MacLuky Posted April 25, 2021 Share Posted April 25, 2021 This stuff blows my mind. Here are some patches for RP1 in the works: Thanks for making such an awesome mod Quote Link to comment Share on other sites More sharing options...
Kerbinidiel Posted April 26, 2021 Share Posted April 26, 2021 hi, i've found this awesome mod, and i love it! i not got the Breaking Ground DLC, so i know some feature will missing... anyway, i've installed the mod to look the parts, and i not found the ground platforms and the "rover" platform... it is because i not got the DLC? Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted April 26, 2021 Share Posted April 26, 2021 10 minutes ago, Kerbinidiel said: hi, i've found this awesome mod, and i love it! i not got the Breaking Ground DLC, so i know some feature will missing... anyway, i've installed the mod to look the parts, and i not found the ground platforms and the "rover" platform... it is because i not got the DLC? I don t have the DLC but the parts show up for me ( although the wheel bearings are broken ) , perhaps you install the mod incorrectly ? Quote Link to comment Share on other sites More sharing options...
Kerbinidiel Posted April 26, 2021 Share Posted April 26, 2021 37 minutes ago, golkaidakhaana said: I don t have the DLC but the parts show up for me ( although the wheel bearings are broken ) , perhaps you install the mod incorrectly ? i've extracted all inside the "Gamedata" folder, as for all other mods... in what section there are the ground platforms? Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 26, 2021 Share Posted April 26, 2021 (edited) Most of the base parts from this mod are in structural or in utility. You should find the PT-SP100 Structural Support Unit in the structural category (sort by alphabet and scroll down). Edit: I recommend the Janitor Closet mod for cases like this, it has a function where you can just filter out all parts except for those from a certain mod. Edited April 26, 2021 by Grimmas Quote Link to comment Share on other sites More sharing options...
modus Posted April 26, 2021 Share Posted April 26, 2021 First of all hats off to benjee for this great mod! On 4/20/2021 at 6:25 PM, Grimmas said: You're welcome. I didn't really playtest it except for making sure it works, so the balance is almost certainly weird (copied from somewhat-equivalent MKS parts with some minor modifications). Comments on the balance are most welcome, and if you find bugs let me know too of course. So I finally found some time to play with your patch @Grimmas, though not as much as I would like. - I think overall, it works fine. For me it really feels like my MKS game is extended with some very good looking parts, which is as it should be imo. My base had some MKS stuff in the background making supplies and stuff, feeding my amazing looking habitats. Everybody happy. - As you say balance-wise there maybe are improvements to be made (i think some hab timers are a little generous if I remember correctly), but I expected it worse than it was Haven't had the time to look at all the details sadly. Definitely a thumbs up from me! Quote Link to comment Share on other sites More sharing options...
Kerbinidiel Posted April 26, 2021 Share Posted April 26, 2021 finally i've found the ground platforms! now need to make some test to understand how connect each module on ground Quote Link to comment Share on other sites More sharing options...
DirtyFace83 Posted April 26, 2021 Share Posted April 26, 2021 4 hours ago, modus said: First of all hats off to benjee for this great mod! So I finally found some time to play with your patch @Grimmas, though not as much as I would like. - I think overall, it works fine. For me it really feels like my MKS game is extended with some very good looking parts, which is as it should be imo. My base had some MKS stuff in the background making supplies and stuff, feeding my amazing looking habitats. Everybody happy. - As you say balance-wise there maybe are improvements to be made (i think some hab timers are a little generous if I remember correctly), but I expected it worse than it was Haven't had the time to look at all the details sadly. Definitely a thumbs up from me! @Grimmas Was basically coming here to say the same thing. Pretty much a +1 on this from me. That also goes for not being able to look deeply at all the details, but I didn't notice any glaring bugs/issues (yet). I didn't use the USI-LS side of things though, so I can't talk about that. Nice job! Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 26, 2021 Share Posted April 26, 2021 You're welcome, glad you guys found it useful. Quote Link to comment Share on other sites More sharing options...
