Starslinger999 Posted November 23, 2021 Share Posted November 23, 2021 On 11/21/2021 at 3:19 PM, RocketRyleigh said: Isn't that a Minecraft mod? Now THAT'd be some impressive integration Heh. But yeah with kerbalism the SSPXR Aquaculture module is completely useless it cant even produce food or anything. Quote Link to comment Share on other sites More sharing options...
User98-367 Posted November 24, 2021 Share Posted November 24, 2021 Hi all, I think I've got a reasonably controlled example of the kraken attack Gotmachine was talking about in his/her posts of 5 Sept (a couple of pages back). Apologies if this is in the wrong place to be posting or whatever - I'm new. I can reproduce it consistently with autostruts turned on, and subsequent to a series of set-up steps. The before shot was taken post launch into a 200km JNSQ orbit with a couple of course adjustments and warps, and in and out of map mode. No quick saves. No problems so far. The after shot was taken subsequent to switching to another vessel in LKO with a small course adjustment to that vessel, and then switching back again. As sure as night follows day it will engineer a kraken attack. With autostruts off, nothing happens. There's something similar going on around docking port use, but I haven't been able to control that properly yet. Anyway, just thought this might be useful to someone. It's a deal-breaker for me I think. It's so regular now with larger vessels that the game has become almost unplayable. I strongly suspect it's Kerbalism and the load it puts on my CPU, so very sadly am incline to rebuild a game without it. User98 Before: And after: Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 24, 2021 Share Posted November 24, 2021 Try without autostruts but https://github.com/meirumeiru/Kerbal-Joint-Reinforcement/releases/download/v4.1.15/KerbalJointReinforcement_v4.1.15.zip Quote Link to comment Share on other sites More sharing options...
User98-367 Posted November 25, 2021 Share Posted November 25, 2021 30 minutes ago, Gordon Dry said: Try without autostruts but https://github.com/meirumeiru/Kerbal-Joint-Reinforcement/releases/download/v4.1.15/KerbalJointReinforcement_v4.1.15.zip Thanks for that @Gordon Dry Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted November 25, 2021 Share Posted November 25, 2021 12 hours ago, User98-367 said: Hi all, I think I've got a reasonably controlled example of the kraken attack Gotmachine was talking about in his/her posts of 5 Sept (a couple of pages back). There is a fix for that (KSP) issue in : Quote Link to comment Share on other sites More sharing options...
User98-367 Posted November 25, 2021 Share Posted November 25, 2021 1 hour ago, Gotmachine said: There is a fix for that (KSP) issue in : Thanks @Gotmachine. Have just done a quick test with autostruts on and the community patch sadly made no difference. No issues without autostruts, so I'll do another test with docking to see if that works. Quote Link to comment Share on other sites More sharing options...
Frostiken Posted November 25, 2021 Share Posted November 25, 2021 Is it possible to get Kerbalism to work with Indicator Lights on antennas? Or does the data transmission bypass the traditional stock code to such a degree that the hook won't work? Quote Link to comment Share on other sites More sharing options...
AVaughan Posted November 26, 2021 Share Posted November 26, 2021 @User98-367 I stopped using autostrut grandparent a couple of years ago. I found that autostrut heaviest, or autostrut root generally works better for me. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted November 26, 2021 Share Posted November 26, 2021 I try to actively avoid any and all autostruts on vessels that aren’t in atmospheric flight, with the sole exceptions of autostrutting engines to the root part during burns to improve stability at higher physics warps. Autostruts seem to be a recipe for immediate craft mangling anywhere else, so much so that I’ll regularly edit my save files to remove them. Especially “force heaviest” and “force grandparent”, those are the worst as they can’t be turned off in game. @Starslinger999 I believe there’s an option to add the fish experiment to a lab when Kerbalism and SSPX are installed together, it works like CHILLED in that it needs a fish tank module on the ship to run. It might also be possible to adapt the code for the greenhouse to make growing fish for food possible, but what would you feed the fish? Quote Link to comment Share on other sites More sharing options...
