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Crew Capacity on modded part


Tyko

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I'm trying to create a part with crew capacity. Adding the MM cfg line "CrewCapacity = 1" works, but only partially. I can add a crew member in the VAB, but on the launch pad that crewperson doesn't show in the crew windows at the bottom. Also, this is a new Lab part, so the right click menu on the Lab shows it's unoccupied even if I placed a Scientist there in the VAB.

Interestingly, I can transfer a Scientist into the Lab on the launch pad and then the Lab shows as occupied, but the Scientist disappears from the crew windows.

The full cfg file I wrote is below. I'm reusing @RoverDude's model, not sure if that would matter somehow. Thanks for your advice :)

Spoiler

PART
{
    name = SmallLab
    module = Part
    author = tjt //RoverDude's model
    rescaleFactor = 1
    node_stack_top = 0,1,0,0,1,0,2
    node_stack_bottom = 0,-1,0,0,-1,0,2
    CrewCapacity = 1
    TechRequired = advExploration
    entryCost = 8000
    cost = 3500
    Category = Science
    subcategory = 0
    title = Mobile Research Lab MRL-SM-1
    manufacturer = Unobtanium Corp
    description = 1 seat science lab with integrated life support system
    attachRules = 1,0,1,1,0
    mass = 1.5
    dragModelType = default
    maximum_drag = 0.25
    minimum_drag = 0.25
    angularDrag = .5
    crashTolerance = 45
    breakingForce = 280
    breakingTorque = 280
    maxTemp = 2200
    tags = cck-lifesupport
    MODEL
    {
        model = UmbraSpaceIndustries/LifeSupport/Assets/LgRecycler
    }
    
    MODULE
    {
        name = ModuleScienceContainer
        reviewActionName = Review Data
        storeActionName = Store Experiments
        collectActionName = Take Data
        evaOnlyStorage = True
        storageRange = 2
        allowRepeatedSubjects = True
    }
    
    MODULE
    {
        name = ModuleScienceLab
        containerModuleIndex = 0
        dataStorage = 1500
        crewsRequired = 1
        canResetConnectedModules = True
        canResetNearbyModules = True
        interactionRange = 5
        SurfaceBonus = 0.1
        ContextBonus = 0.25
        homeworldMultiplier = 0.1
        RESOURCE_PROCESS
        {
            name = ElectricCharge
            amount = 10
        }
    }

    MODULE
    {
        name = ModuleScienceConverter
        dataProcessingMultiplier = 0.4 // Multiplier to data processing rate and therefore science rate
        scientistBonus = 0.25    //Bonus per scientist star - need at least one! So 0.25x - 2.5x 
        researchTime = 6        //Larger = slower.  Exponential!
        scienceMultiplier = 1.25    //How much science does data turn into?
        scienceCap = 1500        //How much science can we store before having to transmit?        
        powerRequirement = 5    //EC/Sec to research
        ConverterName = Research
        StartActionName = Start Research
        StopActionName = Stop Research
    }

    MODULE
    {
        name = ModuleKerbNetAccess
        MinimumFoV = 17
        MaximumFoV = 63
        AnomalyDetection = 0
        DISPLAY_MODES
        {
            Mode = Terrain
            Mode = Biome
        }
        REQUIRED_EFFECTS
        {
            Effect = ScienceSkill
        }
    }
    
    MODULE
    {
        name = ModuleLifeSupportRecycler
        CrewCapacity = 4
        RecyclePercent = 0.75
        ConverterName = Life Support
        tag = Life Support
        StartActionName = Start Life Support
        StopActionName = Stop Life Support

        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 1
        }
    }    
    
}
 

 

Edited by tjt
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1 hour ago, tjt said:

I'm trying to create a part with crew capacity. Adding the MM cfg line "CrewCapacity = 1" works, but only partially. I can add a crew member in the VAB, but on the launch pad that crewperson doesn't show in the crew windows at the bottom. Also, this is a new Lab part, so the right click menu on the Lab shows it's unoccupied even if I placed a Scientist there in the VAB.