Kerbinidiel Posted April 29, 2021 Share Posted April 29, 2021 On 4/26/2021 at 8:43 AM, Grimmas said: Most of the base parts from this mod are in structural or in utility. You should find the PT-SP100 Structural Support Unit in the structural category (sort by alphabet and scroll down). Edit: I recommend the Janitor Closet mod for cases like this, it has a function where you can just filter out all parts except for those from a certain mod. using the Janitor Closet, i've found all the parts of this awesome mod... quite all the parts, i continue to not find 2 of them. in the screenshot sent in this thread i've seen 2 parts that i not got in my game: - the plug used as the final part of the structures -the docking port used to connect the modules (i've found only the "planetside Clamp-O-Tron jr" version) Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted April 29, 2021 Share Posted April 29, 2021 1 minute ago, Kerbinidiel said: - the plug used as the final part of the structures If by that you're referring to the endcaps, they're part of most base modules. Needs B9 Parts Switch (which is why that's a dependency), there's also separate adapter endcaps in the Structural tabs. 3 minutes ago, Kerbinidiel said: -the docking port used to connect the modules (i've found only the "planetside Clamp-O-Tron jr" version) You need to have this mod's other dependency, Benjee10 Shared Assets. The C-100 APAS port is from that. All dependencies are bundled in the mod download, except for the official Breaking Ground DLC. Quote Link to comment Share on other sites More sharing options...
Kerbinidiel Posted April 29, 2021 Share Posted April 29, 2021 1 hour ago, OrdinaryKerman said: If by that you're referring to the endcaps, they're part of most base modules. Needs B9 Parts Switch (which is why that's a dependency), there's also separate adapter endcaps in the Structural tabs. You need to have this mod's other dependency, Benjee10 Shared Assets. The C-100 APAS port is from that. All dependencies are bundled in the mod download, except for the official Breaking Ground DLC. i've extracted all the folders, bundled into the .rar, intothe Gamedata folder... but can't find the endcaps or the docking port... maybe is because my game is "vanilla", without the Breaking Ground DLC? Quote Link to comment Share on other sites More sharing options...
benjee10 Posted April 29, 2021 Author Share Posted April 29, 2021 7 minutes ago, Kerbinidiel said: i've extracted all the folders, bundled into the .rar, intothe Gamedata folder... but can't find the endcaps or the docking port... maybe is because my game is "vanilla", without the Breaking Ground DLC? Not sure quite what you mean by the endcaps here - if you're talking about the flat metal cap on the right hand module in this pic then it's just the small FLA adapter from restock clipped in a bit, not a part from this mod. Otherwise the structural endcaps are included as separate parts and also as a part switch option on every 1.875m part. If you are using Janitor's Closet then the APAS docking port wouldn't show up under Benjee10_MMSEV, it'd show up under Benjee10_sharedAssets as it's stored in a different folder. Worth noting that without the Breaking Ground DLC the MMSEV wheel mounts and wind turbine rotation servo will not work correctly, and some users have reported having problems with them, so it might be worth steering clear until I patch that in the next update (will simply remove the motor functionality if BG is not installed) Quote Link to comment Share on other sites More sharing options...
Kerbinidiel Posted April 29, 2021 Share Posted April 29, 2021 (edited) 1 hour ago, benjee10 said: Not sure quite what you mean by the endcaps here - if you're talking about the flat metal cap on the right hand module in this pic then it's just the small FLA adapter from restock clipped in a bit, not a part from this mod. Otherwise the structural endcaps are included as separate parts and also as a part switch option on every 1.875m part. If you are using Janitor's Closet then the APAS docking port wouldn't show up under Benjee10_MMSEV, it'd show up under Benjee10_sharedAssets as it's stored in a different folder. Worth noting that without the Breaking Ground DLC the MMSEV wheel mounts and wind turbine rotation servo will not work correctly, and some users have reported having problems with them, so it might be worth steering clear until I patch that in the next update (will simply remove the motor functionality if BG is not installed) ok, for the FLA adapter, i understood... i thought it was part of this mod because i not use "Restock" mod and the FLA adapter in the game is visually different... so, thanks! for the docking port, maybe i was not clear (sorry, english is not my language)... in the picture you linked, what is used to connect the main large command module and the science module? i see two grey rings between the two modules, and i thought they were docking ports Edited April 29, 2021 by Kerbinidiel Quote Link to comment Share on other sites More sharing options...
