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[1.7.x] MSP-3000 Material Science Pod


Tyko

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On 10/27/2018 at 2:11 AM, Tyko said:

Interesting ideas, not what I was going for though with this mod. I created this specifically so that people could attach a mystery goo to one side of a stack and attach the MSP 3000 to the other side. They are size and weight balanced to work together. Adding  a bunch of science experiments to one part isn't the direction I'm going, sorry. it wouldn't be difficult for you to create these yourself if that's what you wanted for your own game though.

So basically cool ideas, but beyond the scope of this mod.  Thanks! 

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1 hour ago, Ruedii said:

So basically cool ideas, but beyond the scope of this mod.  Thanks! 

Correct...you can accomplish the same thing by using service bays. Just put all the science parts, batteries and antenna inside a service bay or find other ways to get creative - which is really the essence of KSP.  The biggest benefit of service bays over your all-in-one part approach are that you can build one at any point on the tech tree using the parts you've unlocked instead of waiting until you've unlocked all the tech in your all-in-one part. Another bene is you can customize for each mission rather than carrying unnecessary weight for experiments that don't apply to a particular mission.

Here are some examples of different solutions I've used.  This is my fav little design with the basic experiments in a downscaled .625m service bay

Clu9HM0.png

iagsmgQ.png

 

This one include goo and material, but also a probe core and solar panels. The entire top separates from the stack for reentry. There's a heat shield below and a parachute above

y2JaNTF.png

 

Here's another design that doesn't even need a Bay. I just designed it so all the parts were sheltered during reentry by the heat shield

OQ2XJjF.png

 

Another design the doesn't even need a Service Bay

HQKMWL1.png

dghPHlM.png


 

And this is one of my favs...a drilling rig with the ISRU, KAS storage, USI-LS components, lights and even thermal kit all in a 3.75m Service Bay

cq1gdcr.png

bHtmMvD.png

Edited by Tyko
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  • 3 months later...

@Tyko, I just downloaded as I'll include this specifically as working well with Simplex TechTree (staying in miniaturization, but speicifcally naming it as it fits nicely - like the HullCamVDS cameras work well as they are)

At first I was confused at the multi-model approach in the cfg file.  Was it part variant what's happening?

Then looked hard at the model in game.  GENIUS!

This is spectacular.  I wonder if something similar would work with clamp-o-trons and parachutes... <starts project musings>

Peace.

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15 minutes ago, theJesuit said:

This is spectacular.  I wonder if something similar would work with clamp-o-trons and parachutes... <starts project musings>

 

Yes... I took the ASET Dock-O-Matic Bright Docking ports (which have used this  method *forever*), and combined them with the Multiport mod, to make multiple sized ports in one... I want to try it with PicoPorts next

 

PART
{
	name = dockBRIGHT-A
	module = Part
	author = Squad,Alex,XanderTek

	MODEL 
	{
		model = Squad/Parts/Utility/dockingPortSr/model
		position = 0,-0.01095,0
		scale = 1,1,1
		rotation = 0,0,0
	}

	MODEL
	{
		model = Squad/Parts/Utility/dockingPort/model
		position = 0,-0.01095,0
		scale = 1,1,1
		rotation = 0,0,0
	}

	MODEL
	{
		model = Squad/Parts/Utility/dockingPortJr/model
		position = 0,0.13683,0
		scale = 1,1,1
		rotation = 0,0,0
	}
	
	MODEL
	{
		model=ASET/StackInlineLightsRGB/SIL0225
		position = 0.0, 0.23, 0.0
		scale = 1.015, 0.50, 1.015
		rotation = 0, 15, 0
	}

I'm also experimenting with a similar method for modifying stock IVAs ;)

 

Edited by Stone Blue
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6 hours ago, linuxgurugamer said:

That should be (I think) NEEDS, not FOR

If someone else metamods this mod, then NEEDS is more appropriate, as the metamod could be present without the mod.

If @Tyko includes the indicated MM script as part of this mod, then I think FOR works, as it indicates that the mod name following is present.

In fact, is 'NEEDS[MOD-X]' true during the MM pass of MOD-X ?  If it isn't (I'm not sure), then FOR is actually needed required.

(Talk about needing the capitalization to keep confusion down to a dull roar. :) )

Edited by Jacke
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39 minutes ago, Jacke said:

If someone else metamods this mod, then NEEDS is more appropriate, as the metamod could be present without the mod.

If @Tyko includes the indicated MM script as part of this mod, then I think FOR works, as it indicates that the mod name following is present.

In fact, is 'NEEDS[MOD-X]' true during the MM pass of MOD-X ?  If it isn't (I'm not sure), then FOR is actually needed required.

(Talk about needing the capitalization to keep confusion down to a dull roar. :) )

The problem with FOR is that it tells MM that the mod is available, which can cause problems if other patches depend on whether this mod is here or not.  Since this particular patch will ONLY be here if the mod is here, FOR is unnecessary, and NEEDS, while probably not necessary, won't hurt

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I didn't want to add the contract portion to the mod because it makes contracts easier to complete due to the smaller size / weight. Without delving into rebalancing the contracts I didn't think it was "fair" to include this part.

@theJesuit Thanks for the kind words...this multi-model approach was my cheat to make up for the fact that I haven't skilled up to make models...frankly, all the tweaking it took was quite the endeavor. Not only did I have to get it to look right, but I also had to play with the attach point and the CoM to make sure it exactly weight balanced a Goo Container when mounted on the opposite side...Took way too much time   :)

Glad you guys are using it.

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If anyone's interested, here's an alternate take on balancing radial experiments with MSP:

@PART[MSP3000]
{
  @mass = 0.2
  %PhysicsSignificance = 1
}

@PART[GooExperiment]:NEEDS[MSP3000]
{
  %PhysicsSignificance = 1
}

This keeps the MSP mass the same as the inline Materials Bay, but makes it "physicsless" so that its mass is added to the parent part. It also makes the Mystery Goo physicsless as well. This preserves overall mass requirements of science experiments while still removing the annoyance of having to push asymmetric payloads.

I've been playing with it for some time now without any issues, even though physicsless parts are usually much lighter than 0.2 tons (the heaviest such stock part is the Puff engine at 0.09 tons).

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  • 1 month later...
  • 5 months later...

Good thing I saw this, for I do have a need for this in my current Beyond Home career. I promised myself no part mods, but I just can't get the normal sized Bay to fit right with the Mk 2 lander can since everything  else can be fit in the side cargo bays.

Good job!

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  • 2 years later...
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