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[1.0.x] Airlock


anxcon

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licence CC-NC-ND

[Moderator removed defunct website link]

a small mod to make airlocks seem more realistic by costing a bit of electriccharge / oxygen loss each time you eva (configurable)

ment for use with life support system (such as TACLS) but will still have the small electriccharge cost if stock only

compatible with stock/RSS/RO planets (for no loss if on kerbin) but i do not currently use them so no idea if the loss values are 'balanced'

have better MM cfg? just post and i can include

big thanks to TaranisElsu for all the help in learning to mod :D

Edited by James Kerman
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Awesome! I was just thinking about an idea like this a few days ago. These were some other bullet points I had if you want any ideas for future versions.

- Make pods that don't have airlocks like the 2.5m 3 seat command pod decompress-able; while decompressed all crew still in the pod have to use their EVA lifesupport suits.

- Make a compressor pump module that would take say, 30-40 seconds and 10-12 ec/s? That could store airlock air as a resource in an airlock attached tank.

- Using Connected living spaces and the "Close Hatch"/"Open Hatch" actions on the docking ports to allow a CLS area to be depressurized without depressurizing areas beyond closed hatches.

- Make nicer airlocks able to save ALL the air by depressurizing with pumps to a near-vacuum, and have cheaper airlocks lose some air every time they're opened.

- Make an airlock action that would allow crew to "blow open" an airlock and create a quick thrust vector in the direction of the airlock door, the magnitude of the vector dependent on the amount of air available to leave the airlock when the door is breached.

Also please include a link to your source code on github so we can check it out and help debug!

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technically no part has an 'airlock' modeled in, evidence being their IVA

so can only pretend by type, and the 2.5M 3 crew pod to me feels like it has one, while the 1.25M 1 crew pod seems like it doesnt

either way thats an MM script change for the loss per part

while i could have a button to 'decompress' and pump out air to save it, then eva has full loss if not decompressed first

there would be no reason to not just decompress and leave it as that, since life support systems treat kerbals in pods as 'back safe in air'

CLS open/close hatch stuff would be a life support issue for LS / CLS i think, but same as decompress above, pointless

nicer vs cheaper airlocks would again be an MM script per part

blowing open a hatch to give a small thrust has been considered, but thats currently a weee bit past my modding skills yet :P

source is in the zip

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This seems like a great mod idea, but that's about it. I would love to see a fully flesh out version of this, including all of the features listed by frencrs. (Good list, BTW!)

Another thing...CC-ND-NC, that's a rather restrictive license. Something like CC-BY-NC-SA or GPLv3 would be great so the wonderful modding community to contribute! Here is a list of (probably better) licenses made by Majir, which includes the above mentioned licenses and many others to choose from.

Good luck! :wink:

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i looked for a gameevent that would fire before eva happened, so i could stop block eva from some parts / warn if low resources etc, but found no such event, i think i would need the same for the timed delay eva

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isnt ship manifest basicly using CLS to path? and thats xfer a kerbal part to part, fully under mod control

clicking on eva is running squad code to kick the kerbal out right off, then runs the game event informing

i'd LOVE an event fired before the eva happens to block it, but after checking all events i see none

i could add a button to right click menu of parts, but then stock method still exists, as do many mods for instant

if squad would add pre event events thisd be easy lol

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  • 4 months later...

Hello, I love such nice realism mods (Persistant rotation, EVA fuels, Saturable RW, TACLS, KCT, KIS)

can you tell how exactly amount of oxygen loss is calculated?

Can you make it dependent on part volume Kerbal EVAed from? Configured in %

 To have reason to make EVA from small crew modules attached as airlocks (let's say 1 percon kerbal can included in ven's stock revamp ;) ) , not directly from Hitchhikers or Science labs.

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  • 4 months later...

was fairly basic, just a partmodule, onEva use up a resource, nothin fancy, add it to any part a kerbal could eva from

not sure where i put my copy of it to update, id dout it broke too basic, might have to just remake it someday

 

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  • 2 months later...
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