benjee10 Posted April 29, 2021 Author Share Posted April 29, 2021 5 minutes ago, Kerbinidiel said: ok, for the FLA adapter, i understood... i thought it was part of this mod because i not use "Restock" mod and the FLA adapter in the game is visually different... so, thanks! for the docking port, maybe i was not clear (sorry, english is not my language)... in the picture you linked, what is used to connect the main large command module and the science module? i see two grey rings between the two modules, and i thought they were docking ports Ah I see! Those docking ports are from HabTech2 and not included with this mod. Quote Link to comment Share on other sites More sharing options...
Kerbinidiel Posted April 29, 2021 Share Posted April 29, 2021 56 minutes ago, benjee10 said: Ah I see! Those docking ports are from HabTech2 and not included with this mod. oh ok, another mod i must download thanks a lot for the help Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 29, 2021 Share Posted April 29, 2021 1 hour ago, Kerbinidiel said: oh ok, another mod i must download Embrace the dark side, you know you want to Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted April 29, 2021 Share Posted April 29, 2021 2 hours ago, benjee10 said: Ah I see! Those docking ports are from HabTech2 and not included with this mod. Maybe it would make sense to move the CBM to shared assets? Quote Link to comment Share on other sites More sharing options...
ninthninja05 Posted April 29, 2021 Share Posted April 29, 2021 What is the notch in the PT-SP100 Structural Support Unit for? The description says it's for size zero docking port, but I can't figure out what a size zero docking port is. Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted April 29, 2021 Share Posted April 29, 2021 (edited) 4 hours ago, ninthninja05 said: What is the notch in the PT-SP100 Structural Support Unit for? The description says it's for size zero docking port, but I can't figure out what a size zero docking port is. "Size 0 port" usually refers to Clamp-o-Tron Jr. or a compatible port Also, it's not strictly for a docking port, and can be used for anything Edited April 30, 2021 by OrdinaryKerman Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 30, 2021 Share Posted April 30, 2021 Spoiler ///MMSEV - supports 4 crew for 10 days/// @PART[Benjee10_MMSEV,Benjee10_MMSEV_baseLander,Benjee10_MMSEV_baseLander]:NEEDS[SnacksUtils] { RESOURCE { name = Snacks amount = 120 maxAmount = 120 } RESOURCE:NEEDS[SnacksFreshAir] { name = FreshAir amount = 40 maxAmount = 40 } RESOURCE:NEEDS[SnacksStress] { name = HydrazineVodka amount = 17 maxAmount = 17 } } ///3.75m NODE - supports 6 crew for 33 days/// ///LAB - supports 2 crew for 33 days/// @PART[Benjee10_MMSEV_baseHDU,Benjee10_MMSEV_baseLab]:NEEDS[SnacksUtils] { MODULE { name = SnackProcessor ConverterName = Snack Processor StartActionName = Start Snack Processor StopActionName = Stop Snack Processor AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 //Ore masses 0.01 metric tons per unit INPUT_RESOURCE { ResourceName = Ore Ratio = 0.002 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 FlowMode = STAGE_PRIORITY_FLOW } //Snacks masses 0.001 metric tons per unit //1 Ore = 5 Snacks, not all of the ore is usable... OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.001 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } RESOURCE { name = Snacks amount = 594 maxAmount = 594 } RESOURCE:NEEDS[SnacksFreshAir] { name = FreshAir amount = 198 maxAmount = 198 } RESOURCE:NEEDS[SnacksStress] { name = HydrazineVodka amount = 17 maxAmount = 17 } } ///3.75m HAB - supports 6 crew for 66 days/// // Has recycling @PART[Benjee10_MMSEV_baseHabShort]:NEEDS[SnacksUtils] { //This is calibrated for 6 kerbals at 100% efficiency when then consume //1 snack per meal and 1 meal per day. //In game, the player can adjust the efficiency of the recycler from 10% to 100%. //Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630, //which gives a daily input/output of 1.00008 per day. The recycler will then adjust //the input/output ratio based upon RecyclerCapacity and recycler efficiency. MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true ExperienceEffect = ConverterSkill