hypervelocity Posted December 31, 2017 Share Posted December 31, 2017 writing just to confirm the parts work fine under KSP 1.2.2 - cheers! Link to comment Share on other sites More sharing options...
Madman_Andre Posted January 1, 2018 Share Posted January 1, 2018 I'm definitely going to try this out. Looks amazing. Link to comment Share on other sites More sharing options...
bcink Posted January 1, 2018 Author Share Posted January 1, 2018 19 hours ago, MacLuky said: pressure regulators need a bump, rest seems ok Oh this is very exciting Thank you! 13 hours ago, hypervelocity said: writing just to confirm the parts work fine under KSP 1.2.2 - cheers! Thank you!!! 1 hour ago, Madman_Andre said: I'm definitely going to try this out. Looks amazing. Thanks!!! Link to comment Share on other sites More sharing options...
MacLuky Posted January 1, 2018 Share Posted January 1, 2018 Best I can do so far: @PART[HDU3]:NEEDS[Kerbalism]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = Comfort bonus = panorama desc = The cupola offer a relaxing panoramic view of the void of space. } MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests crop_size = 2500.0 // amount of resource produced by harvests crop_rate = 0.00000023148 // growth per-second when all conditions apply ec_rate = 2.5 // EC/s consumed by the lamp at max intensity light_tolerance = 400.0 // minimum lighting flux required for growth, in W/m^2 pressure_tolerance = 0.1 // minimum pressure required for growth, in sea level atmospheres radiation_tolerance = 0.000008333 // maximum radiation allowed for growth in rad/s, considered after shielding is applied lamps = Cylinder001 // object with emissive texture used to represent lamp intensity graphically shutters = door // animation to manipulate shutters plants = // animation to represent plant growth graphically INPUT_RESOURCE { name = Ammonia rate = 0.00695 // 37530 units required for crop } INPUT_RESOURCE { name = Water rate = 0.00023148 // 1250 units required for crop } OUTPUT_RESOURCE { name = Oxygen rate = 0.00463 // 25% of oxygen required by 1 crew member } OUTPUT_RESOURCE { name = WasteWater rate = 0.00023033 } } MODULE { name = Habitat toggle = false } MODULE { name = ProcessController resource = _PressureControl title = Pressure control capacity = 2.143 running = true } RESOURCE { name = Waste amount = 0 maxAmount = 10 } RESOURCE { name = Ammonia amount = 1000 maxAmount = 1000 } } } @PART[HDU2]:NEEDS[Kerbalism]:NEEDS[ProfileDefault]:FOR[Kerbalism] { !MODULE[ModuleResourceConverter]:HAS[#ConverterName[Lf+Ox]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[LiquidFuel]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[Oxidizer]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[Monoprop]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[MonoPropellant]] {} !MODULE[ModuleOverheatDisplay] {} !MODULE[ModuleCoreHeat] {} MODULE { name = ProcessController resource = _WaterElectrolysis title = Water electrolysis capacity = 1 } MODULE { name = ProcessController resource = _Sabatier title = Sabatier process capacity = 1 } MODULE { name = ProcessController resource = _Haber title = Haber process capacity = 1 } MODULE { name = ProcessController resource = _WasteIncinerator title = Waste incinerator capacity = 1 } MODULE { name = ProcessController resource = _WasteCompressor title = Waste compressor capacity = 1 } MODULE { name = ProcessController resource = _Anthraquinone title = Anthraquinone process capacity = 1 } MODULE { name = ProcessController resource = _HydrazineProduction title = Hydrazine production capacity = 1 } MODULE { name = ProcessController resource = _MRE title = MRE capacity = 1 } MODULE { name = ProcessController resource = _SOE title = SOE capacity = 1 } MODULE { name = ProcessController resource = _SCO title = SCO capacity = 1 } MODULE { name = Configure title = Chemical Plant slots = 1 SETUP { name = Water Electrolysis desc = Split <b>Water</b> into its <b>Hydrogen</b> and <b>Oxygen</b> components. MODULE { type = ProcessController id_field = resource id_value = _WaterElectrolysis } } SETUP { name = Sabatier Process desc = <b>Hydrogen</b> and <b>CarbonDioxide</b> react with a nickel catalyst to produce <b>Water</b> and <b>LiquidFuel</b>. MODULE { type = ProcessController id_field = resource id_value = _Sabatier } } SETUP { name = Haber Process desc = Produce <b>Ammonia</b> by <b>Nitrogen</b> fixation. MODULE { type = ProcessController id_field = resource id_value = _Haber } } SETUP { name = Waste Incinerator desc = Produce <b>CarbonDioxide</b> by combustion of <b>Waste</b>. Include a small exhaust turbine generator. tech = precisionEngineering MODULE { type = ProcessController id_field = resource id_value = _WasteIncinerator } } SETUP { name = Waste Compressor desc = Compact <b>Waste</b> to the density of lead, for use in radiation