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[WIP][1.1.3] Large Structural/Station Components [Image Heavy]


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Very cool. could you do an animation for the fan and then have some exhaust come out? i know it wouldn't really be accurate, but i think it would just look so cool. and it would also be fun for planetary bases, where you can pretend you're pulling a (much slower) Total Recall and terraforming Duna. maybe give it a toggle option that changes the closed loop system into one that isn't? i dunno. also, now that i think about it, having the generator throw off steam clouds would be cool too.

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Very cool. could you do an animation for the fan and then have some exhaust come out? i know it wouldn't really be accurate, but i think it would just look so cool. and it would also be fun for planetary bases, where you can pretend you're pulling a (much slower) Total Recall and terraforming Duna. maybe give it a toggle option that changes the closed loop system into one that isn't? i dunno. also, now that i think about it, having the generator throw off steam clouds would be cool too.

The fan is animated by the plugin already, hopefully should be releasing a basic food production loop on the weekend.

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If you don't mind me saying, I think the old hydroponics module would look pretty good as a storage tank for orbital stations and some bases. Just get rid of that leaf and you have yourself a pretty little fuel bunker for your kethane base or something.

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There is a greenhouse with opening shutters, not intended to derail/detract

Pictures (greenhouse open)

rQp8LqE.jpg

S2fbdIT.jpg

Or in the Ion Cross thread

Just because opening solar shutters / being able to see the grow interior on this module might look awesome

Yes, that is exactly what i was thinking. Open shutters at day, and module will stop using electricity. At night shutters will close, so heat doesn't escape through windows.

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Will the new hydroponics module replace or be an alternative to the current one?

Also, I had this idea: Rotating habitat ring. I am pretty sure it will be pretty impossible, but it would be awesome.

It will be a replacement, however the attachment points are the same so will not affect anything.

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Also, I had this idea: Rotating habitat ring. I am pretty sure it will be pretty impossible, but it would be awesome.

There's mods out there that have rotating habitat rings. Its animation based and has to be one unit (so most are inflatable rings).

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Factory Progress Update:

I thought it was about time to give another look into my progress and show you how the closed loop manufacturing is going to work, so here's a nice image to keep you going.

1apZegC.jpg

At the moment, we have the following Factory Modules;

- Hydroponics

- Water Storage

- Atmosphere (IntakeAir) Storage

- Fertilizer Storage

The image shows two of the three storage tanks, atmosphere is not needed because we are in one and as such the animated fan animates and retrieves/produces IntakeAir from the Atmosphere. With a fan active, power consumption for the Hydroponics Module is doubled; so be careful.

- Every 6 Hours, 2 units of Vegetables are produced.

I'm still altering the timings, so that instead of resources draining at a constant rate, they are removed at timed intervals.

So, what's to come?

Pretty soon:

- Fertilizer Production Plant, Kerbals Poop... Vegetables Grow.

- Water Production Plant, Working on this idea.

In the near future:

- Kerbals need to eat, poop and sleep; which will give a good use to the Habitation Module.

- Food Processing Module, processing those Vegetables into something a little more tasty.

- Food Storage Module, that processed Food needs to be stored somewhere.

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Wow. This is getting complex. And well rounded :) What about air recycling? Can Kerbals provide some of carbon dioxide, and use oxygen made by plants? Though i don't want to be forced to take hydroponics for every interplanetary voyage, it would be a nice touch for bigger stations and bases.

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I will be supporting existing mods and plugins with some simple powered units.

An example, IonCross uses Oxygen and Carbon Dioxide and my Hydroponics requires IntakeAir so I will be providing a Gas Mixing unit to create my resource from existing resources.

So, if you didn't happen to use a plugin like IonCross, you'd just replace the atmosphere tank (for the moment) and won't need a mixing unit.

Edited by udk_lethal_d0se
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Cool. Would be nice to have one, complex mod covering entire life support for Kerbals. Air, water, food, heat management...who knows, maybe one day even medical facilities :) I'm kinda bugged there is only two states for a Kerbal - alive and dead. In the future, when crew experience and stats will be added, losing highly trained specialist just because he fell from the ladder would be...unpleasant.

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This is the first of the many life support implements I'm actually considering I could potentially use. The pretty parts may be influencing my decision though. :D

Same for me. But if one doesn't want to use the plugin (despite the tremendous amount of work you put in it :/ ), can he just keep the part folder and go on?

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Same for me. But if one doesn't want to use the plugin (despite the tremendous amount of work you put in it :/ ), can he just keep the part folder and go on?

Yes, the only components that will use the plugin with be the factory/manufacture ones which aren't available to users yet. They will hopefully be in a separate folder or a different install entirely. I will work out logistics closer to release.

I have been working on flow charts for the past hour and I may introduce my own oxygen/carbon dioxide resources and life support too.

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Factory Progress Update:

I thought it was about time to give another look into my progress and show you how the closed loop manufacturing is going to work, so here's a nice image to keep you going.

-snip-

At the moment, we have the following Factory Modules;

- Hydroponics

- Water Storage

- Atmosphere (IntakeAir) Storage

- Fertilizer Storage

The image shows two of the three storage tanks, atmosphere is not needed because we are in one and as such the animated fan animates and retrieves/produces IntakeAir from the Atmosphere. With a fan active, power consumption for the Hydroponics Module is doubled; so be careful.

- Every 6 Hours, 2 units of Vegetables are produced.

I'm still altering the timings, so that instead of resources draining at a constant rate, they are removed at timed intervals.

So, what's to come?

Pretty soon:

- Fertilizer Production Plant, Kerbals Poop... Vegetables Grow.

- Water Production Plant, Working on this idea.

In the near future:

- Kerbals need to eat, poop and sleep; which will give a good use to the Habitation Module.

- Food Processing Module, processing those Vegetables into something a little more tasty.

- Food Storage Module, that processed Food needs to be stored somewhere.

So much to look out for! Also, love the platform thingies, would love that for bases!
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I have been working on flow charts for the past hour and I may introduce my own oxygen/carbon dioxide resources and life support too.

I really like this idea. Always been interested in life support mod, but seems like all of them use that module manager mod to work. Would be nice to see life support/manufacturing systems to go along with these awesome parts.

Edited by KhaosCorp
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