EfficiencyBonus = 1.0 RecyclerCapacity = 6 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.00004630 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.00004630 DumpExcess = false FlowMode = ALL_VESSEL } } MODULE:NEEDS[SnacksStress] { name = SnacksConverter ConverterName = Entertainment Center StartActionName = Start Entertainment StopActionName = Stop Entertainment AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false //At least one crew needs to be in the part to run the converter. minimumCrew = 1 //Connection back home required to receive entertainment. requiresHomeConnection = true //This condition is set whenever the kerbal enters the part and the converter is active, and //when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their //skills while the converter is running. conditionSummary = Relaxing INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.4 FlowMode = STAGE_PRIORITY_FLOW } //Works like an INPUT_RESOURCE except: // It applies to individual kerbals. // You can specify an AmountPerDay or AmountPerSecond. ROSTER_INPUT_RESOURCE { ResourceName = Stress //AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day //This will override AmountPerSecond if it is defined in the node. AmountPerDay = 2 } } RESOURCE { name = Snacks amount = 1188 maxAmount = 1188 } RESOURCE:NEEDS[SnacksFreshAir] { name = FreshAir amount = 396 maxAmount = 396 } RESOURCE:NEEDS[SnacksStress] { name = HydrazineVodka amount = 17 maxAmount = 17 } } ///3.75m ATTIC - supports 6 crew for 120 days/// @PART[Benjee10_MMSEV_baseHDU]:NEEDS[SnacksUtils] { //This is calibrated for 6 kerbals at 100% efficiency when then consume //1 snack per meal and 1 meal per day. //In game, the player can adjust the efficiency of the recycler from 10% to 100%. //Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630, //which gives a daily input/output of 1.00008 per day. The recycler will then adjust //the input/output ratio based upon RecyclerCapacity and recycler efficiency. MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true ExperienceEffect = ConverterSkill EfficiencyBonus = 1.0 RecyclerCapacity = 6 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.00004630 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.00004630 DumpExcess = false FlowMode = ALL_VESSEL } } MODULE:NEEDS[SnacksStress] { name = SnacksConverter ConverterName = Entertainment Center StartActionName = Start Entertainment StopActionName = Stop Entertainment AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false //At least one crew needs to be in the part to run the converter. minimumCrew = 1 //Connection back home required to receive entertainment. requiresHomeConnection = true //This condition is set whenever the kerbal enters the part and the converter is active, and //when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their //skills while the converter is running. conditionSummary = Relaxing INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.4 FlowMode = STAGE_PRIORITY_FLOW } //Works like an INPUT_RESOURCE except: // It applies to individual kerbals. // You can specify an AmountPerDay or AmountPerSecond. ROSTER_INPUT_RESOURCE { ResourceName = Stress //AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day //This will override AmountPerSecond if it is defined in the node. AmountPerDay = 2 } } RESOURCE { name = Snacks amount = 2376 maxAmount = 2376 } RESOURCE:NEEDS[SnacksFreshAir] { name = FreshAir amount = 792 maxAmount = 396 } RESOURCE:NEEDS[SnacksStress] { name = HydrazineVodka amount = 17 maxAmount = 17 } } ///LONG HAB - supports 3 crew for 33 days, added recyclers/// @PART[Benjee10_MMSEV_baseHabLong]:NEEDS[SnacksUtils] { //This is calibrated for 6 kerbals at 100% efficiency when then consume //1 snack per meal and 1 meal per day. //In game, the player can adjust the efficiency of the recycler from 10% to 100%. //Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630, //which gives a daily input/output of 1.00008 per day. The recycler will then adjust //the input/output ratio based upon RecyclerCapacity and recycler efficiency. MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true ExperienceEffect = ConverterSkill EfficiencyBonus = 1.0 RecyclerCapacity = 3 