Aezel Posted November 26, 2021 Share Posted November 26, 2021 Hi, I'm trying to use Kerbalism with Realism Overhaul. It's working fine in sandbox mode, but in career mode I can't seem to configure any processors or scrubbers. Even when I give myself all the science using the cheat menu. So what could I be missing? Thanks Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 26, 2021 Share Posted November 26, 2021 @Aezel are you using https://github.com/KSP-RO/ROKerbalism/releases ? Quote Link to comment Share on other sites More sharing options...
Aezel Posted November 26, 2021 Share Posted November 26, 2021 21 minutes ago, Gordon Dry said: @Aezel are you using https://github.com/KSP-RO/ROKerbalism/releases ? Yes, I installed Kerbalism using CKAN, including the RO config files. The thing is that in career/science mode the sub windows for scrubbers and processes don't pop up at all in the VAB. While in sandbox mode on the same installation they do. So I'm thinking it's a science/tech issue? I tried unlocking all tech with the cheat mode but that made no difference. Also tried with and without the "community tech tree" mod. Quote Link to comment Share on other sites More sharing options...
RocketRyleigh Posted November 26, 2021 Share Posted November 26, 2021 Quick question: Would/does Kerbalism have any issue with PersistentRotation? And for that matter, BetterTimeWarp? I only wondered about those two because of how much Kerbalism needs to handle in the background, and I don't really know where regimes of processing begin and end in KSP. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 26, 2021 Share Posted November 26, 2021 (edited) 1 hour ago, RocketRyleigh said: PersistentRotation Looking good on my side. 1 hour ago, RocketRyleigh said: BetterTimeWarp Not sure, though I removed it for some suspicion. And besides that, I don't need slow-motion etc. Edited November 26, 2021 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
CanOmer Posted November 26, 2021 Share Posted November 26, 2021 Hello, Where should I get community resource pack for Kerbalism 3.14? Link in the "Download and installation" section doesn't have release: https://github.com/BobPalmer/CommunityResourcePack/releases Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 26, 2021 Share Posted November 26, 2021 (edited) All links pointing to BobPalmer are outdated, go to https://github.com/UmbraSpaceIndustries/CommunityResourcePack/releases Edited November 26, 2021 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
RocketRyleigh Posted November 27, 2021 Share Posted November 27, 2021 2 hours ago, Gordon Dry said: Looking good on my side. Not sure, though I removed it for some suspicion. And besides that, I don't need slow-motion etc. That would've been my first guess at compatibility. BetterTimeWarp seemed inherently more overlapping, but then I was just thinking about any mods adding background anything in questioning PersistentRotation. Works for me though, thanks AGAIN @Gordon Dry. PR is the important one anyways, and I don't really want slow-mo either, it'd just've been for general improved timewarping, but I don't care really. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted November 30, 2021 Share Posted November 30, 2021 On 11/11/2021 at 8:46 PM, seaces said: Hi All, I was wondering if someone can little bit explain to me how radiation works in this game with Kerbalism. I get the main principles CMs and belts around planets are places where is extreme radiation. What I am struggling is a feel for what is really dangerous and what is tolerable and will not burn my kerbals. What is low radiation but still fine, what is medium and what is no-go. For example, I have small craft in orbit as below: As you can see the craft position in the image around Pe is not in the radiation belt and it is showing that habitat radiation is 8.9mrad/h which I suppose that is number that is actually hitting Jeb inside. The craft has maxed out shielding yet I get warning that kerbal is exposed to radiation. When I hover the mouse over the yellow radiation icon I get value not from habitat radiation of 8.9mrad/h but the general radiation value of 0.032 rad/h. So I am confused what is the actual value that is hitting Jeb inside habitat radiation (8,9mrad/h) or radiation value (0.032rad/h)? Also both of these numbers to me look like really small, less then 1 yet they trigger warning. I admit I don`t have a sense of scale of rad/h unit and perhaps 0.032 is something to be aware of. yes, 8.9 mrad is what's hitting jeb inside the habitat. 1 rad/h (habitat) will kill your crew in roughly 50 hours. 9 mrad is 1/100th of that, so you'll have 5000 hours. about 2 years. not as safe as you'd like, but works for a mission around kerbin. not sure what the background should be; 0.032 looks a bit high for a magnetosphere, but then, i'm used to have active shields and ignore that. anyway, a hitchhicker container with radiation decontamination unit will heal 1% every 4 days, so you can be safe forever with that radiation level. from your shielding efficiency I can tell you're at hard level, meaning 70% max shielding. in those conditions you can stay 3 days inside the outer radiation belt of jool, which is just enough time to land on the inner moons. Quote Link to comment Share on other sites More sharing options...