shielding. tech = precisionEngineering MODULE { type = ProcessController id_field = resource id_value = _WasteCompressor } } SETUP { name = Anthraquinone Process desc = Synthesize <b>Oxidizer</b> using a redox of <b>Oxygen</b> and <b>Hydrogen</b>. tech = advScienceTech MODULE { type = ProcessController id_field = resource id_value = _Anthraquinone } } SETUP { name = Hydrazine Production desc = <b>Oxidizer</b> and <b>Ammonia</b> react to produce <b>MonoPropellant</b> and <b>Water</b>. tech = advScienceTech MODULE { type = ProcessController id_field = resource id_value = _HydrazineProduction } } SETUP { name = Solid Oxide Electrolysis desc = Transform <b>CarbonDioxide</b> into <b>Oxygen</b>. tech = experimentalScience MODULE { type = ProcessController id_field = resource id_value = _SOE } } SETUP { name = Molten Regolith Electrolysis desc = Extract <b>Oxygen</b> out of <b>Ore</b>. tech = experimentalScience MODULE { type = ProcessController id_field = resource id_value = _MRE } } SETUP { name = Selective Catalytic Oxidation desc = <b>Ammonia</b> and <b>Oxygen</b> react with an hydrotalcite-like catalyst to produce <b>Nitrogen</b> and <b>Water</b>. tech = experimentalScience MODULE { type = ProcessController id_field = resource id_value = _SCO } } } MODULE:NEEDS[FeatureReliability] { name = Reliability type = ProcessController title = Chemical Plant repair = Engineer mtbf = 72576000 // 8y extra_cost = 1.0 extra_mass = 0.2 } } @PART[HDU2]:NEEDS[ProfileDefault]:FOR[Kerbalism] { @MODULE[ProcessController],* { @capacity *= 5.0 } @MODULE[Configure] { %slots = 3 } MODULE { name = ProcessController resource = _PressureControl title = Pressure control capacity = 2.143 running = true } } @PART[HDU1]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = ProcessController resource = _PressureControl title = Pressure control capacity = 2.143 running = true } MODULE { name = Comfort bonus = exercise desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it. } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 // 4y extra_cost = 0.25 extra_mass = 0.05 } } Added a cupola to the greenhouse Link to comment Share on other sites More sharing options...
nugget3250 Posted January 4, 2018 Share Posted January 4, 2018 Super idea and could see this someday on Mars Link to comment Share on other sites More sharing options...
bcink Posted March 11, 2018 Author Share Posted March 11, 2018 On 1/1/2018 at 2:52 AM, MacLuky said: Best I can do so far Right on - How did this end up working out for you? On 1/4/2018 at 10:23 AM, nugget3250 said: Super idea and could see this someday on Mars Thanks Link to comment Share on other sites More sharing options...
MacLuky Posted March 11, 2018 Share Posted March 11, 2018 Mostly functional. The hab will break down at some point and I couldn;t get a kerbal close enough to the com to fix it, so I ended up abandoning the base Link to comment Share on other sites More sharing options...
Virtualgenius Posted March 18, 2018 Share Posted March 18, 2018 @bcink I really love what you have done its the perfect replacement for the old Bobcat H.OM.E mod, I was wondering if i could put in a request for one extra part and thats for something to link all the units together like a + I could use stock but then it would detract from the coolness of it and it looks so cool with those textures Link to comment Share on other sites More sharing options...
bcink Posted March 18, 2018 Author Share Posted March 18, 2018 18 minutes ago, Virtualgenius said: @bcink I really love what you have done its the perfect replacement for the old Bobcat H.OM.E mod, I was wondering if i could put in a request for one extra part and thats for something to link all the units together like a + I could use stock but then it would detract from the coolness of it and it looks so cool with those textures Thanks very much! I would really like to make what you have described. It's been on my mind for a while amidst other things. I'll see if I can put something together for 1.4 update Link to comment Share on other sites More sharing options...
bcink Posted March 19, 2018 Author Share Posted March 19, 2018 (edited) 22 hours ago, Virtualgenius said: if i could put in a request for one extra part and thats for something to link all the units together like a + I could use stock but then it would detract from the coolness of it and it looks so cool with those textures Done. Hope this works... Update 1.4 is now available for download Re-compile for 1.4 New part: 4-way hub/connectorUSI Life Support Changes: Unit 2 is now the habitat unit Unit 1 is now the recycler Edited March 19, 2018 by bcink Link to comment Share on other sites More sharing options...
Virtualgenius Posted March 19, 2018 Share Posted March 19, 2018 WOW thats awesome thanks a lot Link to comment Share on other sites More sharing options...