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.00004630 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.00004630 DumpExcess = false FlowMode = ALL_VESSEL } } MODULE:NEEDS[SnacksStress] { name = SnacksConverter ConverterName = Entertainment Center StartActionName = Start Entertainment StopActionName = Stop Entertainment AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false //At least one crew needs to be in the part to run the converter. minimumCrew = 1 //Connection back home required to receive entertainment. requiresHomeConnection = true //This condition is set whenever the kerbal enters the part and the converter is active, and //when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their //skills while the converter is running. conditionSummary = Relaxing INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.4 FlowMode = STAGE_PRIORITY_FLOW } //Works like an INPUT_RESOURCE except: // It applies to individual kerbals. // You can specify an AmountPerDay or AmountPerSecond. ROSTER_INPUT_RESOURCE { ResourceName = Stress //AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day //This will override AmountPerSecond if it is defined in the node. AmountPerDay = 2 } } RESOURCE { name = Snacks amount = 594 maxAmount = 594 } RESOURCE:NEEDS[SnacksFreshAir] { name = FreshAir amount = 198 maxAmount = 198 } RESOURCE:NEEDS[SnacksStress] { name = HydrazineVodka amount = 17 maxAmount = 17 } } ///GREENHOUSE - supports 2 crew for 33 days, added greenhouse/// @PART[Benjee10_MMSEV_baseGreenhouse]:NEEDS[SnacksUtils] { MODULE { name = SnacksConverter ConverterName = Greenhouse StartActionName = Start Grenhouse StopActionName = Stop Greenhouse AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 ExperienceEffect = ScienceSkill EfficiencyBonus = 1 hoursPerCycle = 168 //Number of hours to grow crops minimumSuccess = 1 criticalSuccess = 90 criticalFail = 5 criticalSuccessBonus = 0.25 failureLoss = 0.25 INPUT_RESOURCE:NEEDS[ClassicStockResources] { ResourceName = Water Ratio = 0.000218750 } INPUT_RESOURCE:NEEDS[ClassicStockResources] { ResourceName = Compost Ratio = 0.000072917 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } INPUT_RESOURCE:NEEDS[!ClassicStockResources] { ResourceName = Ore Ratio = 0.001 } OUTPUT_RESOURCE:NEEDS[SnacksFreshAir] { ResourceName = FreshAir Ratio = 0.00045 } //Calibrated for 1 snack per meal, 3 meals per day //Supports 2 kerbals YIELD_RESOURCE { ResourceName = Snacks Ratio = 168 } } RESOURCE { name = Snacks amount = 594 maxAmount = 594 } RESOURCE:NEEDS[SnacksFreshAir] { name = FreshAir amount = 198 maxAmount = 198 } RESOURCE:NEEDS[SnacksStress] { name = HydrazineVodka amount = 17 maxAmount = 17 } } Snacks, Fresh Air, and Stress configs for those interested. 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OrdinaryKerman Posted April 30, 2021 Share Posted April 30, 2021 10 minutes ago, Angel-125 said: Reveal hidden contents ///MMSEV - supports 4 crew for 10 days/// @PART[Benjee10_MMSEV,Benjee10_MMSEV_baseLander,Benjee10_MMSEV_baseLander]:NEEDS[SnacksUtils] { RESOURCE { name = Snacks amount = 120 maxAmount = 120 } RESOURCE:NEEDS[SnacksFreshAir] { name = FreshAir amount = 40 maxAmount = 40 } RESOURCE:NEEDS[SnacksStress] { name = HydrazineVodka amount = 17 maxAmount = 17 } } ///3.75m NODE - supports 6 crew for 33 days/// ///LAB - supports 2 crew for 33 days/// @PART[Benjee10_MMSEV_baseHDU,Benjee10_MMSEV_baseLab]:NEEDS[SnacksUtils] { MODULE { name = SnackProcessor ConverterName = Snack Processor StartActionName = Start Snack Processor StopActionName = Stop Snack Processor AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 //Ore masses 0.01 metric tons per unit INPUT_RESOURCE { ResourceName = Ore Ratio = 0.002 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 FlowMode = STAGE_PRIORITY_FLOW } //Snacks masses 0.001 metric tons per unit //1 Ore = 5 Snacks, not all of the ore is usable... OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.001 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } RESOURCE { name = Snacks amount = 594 maxAmount = 594 } RESOURCE:NEEDS[SnacksFreshAir] { name = FreshAir amount = 198 maxAmount = 198 } RESOURCE:NEEDS[SnacksStress] { name = HydrazineVodka amount = 17 maxAmount = 17 } } ///3.75m HAB - supports 6 crew for 66 