seaces Posted December 2, 2021 Share Posted December 2, 2021 Thank you for all this information! One question, How do you know what is the max dose of radiation can a Kerbal receive before it dies? That number would help me as I could send a probe, get radiation values and figure out how long a Kerbal can sit before it gets cooked. Quote Link to comment Share on other sites More sharing options...
SkW3rL Posted December 2, 2021 Share Posted December 2, 2021 I am curious who updates the compatible with .cfgs? For example, I am using Stockalike Station Parts Redux by @Nertea, and I noticed the sspx-dome-greenhouse-5-1 is not included within the Kerbalism supplied SSPX.cfg for many things, but food supply is what I tested for. In my testing, using only this dome, Kerbalism menu shows only 7 days of food. I looked in the supporting SSPX.cfg and discovered there is nothing supporting the "...greenhouse-dome...". Or is this another possibility of me doing something wrong, lol. Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted December 2, 2021 Share Posted December 2, 2021 4 hours ago, SkW3rL said: I am curious who updates the compatible with .cfgs? For example, I am using Stockalike Station Parts Redux by @Nertea, and I noticed the sspx-dome-greenhouse-5-1 is not included within the Kerbalism supplied SSPX.cfg for many things, but food supply is what I tested for. In my testing, using only this dome, Kerbalism menu shows only 7 days of food. I looked in the supporting SSPX.cfg and discovered there is nothing supporting the "...greenhouse-dome...". Or is this another possibility of me doing something wrong, lol. I was about to post the same thing. You are right, the cofigs are outdated due to the new SSPX update. Also a more and more famous mod to make surface bases called Planetside Exploration ain't supported at all either... Please someone help Quote Link to comment Share on other sites More sharing options...
RoadWarrior9 Posted December 2, 2021 Share Posted December 2, 2021 30 minutes ago, adriangm44 said: You are right, the cofigs are outdated due to the new SSPX update. I just posted a config that converts all kerbalism greenhouses to a rate based food per second instead of harvest based method. It includes all SSPX greenhouse type modules except for the smallest one. See post. To add the SSPX greenhouse modules using the default kerbalism greenhouse just edit the file SSPX.cfg under support in the Kerbalism support section, find greenhouse, copy paste and change the part name. Quote Link to comment Share on other sites More sharing options...
SiCaRiO31 Posted December 3, 2021 Share Posted December 3, 2021 (edited) I made a patch for the new parts in SSPX a few weeks ago, replace your SSPX.cfg file in "...\GameData\KerbalismConfig\Support" with this and it should work (Do a back up first, just in case :P). Spoiler // Stock-alike Station Parts Expansion // ============================================================================ // region Life Support // ============================================================================ @PART[sspx-inflatable-cen*,sspx-expandable-cen*]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { // Kerbalism forces the habitat to be inflated if kerbals are inside @CrewCapacity = #$MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ MODULE { name = ProcessController resource = _Scrubber title = Scrubber capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _PressureControl title = Pressure control capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _WaterRecycler title = Water recycler capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _WasteProcessor title = Waste processor capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _MonopropFuelCell title = Monoprop+O2 fuel cell capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ running = false } @MODULE[ProcessController],* { @capacity *= 1.67 } MODULE { name = Configure title = Pod slots = 0 UPGRADES { UPGRADE { name__ = Upgrade-Slots techRequired__ = electronics slots = 2 } } SETUP { name = Scrubber desc = A dual-bed vacuum-exposing regenerative scrubber that sequesters <b>CarbonDioxide</b> from the internal atmosphere. mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _Scrubber } } SETUP { name = Pressure Control desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure. tech = engineering101 mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _PressureControl } RESOURCE { name = Nitrogen amount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ maxAmount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ @amount *= 500 @maxAmount *= 500 } } SETUP { name = Water Recycler