Apollo13 Posted April 22, 2018 Share Posted April 22, 2018 When you land one part to attach to another (already in place), how do you move the just-landed part into position to dock with the part already on the planet/moon? Link to comment Share on other sites More sharing options...
bcink Posted April 22, 2018 Author Share Posted April 22, 2018 4 hours ago, Apollo13 said: When you land one part to attach to another (already in place), how do you move the just-landed part into position to dock with the part already on the planet/moon? That's entirely up to you. I messed around using one of the mods that has a forklift and was pretty much able to drive under one, pick it up, move it around. Nothing is ideal, due to the size and shape though - it's always going to be a challenge. For easy mode, you could just download vessel mover and cheat them into place. Cheers! Link to comment Share on other sites More sharing options...
Apollo13 Posted April 22, 2018 Share Posted April 22, 2018 (edited) @bcink Thanks for the response. It looks interesting. I'm using Kerbal Planetary Base Systems for my base now. I was looking to build another base using you mod. I may use the "cheaty" vessel mover then. Another option you may wish to consider. Planetary Base mod provides some wheels and attachment points. So, the player can drive the newly-landed part to dock with the base. The player can then remove the wheels. You may wish to consider that as well. Also, what mod has a forklift? Edited April 22, 2018 by Apollo13 Link to comment Share on other sites More sharing options...
bcink Posted April 23, 2018 Author Share Posted April 23, 2018 2 hours ago, Apollo13 said: Another option you may wish to consider. Planetary Base mod provides some wheels and attachment points. So, the player can drive the newly-landed part to dock with the base. The player can then remove the wheels. You may wish to consider that as well. Also, what mod has a forklift? Very cool, I'll have to check that out. I was using Wayland Corp Forklift from 0.23 I don't recall having issues getting it running on 1.3 but unsure if it will work on 1.4. Link to comment Share on other sites More sharing options...
Freshmeat Posted April 23, 2018 Share Posted April 23, 2018 7 hours ago, Apollo13 said: Also, what mod has a forklift? I use USI Konstruction for this kind of work, although I built a lift(?) instead. I made a video of assembling a Minmus base, the Crawler enters at around the 5:30 mark: Link to comment Share on other sites More sharing options...
bcink Posted April 23, 2018 Author Share Posted April 23, 2018 (edited) 6 hours ago, Freshmeat said: I use USI Konstruction for this kind of work That's excellent! Edited April 23, 2018 by bcink Link to comment Share on other sites More sharing options...
Apollo13 Posted April 23, 2018 Share Posted April 23, 2018 Thanks for the Forklift mod ideas. I'm on it! Link to comment Share on other sites More sharing options...
pes_petya Posted May 21, 2018 Share Posted May 21, 2018 @bcink is it possible to use latest version of this interesting mod with KSP 1.3.1 without any compability issues? Link to comment Share on other sites More sharing options...
bcink Posted May 23, 2018 Author Share Posted May 23, 2018 On 5/21/2018 at 1:09 PM, pes_petya said: @bcink is it possible to use latest version of this interesting mod with KSP 1.3.1 without any compability issues? Hey, I'm not 100% confident, but I think it should work as there were no specific changes in Unity on these parts between the updates. Link to comment Share on other sites More sharing options...
pes_petya Posted May 23, 2018 Share Posted May 23, 2018 32 minutes ago, bcink said: Hey, I'm not 100% confident, but I think it should work as there were no specific changes in Unity on these parts between the updates. Thanks! I'm gonna try it then. Really like the way it looks! Link to comment Share on other sites More sharing options...
bcink Posted October 27, 2019 Author Share Posted October 27, 2019 Updated for KSP 1.8 Link to comment Share on other sites More sharing options...
kerbiloid Posted October 29, 2019 Share Posted October 29, 2019 I'm afraid, the download link is not correct. Link to comment Share on other sites More sharing options...
bcink Posted October 30, 2019 Author Share Posted October 30, 2019 20 hours ago, kerbiloid said: I'm afraid, the download link is not correct. Thanks, fixed. Link to comment Share on other sites More sharing options...
Lisias Posted November 8, 2019 Share Posted November 8, 2019 Hi, guys. TweakScale maintainer here. I just diagnosed a glitch where a dude, while migrating from the previous version to the latest, forgot to delete DSSHU-Tweakscale.cfg that he manually installed (it was optional by then), and then ended up with two copies of that patch, that so were applied twice, and that triggered TweakScale into some FATALities. The distribution ZIP is OK, is was a human error (also known as "bork" ). But since I (yeah…me, myself. ) also did a similar mistake this week on some patch of my own, I though it would be a good idea to advise. Murphy works in strange ways... Link to comment Share on other sites More sharing options...
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