days/// // Has recycling @PART[Benjee10_MMSEV_baseHabShort]:NEEDS[SnacksUtils] { //This is calibrated for 6 kerbals at 100% efficiency when then consume //1 snack per meal and 1 meal per day. //In game, the player can adjust the efficiency of the recycler from 10% to 100%. //Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630, //which gives a daily input/output of 1.00008 per day. The recycler will then adjust //the input/output ratio based upon RecyclerCapacity and recycler efficiency. MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true ExperienceEffect = ConverterSkill EfficiencyBonus = 1.0 RecyclerCapacity = 6 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.00004630 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.00004630 DumpExcess = false FlowMode = ALL_VESSEL } } MODULE:NEEDS[SnacksStress] { name = SnacksConverter ConverterName = Entertainment Center StartActionName = Start Entertainment StopActionName = Stop Entertainment AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false //At least one crew needs to be in the part to run the converter. minimumCrew = 1 //Connection back home required to receive entertainment. requiresHomeConnection = true //This condition is set whenever the kerbal enters the part and the converter is active, and //when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their //skills while the converter is running. conditionSummary = Relaxing INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.4 FlowMode = STAGE_PRIORITY_FLOW } //Works like an INPUT_RESOURCE except: // It applies to individual kerbals. // You can specify an AmountPerDay or AmountPerSecond. ROSTER_INPUT_RESOURCE { ResourceName = Stress //AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day //This will override AmountPerSecond if it is defined in the node. AmountPerDay = 2 } } RESOURCE { name = Snacks amount = 1188 maxAmount = 1188 } RESOURCE:NEEDS[SnacksFreshAir] { name = FreshAir amount = 396 maxAmount = 396 } RESOURCE:NEEDS[SnacksStress] { name = HydrazineVodka amount = 17 maxAmount = 17 } } ///3.75m ATTIC - supports 6 crew for 120 days/// @PART[Benjee10_MMSEV_baseHDU]:NEEDS[SnacksUtils] { //This is calibrated for 6 kerbals at 100% efficiency when then consume //1 snack per meal and 1 meal per day. //In game, the player can adjust the efficiency of the recycler from 10% to 100%. //Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630, //which gives a daily input/output of 1.00008 per day. The recycler will then adjust //the input/output ratio based upon RecyclerCapacity and recycler efficiency. MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true ExperienceEffect = ConverterSkill EfficiencyBonus = 1.0 RecyclerCapacity = 6 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.00004630 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.00004630 DumpExcess = false FlowMode = ALL_VESSEL } } MODULE:NEEDS[SnacksStress] { name = SnacksConverter ConverterName = Entertainment Center StartActionName = Start Entertainment StopActionName = Stop Entertainment AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false //At least one crew needs to be in the part to run the converter. minimumCrew = 1 //Connection back home required to receive entertainment. requiresHomeConnection = true //This condition is set whenever the kerbal enters the part and the converter is active, and //when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their //skills while the converter is running. conditionSummary = Relaxing INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.4 FlowMode = STAGE_PRIORITY_FLOW } //Works like an INPUT_RESOURCE except: // It applies to individual kerbals. // You can specify an AmountPerDay or AmountPerSecond. ROSTER_INPUT_RESOURCE { ResourceName = Stress //AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day //This will override AmountPerSecond if it is defined in the node. AmountPerDay = 2 } } RESOURCE { name = Snacks amount = 2376 maxAmount = 2376 } RESOURCE:NEEDS[SnacksFreshAir] { name = FreshAir amount = 792 maxAmount = 396 } RESOURCE:NEEDS[SnacksStress] { name = HydrazineVodka amount = 17 maxAmount = 17 } } ///LONG HAB - supports 3 crew for 33 days, added recyclers/// @PART[Benjee10_MMSEV_baseHabLong]:NEEDS[SnacksUtils] { //This