cost tweaks for the station parts. The purchase costs should now be correct.
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Aha! That did it! And so I'm assuming if the part doesn't already have life support, the syntax is: @PART[part name]:HAS[!RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = number maxAmount = number } } Thanks a bunch to both of you guys, I'll work the numbers out and pass on the config in case others want it as well. Nathan your mods are incredible by the way. DRE should be stock...
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Yep I entered that verbatim, with @ instead of !. With @, crewed parts have the values assigned by the interstellar LS config, and uncrewed parts have no life support. With a !, crewed parts are also the Intersteller LS value, but uncrewed parts show up correctly with the value of LS that I entered in my config... Of course, I'm a newb at this and I don't actually know what the symbols specifically do..? I assume that ! creates the resource if its not there, and @ is supposed to replace it if it's already there? I checked a couple CFG tutorial pages on the wiki but didn't see that part, I'd love a link if you have it.
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Didn't work and now unmanned pods don't have LifeSupport.
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Ok, so thanks for the help guys, it worked but not completely. There is a cfg built in for InterstellarLS that adds LifeSupport based on number of crew and it seems to be overriding this cfg (ill include it at the bottom). The following config works but only for the uncrewed modules @PART[Tantares_Orbital_A]:HAS[!RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 6 maxAmount = 6 } } @PART[Alnair_Orbital_*]:HAS[!RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 18 maxAmount = 18 } } @PART[Hamal_Orbital_A]:HAS[!RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 18 maxAmount = 18 } } @PART[Vega_Crew_A]:HAS[!RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 15 maxAmount = 15 } } @PART[Vega_Crew_B]:HAS[!RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 15 maxAmount = 15 } } @PART[Vega_Crew_C]:HAS[!RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 27 maxAmount = 27 } } @PART[Libra_Crew_A]:HAS[!RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 18 Is there a way to override the following config which came with interstellarLS or do I need to go through each manned pod individually? @PART [*]:HAS[~CrewCapacity[0],#CrewCapacity [*],!MODULE[IFILifeSupport]] { MODULE { name = IFILifeSupport } } @PART [*]:HAS[#CrewCapacity[1],!RESOURCE[LifeSupport]] { RESOURCE { name = LifeSupport amount = 3 maxAmount = 3 } } @PART [*]:HAS[#CrewCapacity[2],!RESOURCE[LifeSupport]] { RESOURCE { name = LifeSupport amount = 6 maxAmount = 6 } } @PART [*]:HAS[#CrewCapacity[3],!RESOURCE[LifeSupport]] { RESOURCE { name = LifeSupport amount = 9 maxAmount = 9 } } @PART [*]:HAS[#CrewCapacity[4],!RESOURCE[LifeSupport]] { RESOURCE { name = LifeSupport amount = 12 maxAmount = 12 } } @PART [*]:HAS[#CrewCapacity[5],!RESOURCE[LifeSupport]] { RESOURCE { name = LifeSupport amount = 15 maxAmount = 15 } } @PART [*]:HAS[#CrewCapacity[6],!RESOURCE[LifeSupport]] { RESOURCE { name = LifeSupport amount = 18 maxAmount = 18 } } @PART [*]:HAS[#CrewCapacity[7],!RESOURCE[LifeSupport]] { RESOURCE { name = LifeSupport amount = 21 maxAmount = 21 } } @PART [*]:HAS[#CrewCapacity[8],!RESOURCE[LifeSupport]] { RESOURCE { name = LifeSupport amount = 24 maxAmount = 24 } } @PART [*]:HAS[#CrewCapacity[9],!RESOURCE[LifeSupport]] { RESOURCE { name = LifeSupport amount = 30 maxAmount = 30 } } @PART [*]:HAS[#CrewCapacity[10],!RESOURCE[LifeSupport]] { RESOURCE { name = LifeSupport amount = 33 maxAmount = 33 } } EDIT: I tried deleting the config entirely and that resulting in nothing having any life support
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Does anyone have a config file for Interstellar Life Support? I'm trying to make one but Its my first time doing something like that... any help would be awesome!
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EDIT: Finished this project and playtested. Makes for an awesomely fun, challenging and balanced early Career mode. For anyone interested, mod list is very simple: InterstellarLS, DRE, Tantares. Follow this link to my post on tantares page for the cfgs: http://forum.kerbalspaceprogram.com/threads/81537-0-90-Tantares-Stockalike-Soyuz-and-MIR-12-3-2-Crew-1-25m-Pod-Fuji-Re-Dev%21?p=1612021#post1612021 note: I also tweaked some stuff in DRE so the decouplers aren't so OP compared to stock, and so that heatsheilds can't be exploited for staging at start. Starting up a new pseudo-realistic Career on Hard with a handful of mods, two of which are Interstellar (life support interstellar) and Tantares Space Exploration which gives some interesting early game pods and station parts. I wanted to add some additional built in life support capacity to some of the early station parts to make their gameplay more meaningful & interesting. There is a cfg titled ModuleManader_ADD_IFL.cfg that adds basic functionality to any parts based on number of crew. I wanted to add specific amounts to specific parts. I can see that DRE does a similar thing in the following format: @PART[noseCone] { @maxTemp = 1250 // 1700 MODULE { name = ModuleHeatShield direction = 0, 0, 0 // full-surface coating reflective = 0.1 } } The format for the Interstellar cfg is different, and I'm worried about conflicts with the existing module. I don't have experience with how the formatting and stuff works so I'm not sure how to go about this. Any help or links would be appreciated!
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Anyone able to help out with a Mod the Mod question? I'm starting up a pseudo-realistic career on Hard with a couple mods, one of which is Tantares Space Technologies. It offers an interesting selection of early game pods and station parts that play really well with early game contracts etc. I wanted to tweak the life support capacity of the early station parts so that they come with some additional life support built in to make them more relevant/functional. I assume there is a way to do this using the ModuleManager_ADD_IFI.cfg but i'm not an experienced modder and I wanted to get some guidance to make it right!
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