desc = Filter impurities out of <b>WasteWater</b>. tech = spaceExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WaterRecycler } RESOURCE { name = WasteWater amount = 0 maxAmount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ @maxAmount *= 5 } } SETUP { name = Waste Processor desc = Extract <b>Ammonia</b> out of decomposing organic <b>Waste</b>. tech = advExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WasteProcessor } RESOURCE { name = Waste amount = 0 maxAmount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ @maxAmount *= 5 } } SETUP { name = Monoprop Oxygen Fuel Cell desc = An emergency fuel cell that burns <b>MonoPropellant</b> and <b>Oxygen</b> gas, producing <b>Water</b> and <b>Nitrogen</b> gas as by-products. tech = advElectrics mass = 0.1 cost = 1000 MODULE { type = ProcessController id_field = resource id_value = _MonopropFuelCell } } } } @PART[sspx-inflatable-hab*]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { // Kerbalism forces the habitat to be inflated if kerbals are inside @CrewCapacity = #$MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ MODULE { name = ProcessController resource = _Scrubber title = Scrubber capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _PressureControl title = Pressure control capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _WaterRecycler title = Water recycler capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _WasteProcessor title = Waste processor capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _MonopropFuelCell title = Monoprop+O2 fuel cell capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ running = false } @MODULE[ProcessController],* { @capacity *= 1.67 } MODULE { name = Configure title = Pod slots = 0 UPGRADES { UPGRADE { name__ = Upgrade-Slots techRequired__ = electronics slots = 2 } } SETUP { name = Scrubber desc = A dual-bed vacuum-exposing regenerative scrubber that sequesters <b>CarbonDioxide</b> from the internal atmosphere. mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _Scrubber } } SETUP { name = Pressure Control desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure. tech = engineering101 mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _PressureControl } RESOURCE { name = Nitrogen amount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ @amount *= 500 @maxAmount *= 500 } } SETUP { name = Water Recycler desc = Filter impurities out of <b>WasteWater</b>. tech = spaceExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WaterRecycler } RESOURCE { name = WasteWater amount = 0 maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ @maxAmount *= 5 } } SETUP { name = Waste Processor desc = Extract <b>Ammonia</b> out of decomposing organic <b>Waste</b>. tech = advExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WasteProcessor } RESOURCE { name = Waste amount = 0 maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ @maxAmount *= 5 } } SETUP { name = Monoprop Oxygen Fuel Cell desc = An emergency fuel cell that burns <b>MonoPropellant</b> and <b>Oxygen</b> gas, producing <b>Water</b> and <b>Nitrogen</b> gas as by-products. tech = advElectrics mass = 0.1 cost = 1000 MODULE { type = ProcessController id_field = resource id_value = _MonopropFuelCell } } } } // end // ============================================================================ // region Habitat (Inflatable) // ============================================================================ @PART[sspx-inflatable-hab*]:NEEDS[StationPartsExpansionRedux,FeatureHabitat]:AFTER[KerbalismDefault] { MODULE { name = Habitat inflate = Expand state = disabled animBackwards = True } !MODULE[ModuleDeployableHabitat] {} // Functionality is replaced by ModuleHabitat } // end // ============================================================================ // region Habitat + Gravity Ring // ============================================================================ @PART[sspx-inflatable-centrifuge-125-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { @mass = 3.0 // kerbalism gravity ring weight 3.5 t for 65m3 MODULE { name = Habitat state = disabled volume = 36.0 surface = 85.0 } MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = Expand rotate = SpinCenter deployed = False rotateIsTransform = True SpinRate = 42 counterWeightRotate = SpinCenterCounter counterWeightSpinRate = -84.0 counterWeightSpinAccelerationRate = 2.0 } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat } @PART[sspx-inflatable-centrifuge-125-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { @mass = 2.5 // kerbalism gravity ring weight 3.5 t for 65m3 MODULE { name = Habitat state = disabled volume = 19.0 surface = 55.0 } MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = Expand rotate = CompactSpinCentre deployed = False rotateIsTransform = True counterWeightRotate = CounterWeight counterWeightSpinRate = -70 counterWeightSpinAccelerationRate = 2 } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat } @PART[sspx-inflatable-centrifuge-25-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { @mass = 5.0 // kerbalism gravity ring weight 3.5 t for 65m3 MODULE { name = Habitat state = disabled volume = 85 surface = 180.0 } MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = Expand rotate = B_Rotation rotateIsTransform = True SpinRate = 45 SpinAccelerationRate = 1 counterWeightRotate = 25mTorusCounterweight counterWeightSpinRate = -90 counterWeightSpinAccelerationRate = 2 } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat } @PART[sspx-expandable-centrifuge-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE { name = Habitat state = disabled inflatableUsingRigidWalls = True volume = 260.0 surface = 450.0 } MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = CentrifugeCollapse rotate = B_Center deployed = False rotateIsTransform = True SpinRate = 35 counterWeightRotate = Counterweight counterWeightSpinRate = -70 counterWeightSpinAccelerationRate = 2 } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat } @PART[sspx-expandable-centrifuge-375-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE { name = Habitat state = disabled inflatableUsingRigidWalls = True volume = 110.0 surface = 190.0 } MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = Retract rotate = SpinCenter deployed = False rotateIsTransform = True SpinRate = 25 counterWeightRotate = Counterweights counterWeightSpinRate = -70 counterWeightSpinAccelerationRate = 2 } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat } @PART[sspx-expandable-centrifuge-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE { name = Habitat state = disabled inflatableUsingRigidWalls = True volume = 350.0 surface = 530.0 } MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = CentrifugeCollapse rotate = B_SpinCore deployed = False rotateIsTransform = True SpinRate = -35 SpinAccelerationRate = 1 counterWeightRotate = B_Counterweight counterWeightSpinRate = 70.0 counterWeightSpinAccelerationRate = 2 } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat } // end // ============================================================================ // region Comfort providers // ============================================================================ @PART[sspx-observation-25-1|sspx-cupola-125-1|sspx-cupola-1875-1|sspx-cupola-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] @PART[sspx-observation-25-1|sspx-cupola-125-1|sspx-cupola-375-1|sspx-cupola-1875-1|sspx-dome-cupola-5-1|sspx-cupola-telescope-125-1|sspx-cupola-greenhouse-125-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = The very best space observation experience. bonus = panorama } @tags ^= :$: comfort: } @PART[sspx-habitation-1875-1|sspx-habitation-1875-2|sspx-habitation-375-1|sspx-habitation-375-2|sspx-habitation-375-3]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] @PART[sspx-habitation-375-1|sspx-habitation-375-2|sspx-habitation-375-3|sspx-habitation-5-1|sspx-habitation-5-2|sspx-dome-habitation-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = It has included a rotation system that simulates gravity. The crew will love it. bonus = exercise } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 extra_cost = 0.25 extra_mass = 0.05 } } @PART[sspx-inflatable-hab-25-1|sspx-inflatable-hab-25-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it. bonus = exercise } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 extra_cost = 0.25 extra_mass = 0.05 } } // Don't forget that those centrifuges have exercise areas too! @PART[sspx-inflatable-centrifuge-25-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = Some low-g exercise equipment is included. The crew will love it. bonus = exercise } } // centrifuge has both confort (panorama & exercise) @PART[sspx-expandable-centrifuge-375-*]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = Some low-g exercise equipment is included. The crew will love it. bonus = exercise } MODULE:NEEDS[FeatureComfort] { name = Comfort desc = The very best space observation experience. bonus = panorama } } @PART[sspx-expandable-centrifuge-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = Some low-g exercise equipment is included. The crew will love it. bonus = exercise } MODULE:NEEDS[FeatureComfort] { name = Comfort desc = The very best space observation experience. bonus = panorama } } // end // ============================================================================ // region Sickbay // added by Gordon Dry // ============================================================================ @PART[sspx-habitation-125-1|sspx-habitation-1875-1|sspx-habitation-1875-2]:NEEDS[StationPartsExpansionRedux,FeatureHabitat,FeatureRadiation]:AFTER[zzzKerbalismDefault] @PART[sspx-habitation-125-1|sspx-habitation-1875-1|sspx-habitation-1875-2|sspx-habitation-25-1|sspx-habitation-5-1|sspx-habitation-5-2|sspx-dome-habitation-5-1]:NEEDS[StationPartsExpansionRedux,FeatureHabitat,FeatureRadiation]:AFTER[zzzKerbalismDefault] { MODULE { name = Sickbay resource = _SickbayRDU title = RDU desc = The Radiation Detoxication Unit (RDU) uses EC and Oxygen to reduce the effects of radiation poisoning. slots = 0 UPGRADES { UPGRADE { name__ = Upgrade-HitchhikerRDU techRequired__ = advScienceTech slots = 1 } } } } // ============================================================================ // region Recyclers // ============================================================================ @PART[sspx-utility-125-1|SSPX_sspx-utility-1875-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault] @PART[sspx-utility-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault] { // since this part contains an active shield, it needs a big NERF: // available only together with kerbalisms active shield // pricing adjusted, the part was way too cheap @TechRequired = experimentalScience @entryCost = 65000 @cost = 15000 MODULE { name = Emitter radiation = -0.0000005555 // -0.002 rad/h toggle = true ec_rate = 1.25 active = e10 } } @PART[sspx-utility-125-1|SSPX_sspx-utility-1875-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault] @PART[sspx-utility-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault] { MODULE { name = Reliability type = Emitter title = Shield repair = Engineer mtbf = 72576000 extra_cost = 2.5 extra_mass = 0.1 } } // end // ============================================================================ // region Greenhouses // ============================================================================ @PART[sspx-greenhouse-25-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // Twice as effective as kerbalism-greenhouse part. // See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details. // This greenhouse has 18 independent sections! It's 18 staged crops in rotation. Almost non-stop production, but each harvest is 18 times smaller. crop_size = 3.0625 // 18 times less harvest than 2x"kerbalism-greenhouse" crop_rate = 0.00000416664 // but you can harvest 18 times more often due to independent sections! ec_rate = 5 // 2x"kerbalism-greenhouse" 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 shutters = 25DoorsOpen // animation to manipulate shutters animBackwards = True INPUT_RESOURCE { name = Ammonia rate = 0.00019140625 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = Water rate = 0.0000063802 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = WasteAtmosphere // Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used rate = 0.0024915995 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = CarbonDioxide // Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is // present then it will be used in place of CO2 injection rate = 0.00083053315 // 2x"kerbalism-greenhouse" } // Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the // CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere. // If there is not enough resources then the plants will suffer. OUTPUT_RESOURCE { name = Oxygen rate = 0.0034475965 // 200% of oxygen required by 1 crew member } } RESOURCE { name = Ammonia amount = 544 // 2x"kerbalism-greenhouse" maxAmount = 544 } RESOURCE { name = CarbonDioxide amount = 9000 // 2x"kerbalism-greenhouse" maxAmount = 9000 } // To support pressure control @MODULE[Configure] { @SETUP[Pressure?Control] { !RESOURCE[Nitrogen] {} } } RESOURCE { name = Nitrogen amount = 10000 // 1x"kerbalism-greenhouse" as it does not mess with crops maxAmount = 10000 } RESOURCE { name = Water amount = 22 // 2x"kerbalism-greenhouse" maxAmount = 22 } !MODULE[ModuleAnimateGeneric] {} // Greenhouse handles animation } @PART[sspx-greenhouse-375-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // Twice as effective as kerbalism-greenhouse part. // See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details. // Both growing "rings" of this greenhouse are unfortunately in the same section. No independent growing possible. (Different watering and lighting needs for different grow stages). crop_size = 55.125 // 2x kerbalism-greenhouse crop_rate = 0.00000023148 // regular growth speed ec_rate = 5 // 2x"kerbalism-greenhouse" 