is calibrated for 6 kerbals at 100% efficiency when then consume //1 snack per meal and 1 meal per day. //In game, the player can adjust the efficiency of the recycler from 10% to 100%. //Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630, //which gives a daily input/output of 1.00008 per day. The recycler will then adjust //the input/output ratio based upon RecyclerCapacity and recycler efficiency. MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true ExperienceEffect = ConverterSkill EfficiencyBonus = 1.0 RecyclerCapacity = 3 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.00004630 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.00004630 DumpExcess = false FlowMode = ALL_VESSEL } } MODULE:NEEDS[SnacksStress] { name = SnacksConverter ConverterName = Entertainment Center StartActionName = Start Entertainment StopActionName = Stop Entertainment AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false //At least one crew needs to be in the part to run the converter. minimumCrew = 1 //Connection back home required to receive entertainment. requiresHomeConnection = true //This condition is set whenever the kerbal enters the part and the converter is active, and //when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their //skills while the converter is running. conditionSummary = Relaxing INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.4 FlowMode = STAGE_PRIORITY_FLOW } //Works like an INPUT_RESOURCE except: // It applies to individual kerbals. // You can specify an AmountPerDay or AmountPerSecond. ROSTER_INPUT_RESOURCE { ResourceName = Stress //AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day //This will override AmountPerSecond if it is defined in the node. AmountPerDay = 2 } } RESOURCE { name = Snacks amount = 594 maxAmount = 594 } RESOURCE:NEEDS[SnacksFreshAir] { name = FreshAir amount = 198 maxAmount = 198 } RESOURCE:NEEDS[SnacksStress] { name = HydrazineVodka amount = 17 maxAmount = 17 } } ///GREENHOUSE - supports 2 crew for 33 days, added greenhouse/// @PART[Benjee10_MMSEV_baseGreenhouse]:NEEDS[SnacksUtils] { MODULE { name = SnacksConverter ConverterName = Greenhouse StartActionName = Start Grenhouse StopActionName = Stop Greenhouse AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 ExperienceEffect = ScienceSkill EfficiencyBonus = 1 hoursPerCycle = 168 //Number of hours to grow crops minimumSuccess = 1 criticalSuccess = 90 criticalFail = 5 criticalSuccessBonus = 0.25 failureLoss = 0.25 INPUT_RESOURCE:NEEDS[ClassicStockResources] { ResourceName = Water Ratio = 0.000218750 } INPUT_RESOURCE:NEEDS[ClassicStockResources] { ResourceName = Compost Ratio = 0.000072917 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } INPUT_RESOURCE:NEEDS[!ClassicStockResources] { ResourceName = Ore Ratio = 0.001 } OUTPUT_RESOURCE:NEEDS[SnacksFreshAir] { ResourceName = FreshAir Ratio = 0.00045 } //Calibrated for 1 snack per meal, 3 meals per day //Supports 2 kerbals YIELD_RESOURCE { ResourceName = Snacks Ratio = 168 } } RESOURCE { name = Snacks amount = 594 maxAmount = 594 } RESOURCE:NEEDS[SnacksFreshAir] { name = FreshAir amount = 198 maxAmount = 198 } RESOURCE:NEEDS[SnacksStress] { name = HydrazineVodka amount = 17 maxAmount = 17 } } Snacks, Fresh Air, and Stress configs for those interested. like (because I have reached my like limit today) Quote Link to comment Share on other sites More sharing options...
Jasseji Posted April 30, 2021 Share Posted April 30, 2021 Aaaaand my modlist just went from 100 to 101, thank you for trying to melt my PC @benjee10 Quote Link to comment Share on other sites More sharing options...
woeller Posted May 1, 2021 Share Posted May 1, 2021 Absolutely stunningly beautiful parts! I love them, thank you @benjee10! Quote Link to comment Share on other sites More sharing options...
Kerminator K-100 Posted May 1, 2021 Share Posted May 1, 2021 57 minutes ago, woeller said: Absolutely stunningly beautiful parts! I love them, thank you @benjee10! How did you make some of this stuff! That launchpad looks awesome but I'm wondering how you landed it. Or did you use EPL Quote Link to comment Share on other sites More sharing options...
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