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spiritplumber

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Everything posted by spiritplumber

  1. The photosynthesys and biomass resources only sit in the greenhouse and are used as "glue logic" and yes it's part.cfg code
  2. I've built a greenhouse, it uses the greenhouse part at http://forum.kerbalspaceprogram.com/threads/37408-The-greenhouse-module for the model. Here's the code: RESOURCE_DEFINITION { name = Photosynthesis density = 0.000001 flowMode = NO_FLOW transfer = NONE } RESOURCE_DEFINITION { name = BioMass density = 0.000001 flowMode = NO_FLOW transfer = NONE } // Kerbal Space Program - Part Config // made By Z moded by Me PART{ // --- general parameters --- name = greenhouse module = Part author = z // --- asset parameters --- mesh = model.mu // entries missing ? // --- node definitions --- node_stack_top = 0.0, 1.61, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.61, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 // --- editor parameters --- TechRequired = spaceExploration entryCost = 10400 cost = 4000 category = Science subcategory = 0 title = GreenHouse manufacturer = Jeb Co. Light Industreals description = Garden in a Can kit, assembled and ready to use. Can be used to generate small amounts of power, but its main purpose is sustenance. One greenhouse should be enough for two to four kerbals. PhysicsSignificance = 1 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 4.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2900 fuelCrossFeed = True // ---resources and xtras MODULE { name = ModuleDeployableSolarPanel sunTracking = true animationName = door raycastTransformName = glass pivotName = glass isBreakable = false resourceName = Photosynthesis chargeRate = 1 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } //MODULE //{ //name = ModuleAnimateGeneric //animationName = door //startEventGUIName = Remove Shutters //endEventGUIName = Close Shutters //} MODULE { name = ModuleScienceExperiment experimentID = GreenhouseScience experimentActionName = Observe Botany Experiment resetActionName = Reset Botany Experiment useStaging = False useActionGroups = True hideUIwhenUnavailable = True //animationName = door xmitDataScalar = 0.4 FxModules = 0 dataIsCollectable = True collectActionName = Collect Botany Data interactionRange = 2.4 } RESOURCE { name = Photosynthesis amount = 0 maxAmount = 1 } RESOURCE { name = BioMass amount = 0 maxAmount = 1 } RESOURCE { name = LifeSupport amount = 0 maxAmount = 1 } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 1 isTweakable = false hideFlow = true } MODULE { name = ModuleGenerator requiresAllInputs = true isAlwaysActive = true INPUT_RESOURCE { name = Photosynthesis rate = 0.001 } INPUT_RESOURCE { name = Photosynthesis rate = 0.001 } OUTPUT_RESOURCE { name = BioMass rate = 0.01 } } MODULE { name = ModuleGenerator requiresAllInputs = true isAlwaysActive = true INPUT_RESOURCE { name = BioMass rate = 0.005 } INPUT_RESOURCE { name = BioMass rate = 0.004 } OUTPUT_RESOURCE { name = LifeSupport rate = 0.01 } } MODULE { name = ModuleGenerator isAlwaysActive = false activateGUIName = Gasifier ON shutdownGUIName = Gasifier OFF INPUT_RESOURCE { name = BioMass rate = 0.025 } INPUT_RESOURCE { name = LifeSupport rate = 0.015 } OUTPUT_RESOURCE { name = ElectricCharge rate = 1.0 } } }
  3. Add this in Resources, it will work: RESOURCE_DEFINITION { name = EVA Propellant density = 0.004 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true }
  4. Would it be possible to make a switch whereby it only works in atmosphere? for realistic hovercrafts that won't work on the mun.
  5. FYI, this one seems to be still working on 0.24.2 32bit. Does anyone feel like recompiling it?
  6. Hey, if anyone cares, the last dll that Peter posted works with this part file. Caveats: 1) only 32 bit 2) power past 49% acts funny, so stick to the first half of the power gauge It'll be compatible with the standard clampotron for connecting parts. RESOURCE_DEFINITION { name = Megajoules density = 0.000 flowMode = NO_FLOW transfer = NONE } PART { // --- general parameters --- name = massdriver_single module = Part author = Peter, with help by spiritplumber MODEL { model = Squad/Parts/Utility/dockingPortLarge/model position = 0, 0, 0 scale = 0.5, 4.0, 0.5 rotation = 0, 0, 0 // parent = anotherModelTransform <---------Not necessary unless Second or subsequent part. // texture = model000 , Squad/Parts/Command/probeCoreOcto/model000 // texture = model001 , Squad/Parts/FuelTank/fuelTank2-2/model001 } rescaleFactor = 1 node_stack_top = 0.0, 1.16, 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 // --- FX definitions --- fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple // --- editor parameters --- TechRequired = advConstruction entryCost = 28000 cost = 440 category = Propulsion subcategory = 0 title = Mass Driver Base manufacturer = Robots Everywhere LLC description = This docking port contains an advanced mass driver system (Or maybe it's just a big spring, we're not sure) that can be used to fire payloads into a suborbital trajectory. It is compatible with a standard Clamp-o-Tron connector and features shock absorbers for use on a planetary surface. Warrany void if used on a planet with atmosphere. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 3.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 30 //10 maxTemp = 3400 fuelCrossFeed = False breakingForce = 200 breakingTorque = 200 //stageOffset = 1 //childStageOffset = 1 MODULE { name = MassDriverEjection DischargeNode = top Efficiency = 0.8 RailWidthMeters = 1.25 RailRadiusMeters = 0.1 RailResistanceOhms = 0.000000143 MaxMegajoulesDischarged = 1 } RESOURCE { name = Megajoules amount = 1.1 maxAmount = 1.1 } MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 } MODULE { name = ModuleGenerator activateGUIName = Charger ON shutdownGUIName = Charger OFF INPUT_RESOURCE { name = ElectricCharge rate = 10.0 } INPUT_RESOURCE { name = ElectricCharge rate = 10.0 } OUTPUT_RESOURCE { name = Megajoules rate = 0.01 } } // represents leakage MODULE { name = ModuleGenerator requiresAllInputs = true isAlwaysActive = true INPUT_RESOURCE { name = Megajoules rate = 0.001 } INPUT_RESOURCE { name = Megajoules rate = 0.001 } OUTPUT_RESOURCE { name = Megajoules rate = 0.001 } } }
  7. From Stephen: "Well, that staged out of order." From me: "Why is the target orbiting retrograde?"
  8. I've done a bit of testing, it looks like this should work fine with Karbonite (if the Ore/Metal/RocketParts production chain is implemented in Karbonite) but it wants the Kethane mod installed to turn on resources. Adding a check for either Kethane or Karbonite should be trivial.
  9. Yeah, kinda trying to hit a moving target right now. I guess it'll be a week or so.
  10. attachOnEva = False // can this part be attached to an EVAing kerbal? (different than grab, it's a lot more solid and will be lost on vehicle entry) attachOnStatic = False // can this part be attached to terrain and KSP buildings?
  11. I still can't get anything to work -- the new craft spawns, but the log shows a lot of NaN errors.
  12. John_A_Tallon, you can redistribute the dll if you so choose Or you can tell us how you fixed it? At least tell Majir and spare him some homework!
  13. The file opens for me, but does not contain the plugins folder. Is this intended?
  14. Apparently not. Not terribly sure what purpose that serves, but that's what the guy who made the plugin wants, so it's his call.
  15. not bad! a;ways nic to hear from the b team
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