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 INPUT_RESOURCE { name = Ammonia rate = 0.00019140625 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = Water rate = 0.0000063802 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = WasteAtmosphere // Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used rate = 0.0024915995 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = CarbonDioxide // Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is // present then it will be used in place of CO2 injection rate = 0.00083053315 // 2x"kerbalism-greenhouse" } // Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the // CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere. // If there is not enough resources then the plants will suffer. OUTPUT_RESOURCE { name = Oxygen rate = 0.0034475965 // 200% of oxygen required by 1 crew member } } // Concider those nice IVA tanks and closets for increasing current resource capacity. I won't touch em for now. RESOURCE { name = Ammonia amount = 544 // 2x"kerbalism-greenhouse" maxAmount = 544 } RESOURCE { name = CarbonDioxide amount = 9000 // 2x"kerbalism-greenhouse" maxAmount = 9000 } // To support pressure control @MODULE[Configure] { @SETUP[Pressure?Control] { !RESOURCE[Nitrogen] {} } } RESOURCE { name = Nitrogen amount = 10000 // 1x"kerbalism-greenhouse" as it does not mess with crops maxAmount = 10000 } RESOURCE { name = Water amount = 22 // 2x"kerbalism-greenhouse" maxAmount = 22 } } @PART[sspx-greenhouse-5-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // 12 as effective as kerbalism-greenhouse part. // See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details. // This greenhouse has 2 sections! 2 staged crops in rotation, each harvest is 2 times smaller. crop_size = 165.375 // 2 times less harvest than 12x"kerbalism-greenhouse" crop_rate = 0.00000046296 // but you can harvest 2 times more often due to independent sections! ec_rate = 30 // 12x"kerbalism-greenhouse" 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 INPUT_RESOURCE { name = Ammonia rate = 0.0011484375 // 12x"kerbalism-greenhouse" } INPUT_RESOURCE { name = Water rate = 0.0000382812 // 12x"kerbalism-greenhouse" } INPUT_RESOURCE { name = WasteAtmosphere // Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used rate = 0.0149495970 // 12x"kerbalism-greenhouse" } INPUT_RESOURCE { name = CarbonDioxide // Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is // present then it will be used in place of CO2 injection rate = 0.00498319890 // 12x"kerbalism-greenhouse" } // Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the // CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere. // If there is not enough resources then the plants will suffer. OUTPUT_RESOURCE { name = Oxygen rate = 0.020685579 // 1200% of oxygen required by 1 crew member } } RESOURCE { name = Ammonia amount = 3264 // 12x"kerbalism-greenhouse" maxAmount = 3264 } RESOURCE { name = CarbonDioxide amount = 54000 // 12x"kerbalism-greenhouse" maxAmount = 54000 } // To support pressure control @MODULE[Configure] { @SETUP[Pressure?Control] { !RESOURCE[Nitrogen] {} } } RESOURCE { name = Nitrogen amount = 10000 // 1x"kerbalism-greenhouse" as it does not mess with crops maxAmount = 10000 } RESOURCE { name = Water amount = 132 // 12x"kerbalism-greenhouse" maxAmount = 132 } } @PART[sspx-dome-greenhouse-5-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // Twice as effective as kerbalism-greenhouse part. // See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details. // This is a surface greenhouse. For the time, it acts as the 375m greenhouse, as it cant have different crops, so just 1 big harvest. crop_size = 55.125 // 2x kerbalism-greenhouse crop_rate = 0.00000023148 // regular growth speed ec_rate = 5 // 2x"kerbalism-greenhouse" 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 INPUT_RESOURCE { name = Ammonia rate = 0.00019140625 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = Water rate = 0.0000063802 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = WasteAtmosphere // Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used rate = 0.0024915995 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = CarbonDioxide // Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is // present then it will be used in place of CO2 injection rate = 0.00083053315 // 2x"kerbalism-greenhouse" } // Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the // CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere. // If there is not enough resources then the plants will suffer. OUTPUT_RESOURCE { name = Oxygen rate = 0.0034475965 // 200% of oxygen required by 1 crew member } } // Concider those nice IVA