Interestingly, I can transfer a Scientist into the Lab on the launch pad and then the Lab shows as occupied, but the Scientist disappears from the crew windows.

The full cfg file I wrote is below. I'm reusing @RoverDude's model, not sure if that would matter somehow. Thanks for your advice :)

  Reveal hidden contents

PART
{
    name = SmallLab
    module = Part
    author = tjt //RoverDude's model
    rescaleFactor = 1
    node_stack_top = 0,1,0,0,1,0,2
    node_stack_bottom = 0,-1,0,0,-1,0,2
    CrewCapacity = 1
    TechRequired = advExploration
    entryCost = 8000
    cost = 3500
    Category = Science
    subcategory = 0
    title = Mobile Research Lab MRL-SM-1
    manufacturer = Unobtanium Corp
    description = 1 seat science lab with integrated life support system
    attachRules = 1,0,1,1,0
    mass = 1.5
    dragModelType = default
    maximum_drag = 0.25
    minimum_drag = 0.25
    angularDrag = .5
    crashTolerance = 45
    breakingForce = 280
    breakingTorque = 280
    maxTemp = 2200
    tags = cck-lifesupport
    MODEL
    {
        model = UmbraSpaceIndustries/LifeSupport/Assets/LgRecycler
    }
    
    MODULE
    {
        name = ModuleScienceContainer
        reviewActionName = Review Data
        storeActionName = Store Experiments
        collectActionName = Take Data
        evaOnlyStorage = True
        storageRange = 2
        allowRepeatedSubjects = True
    }
    
    MODULE
    {
        name = ModuleScienceLab
        containerModuleIndex = 0
        dataStorage = 1500
        crewsRequired = 1
        canResetConnectedModules = True
        canResetNearbyModules = True
        interactionRange = 5
        SurfaceBonus = 0.1
        ContextBonus = 0.25
        homeworldMultiplier = 0.1
        RESOURCE_PROCESS
        {
            name = ElectricCharge
            amount = 10
        }
    }

    MODULE
    {
        name = ModuleScienceConverter
        dataProcessingMultiplier = 0.4 // Multiplier to data processing rate and therefore science rate
        scientistBonus = 0.25    //Bonus per scientist star - need at least one! So 0.25x - 2.5x 
        researchTime = 6        //Larger = slower.  Exponential!
        scienceMultiplier = 1.25    //How much science does data turn into?
        scienceCap = 1500        //How much science can we store before having to transmit?        
        powerRequirement = 5    //EC/Sec to research
        ConverterName = Research
        StartActionName = Start Research
        StopActionName = Stop Research
    }

    MODULE
    {
        name = ModuleKerbNetAccess
        MinimumFoV = 17
        MaximumFoV = 63
        AnomalyDetection = 0
        DISPLAY_MODES
        {
            Mode = Terrain
            Mode = Biome
        }
        REQUIRED_EFFECTS
        {
            Effect = ScienceSkill
        }
    }
    
    MODULE
    {
        name = ModuleLifeSupportRecycler
        CrewCapacity = 4
        RecyclePercent = 0.75
        ConverterName = Life Support
        tag = Life Support
        StartActionName = Start Life Support
        StopActionName = Stop Life Support

        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 1
        }
    }    
    
}
 

 

Does this lab has a IVA?

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10 minutes ago, Nansuchao said:

Does this lab has a IVA?

No IVA. I'm reusing a part from USI-LS which didn't have any crew capacity, so no IVA. Does it need an IVA in order to have crew capacity?

EDIT: oh! if I don't have an IVA does that prevent the crew picture from showing up because there's no internal to show in the background?

Edited by tjt
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1 minute ago, tjt said:

No IVA. I'm reusing a part from USI-LS which didn't have any crew capacity, so no IVA. Does it need an IVA in order to have crew capacity?

Probably yes. You can reuse one of the stock IVA as a placeholder for testing.

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