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[1.1.3] Large Structural Components [24th August 2016]


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Well I decided to build a colony lander to use on Duna and your mods seem the best to use with a mixture of other mods from other players

Warning Image Heavy and this sucker is nuclear

I give you the Duna Behemoth

2L72fPN.jpg

yUzvrYz.jpg

35uaAiE.jpg

QUG2tG6.jpg

wX6WUKW.jpg

Thanks for all your efforts wouldnt have been possible without your parts

What mod are those landing legs from? I'm trying to build a similarly super heavyweight lander for Kethane mining, but the stock legs don't prodtrude down far enough from the centre ring of spherical tanks...

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.22 tech tree support:

https://dl.dropboxusercontent.com/u/64621786/udk_lethal_d0se.zip

Drop on top of your existing install, it only contains the updated configs. Obviously make backups, not responsible for kraken visits, etc.

I stuck most of the items under the Tier6 Heavier Rocketry, but the RTG and batteries into what I felt was the appropriate tier 7 & 8 electronics categories.

You'll need to wait for udk_lethal_d0se to get back and make an "official" .22 version.

Edited by Chaosratt
fixed link
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.22 tech tree support:

https://dl.dropboxusercontent.com/u/...ethal_d0se.zip

Drop on top of your existing install, it only contains the updated configs. Obviously make backups, not responsible for kraken visits, etc.

I stuck most of the items under the Tier6 Heavier Rocketry, but the RTG and batteries into what I felt was the appropriate tier 7 & 8 electronics categories.

You'll need to wait for udk_lethal_d0se to get back and make an "official" .22 version.

Thanks for the unnoficial cfg update, but the download link ain't working. :0.0:

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As an example, you open the ".cfg" file for each part and add the following line of text (just above the line "title = xxxxx" for example):

TechRequired = advMetalworks

Just substitute "advMetalworks" with whatever node name you want the parts to be in. Please remember that the node names are CASE SENSITIVE. I had looked for a list of the node names for your convenience, but haven't found a list of them yet. Hope this helps.

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Any updates on this? Does this do science now or anything? or this is just still for aesthetic purposes?

I have an idea. you should collaborate with this mod http://forum.kerbalspaceprogram.com/threads/54774 so you can maybe let him use your models and add some functionality to your modules

You didn't read the OP. He's on break while he's dealing with R/L. Hasn't been updated since 0.20, so no science, no tech tree integration.

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I started working on a config for the Hydro Gro to make it act like an oxygen garden with TAC life support. Does it make sense?

@PART[UDKLD_Large_Hydroponics]
{
RESOURCE
{
name = Food
amount = 10
maxAmount = 10
}

RESOURCE
{
name = Water
amount = 10
maxAmount = 10
}

RESOURCE
{
name = Oxygen
amount = 10
maxAmount = 10
}

RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 10
}

RESOURCE
{
name = Waste
amount = 0
maxAmount = 10
}

RESOURCE
{
name = WasteWater
amount = 0
maxAmount = 10
}

MODULE
{
name = TacGenericConverter
converterName = Oxygen Producer

conversionRate = 86400

inputResources = ElectricCharge, 1
outputResources = Oxygen, 1.0, false
}

MODULE
{
name = TacGenericConverter
converterName = Water Purifier

conversionRate = 8.4

inputResources = WasteWater, 1, ElectricCharge, 1000
outputResources = Water, 0.9, false, Waste, 6.382, true
}

MODULE
{
name = TacGenericConverter
converterName = Food Producer

conversionRate = 86400

inputResources = ElectricCharge, 1
outputResources = Food, 1.0, false
}

MODULE
{
name = TacGenericConverter
converterName = Carbon Extractor

conversionRate = 8.4

inputResources = CarbonDioxide, 1, ElectricCharge, 1000
outputResources = Oxygen, 0.9, false, Waste, 2.218, true
}
}

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I started working on a config for the Hydro Gro to make it act like an oxygen garden with TAC life support. Does it make sense?

@PART[UDKLD_Large_Hydroponics]
{
RESOURCE
{
name = Food
amount = 10
maxAmount = 10
}

RESOURCE
{
name = Water
amount = 10
maxAmount = 10
}

RESOURCE
{
name = Oxygen
amount = 10
maxAmount = 10
}

RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 10
}

RESOURCE
{
name = Waste
amount = 0
maxAmount = 10
}

RESOURCE
{
name = WasteWater
amount = 0
maxAmount = 10
}

MODULE
{
name = TacGenericConverter
converterName = Oxygen Producer

conversionRate = 86400

inputResources = ElectricCharge, 1
outputResources = Oxygen, 1.0, false
}

MODULE
{
name = TacGenericConverter
converterName = Water Purifier

conversionRate = 8.4

inputResources = WasteWater, 1, ElectricCharge, 1000
outputResources = Water, 0.9, false, Waste, 6.382, true
}

MODULE
{
name = TacGenericConverter
converterName = Food Producer

conversionRate = 86400

inputResources = ElectricCharge, 1
outputResources = Food, 1.0, false
}

MODULE
{
name = TacGenericConverter
converterName = Carbon Extractor

conversionRate = 8.4

inputResources = CarbonDioxide, 1, ElectricCharge, 1000
outputResources = Oxygen, 0.9, false, Waste, 2.218, true
}
}

Looks like it should work but is WAY overpowered.

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