tanks and closets for increasing current resource capacity. I won't touch em for now. RESOURCE { name = Ammonia amount = 544 // 2x"kerbalism-greenhouse" maxAmount = 544 } RESOURCE { name = CarbonDioxide amount = 9000 // 2x"kerbalism-greenhouse" maxAmount = 9000 } // To support pressure control @MODULE[Configure] { @SETUP[Pressure?Control] { !RESOURCE[Nitrogen] {} } } RESOURCE { name = Nitrogen amount = 10000 // 1x"kerbalism-greenhouse" as it does not mess with crops maxAmount = 10000 } RESOURCE { name = Water amount = 22 // 2x"kerbalism-greenhouse" maxAmount = 22 } } @PART[sspx-cupola-greenhouse-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // 90 times less effective as kerbalism-greenhouse part. // See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details. // This is a VERY small greenhouse, 90 times less crops than Kerbalism-greenhouse crop_size = 0.30625 // 1/90 x kerbalism-greenhouse crop_rate = 0.00000046296 // 2 times regular growth speed ec_rate = 0.0278 // 1/90x"kerbalism-greenhouse" 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 INPUT_RESOURCE { name = Ammonia rate = 0.00000106337 // 1/90x"kerbalism-greenhouse" } INPUT_RESOURCE { name = Water rate = 0.0000000354 // 1/90x"kerbalism-greenhouse" } INPUT_RESOURCE { name = WasteAtmosphere // Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used rate = 0.0000138422 // 1/90x"kerbalism-greenhouse" } INPUT_RESOURCE { name = CarbonDioxide // Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is // present then it will be used in place of CO2 injection rate = 0.00000461407 // 1/90x"kerbalism-greenhouse" } // Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the // CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere. // If there is not enough resources then the plants will suffer. OUTPUT_RESOURCE { name = Oxygen rate = 0.0000191533 // 1.1% of oxygen required by 1 crew member } } RESOURCE { name = Ammonia amount = 5 // 1/90x"kerbalism-greenhouse" maxAmount = 5 } RESOURCE { name = CarbonDioxide amount = 50 // 1/90x"kerbalism-greenhouse" maxAmount = 50 } // To support pressure control @MODULE[Configure] { @SETUP[Pressure?Control] { !RESOURCE[Nitrogen] {} } } RESOURCE { name = Nitrogen amount = 110 // 1/90x"kerbalism-greenhouse" as it does not mess with crops maxAmount = 110 } RESOURCE { name = Water amount = 0.12 // 1/90x"kerbalism-greenhouse" maxAmount = 0.12 } } // ============================================================================ // region Containers // ============================================================================ @PART[sspx-cargo-container*]:NEEDS[StationPartsExpansionRedux,B9PartSwitch,CommunityResourcePack,!ProfileNone]:AFTER[zzzKerbalismDefault] { @MODULE[ModuleB9PartSwitch]:HAS[!SUBTYPE[Food]] { SUBTYPE { name = Food tankType = Food title = Food transform = SnacksDecal } } @MODULE[ModuleB9PartSwitch]:HAS[!SUBTYPE[Supplies]] { SUBTYPE { name = Supplies tankType = Supplies title = Supplies transform = SuppliesDecal } } @MODULE[ModuleB9PartSwitch]:HAS[!SUBTYPE[Waste]] { SUBTYPE { name = Waste tankType = Waste title = Waste transform = LifeSupportDecal } } } // end // ============================================================================ // confort plants // ============================================================================ @PART[sspx-greenhouse-5-1|sspx-dome-greenhouse-5-1|sspx-cupola-greenhouse-125-1|sspx-greenhouse-25-1|sspx-greenhouse-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort bonus = plants desc = There's something inherently calming about an artificial slice of nature, kept alive only by the miracles of duct-tape and kerbal engineering. Let's hope the crew doesn't think too much about it. } @tags ^= :$: comfort: } //end Edited December 3, 2021 by SiCaRiO31 Quote Link to comment Share on other sites More sharing options...
SkW3rL Posted December 3, 2021 Share Posted December 3, 2021 @RoadWarrior9 @SiCaRiO31 Thanks for the help, I really appreciate it! I had considered copy/pasting and changing the part name but wanted to see if there was anything in the works considering how recent SSPX is... ish. @adriangm44 I know! I just found out about Planetside Exploration recently from a post on Reddit. I'm definitely hooked! Might have to look into options like above and make our own cfgs until something "official" comes out. Quote Link to comment Share on other sites More sharing options...
WhatALovelyNick Posted December 3, 2021 Share Posted December 3, 2021 Hello! Is there a way to put an upgrade to Emitter module? And place it in the tech tree? Quote Link to comment Share on other sites More sharing options...
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