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


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What rate do Kerbals consume vegetables at? Concerned how often Im going to have to send re-supply vessels to each facility. I plan to have one on every celestial body so thats why im asking.

EDIT: love all the stuff released so far :)

Still working on that, I don't want to mess with Oxygen, etc as there are other life support mods... so I'll stick with food.

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i have one question. will there be a way to refill these supllies without sending up a ship to refill it. (atmosphere, nutrients, others you have planned). i ask because if you have bases on other planets and you run out i want to be able to fill it up without sending a whole new mission to refill it.

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Still working on that, I don't want to mess with Oxygen, etc as there are other life support mods... so I'll stick with food.

Could you make it configurable. Like if we do want your plugin to interact with other life support plugins, I can make your plugin stop using Atmosphere and change it to Carbon Dioxide

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i have one question. will there be a way to refill these supllies without sending up a ship to refill it. (atmosphere, nutrients, others you have planned). i ask because if you have bases on other planets and you run out i want to be able to fill it up without sending a whole new mission to refill it.

Well, I could do the following.

- Enable the module/part to suck in atmosphere, providing you're on a planet with one (tempted to utilize IntakeAir for this).

- Allow the Kerbals to create Waste, and a module to turn this waste into Fertilizer.

Screw it, I'm gonna make sure I have the parts available for you guys n gals to have self-sufficient facilities.

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Could you make it configurable. Like if we do want your plugin to interact with other life support plugins, I can make your plugin stop using Atmosphere and change it to Carbon Dioxide

I'll look into this, will have to research what others have done.

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I was just thinking you could have a factory.cfg that your plugin reads and have like AtmoResource = Atmosphere

You mean check for multiple type names for the same resource (in different plugins/mods) and set it to a singular resource, ie mine?

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No I was simply saying you make your plugin exactly the way that you were intending, except it's not hard coded what resources it uses, it pulls them from a cfg file. And that's that.

Then if I want to mess with it I can edit the config file to make it use different resources.

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Well, I could do the following.

- Enable the module/part to suck in atmosphere, providing you're on a planet with one (tempted to utilize IntakeAir for this).

- Allow the Kerbals to create Waste, and a module to turn this waste into Fertilizer.

Screw it, I'm gonna make sure I have the parts available for you guys n gals to have self-sufficient facilities.

Thank you kind ser.

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No I was simply saying you make your plugin exactly the way that you were intending, except it's not hard coded what resources it uses, it pulls them from a cfg file. And that's that.

Then if I want to mess with it I can edit the config file to make it use different resources.

I see, I'll try figure out how to do that.

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Screw it, I'm gonna make sure I have the parts available for you guys n gals to have self-sufficient facilities.

Excellent! I'm a thoroughly mediocre pilot, as it turns out. But I'm a great engineer! Self-sufficiency is always an enjoyable goal.

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You could design the food production as a closed loop system.

The green house consumes carbon monoxide, waist/fertilizer and water/urine from the Kerbals and produces food.

In real life it's hard to make it 100% efficient although they do have those shrimp and algae Ecosphere that can last a long time.

http://en.wikipedia.org/wiki/Ecosphere_%28aquarium%29

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Just downloaded the parts.

While using them to build an expansion for my fuel supply building I noticed some weird behaviour with the UDK-SH1 "Crossroads". When trying to attach for example a docking port to the off angle nodes the part instead only offers surface attach options around the part (try it for yourself, you'll see what I mean)

Checking the part.cfg showed:

 attachRules = 1,0,1,1,0 

so allowSrfAttach is on which probably shouldn't be the case for this part. (I changed it to 1,0,1,0,0 which provides the behaviour i wanted)

This is part "UDKLD_Large_Structural_Hub"

You also might want to look into UDK-CO4 "Lean" (UDKLD_Large_Structural_Corridor_D). I opened the cfg in search of the "Crossroads". It has node definitions which do not match its description, having six nodes identical to the crossroads.

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Just downloaded the parts.

While using them to build an expansion for my fuel supply building I noticed some weird behaviour with the UDK-SH1 "Crossroads". When trying to attach for example a docking port to the off angle nodes the part instead only offers surface attach options around the part (try it for yourself, you'll see what I mean)

Checking the part.cfg showed:

 attachRules = 1,0,1,1,0 

so allowSrfAttach is on which probably shouldn't be the case for this part. (I changed it to 1,0,1,0,0 which provides the behaviour i wanted)

This is part "UDKLD_Large_Structural_Hub"

You also might want to look into UDK-CO4 "Lean" (UDKLD_Large_Structural_Corridor_D). I opened the cfg in search of the "Crossroads". It has node definitions which do not match its description, having six nodes identical to the crossroads.

Hey, hub is meant to have allow surface attach so players can utilise the available tabs for struts, etc. I am aware that this can sometimes cause other issues as described; however, users can modify the configs if they wish.

In regards to the lean, it has six nodes for ease of use, it's not the finest component to dock which is why I allowed players a way of attaching it which wouldn't ordinarily be viable.

Hope this clears up a few things, thanks for trying my parts.

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Hey, hub is meant to have allow surface attach so players can utilise the available tabs for struts, etc. I am aware that this can sometimes cause other issues as described; however, users can modify the configs if they wish.

In regards to the lean, it has six nodes for ease of use, it's not the finest component to dock which is why I allowed players a way of attaching it which wouldn't ordinarily be viable.

Hope this clears up a few things, thanks for trying my parts.

It does! Thanks for the explanation.

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in the VAB, if you hold a part in front of a node and then move it slowly closer, it will snap to the node. this makes it easier to attach parts that have both surface attach and node attach.

I see. I could only get it to do surface attach, but I was just pushing the part directly against the Hub and then tried to slide it on top of the node. Somewhere I had read this version had been restructured from previous versions which of course caused my oh so humble self to immediately assume the makers of this very professional mod had mixed some stuff up :)

My sincere apologies

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I see. I could only get it to do surface attach, but I was just pushing the part directly against the Hub and then tried to slide it on top of the node. Somewhere I had read this version had been restructured from previous versions which of course caused my oh so humble self to immediately assume the makers of this very professional mod had mixed some stuff up :)

My sincere apologies

No need to apologize, and thank you for the compliment.

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Progress Update

A sneak peek at the New, yet Untextured Hydroponics Module.

CaxoNJn.jpg

I have included an animated intake because the Plugin will allow the module to draw in air from the atmosphere providing it is within a valid atmosphere; if it isn't, it will draw it from storage (which will be available this weekend too).

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Progress Update

A sneak peek at the New, yet Untextured Hydroponics Module.

CaxoNJn.jpg

I have included an animated intake because the Plugin will allow the module to draw in air from the atmosphere providing it is within a valid atmosphere; if it isn't, it will draw it from storage (which will be available this weekend too).

Nice!

ssswwwweeeaaattt
... ehm... don't you mean ssswwwweeeeeettt? Sweat is the wet, stinky stuff...
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