Jump to content

[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)


sumghai

Recommended Posts

I cant seam to get kerbals out of the airlock, or any other thing for that matter.

With the exception of the Kuest and Kuest Legacy airlocks, no other crew compartments have eva hatches on them - use Ship Manifest to move crew between modules.

As for the airlocks, make sure that the red-rimmed hatches aren't being blocked by any other parts.

Link to comment
Share on other sites

Fustek StockAlike - A Sippyfrog Fustek texture rework to mimic stock parts.

Anyone interested in this texture pack I'm working on? It's intended to blend more with stock parts.

http://imgur.com/a/xYlE4

wXk9na7.jpg

vtoNj4e.jpg

NWAzsyu.jpg

Download GameData folder here (just replaces original texture files, I'll look into making a Firespitter changer config in a bit).

Edited by frencrs
Link to comment
Share on other sites

Anyone interested in this texture pack I'm working on? It's intended to blend more with stock parts.

http://imgur.com/a/xYlE4

http://i.imgur.com/wXk9na7.jpg

http://i.imgur.com/vtoNj4e.jpg

http://i.imgur.com/NWAzsyu.jpg

Sure, looks nice. Do you have a Firespitter texture changer config to go with it? (to replace the one the parts come with so that you can switch the textures in the VAB)

Link to comment
Share on other sites

Looks really good! I for one would use it :)
Cool stuff, where can I get that?
Sure, looks nice. Do you have a Firespitter texture changer config to go with it? (to replace the one the parts come with so that you can switch the textures in the VAB)

Download GameData folder here (just replaces original texture files, I'll look into making a Firespitter changer config in a bit).

Link to comment
Share on other sites

Download GameData folder here (just replaces original texture files, I'll look into making a Firespitter changer config in a bit).

Thanks I will download them this evening.

BTW did someone already use Fuztek parts in 0.24?

Link to comment
Share on other sites

Anyone interested in this texture pack I'm working on? It's intended to blend more with stock parts.

That looks quite nice!

Since you're aiming to reproduce the same aesthetics as the stock science lab, you may wish to also edit the normal map texture to match, or at least get rid of the grooves between the panels.

Anyone have any .cfg's to use these modules with the new TAC-LS pre release? I'm trying to use Fustek alongside OKS/MKS and the Fustek components are still using the "old" TAC resource amounts.

I haven't yet figured out how the new TAC LS resource quantities / consumption rates work - it's the same problem that's stopping me from pushing out a new version of the SDHI Service Module pack as well.

Link to comment
Share on other sites

Anyone interested in this texture pack I'm working on? It's intended to blend more with stock parts.

*snip*

Download GameData folder here (just replaces original texture files, I'll look into making a Firespitter changer config in a bit).

I think he used a few of my assets from my texture pack xD oh well as long as it helps!

Link to comment
Share on other sites

I think he used a few of my assets from my texture pack xD oh well as long as it helps!

Oh yeah! I'm sorry, I totally forgot to give you credit. Those textures are based off of your Fustek retexture.

Edited original post.

Edited by frencrs
Link to comment
Share on other sites

sumghai, the new TAC-LS just changed the units and rates of consumption to liters. There seems to be a slight change in the TacGenericConveter definition as well but nothing too substantial. I've created a personal MM config for your station parts for the new version.

I removed most of the carbon extractors and life support resources from most of the modules since they are used for the entire station and don't seem to be needed in every specific module. I gave the Utility / Logistics Module the equivalent of a Large Carbon Extractor and a Large Water Purifier. According to TAC-LS these are good for 7-8 kerbals. For the Storage Module and the Resupply Pod I used the values of a Large Life Support pod. I also used :Final just in case as I was testing. I should probably remove it.


@PART[FusTekKuest*]:Final
{
MODULE
{
name = TacGenericConverter
converterName = Carbon Extractor


conversionRate = 4
inputResources = CarbonDioxide, 0.003500367198368, ElectricCharge, 0.081760489055638
outputResources = Oxygen, 0.003521591846326, false, Waste, 0.000001863771901, true
}


RESOURCE
{
name = Food
amount = 1
maxAmount = 1
}
RESOURCE
{
name = Water
amount = 1
maxAmount = 1
}
RESOURCE
{
name = Oxygen
amount = 100
maxAmount = 100
}
RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 100
}
}


@PART[FusTekKarmonyUtilModule*]:Final
{
MODULE
{
name = TacGenericConverter
converterName = Carbon Extractor


conversionRate = 8.16
inputResources = CarbonDioxide, 0.003500367198368, ElectricCharge, 0.081760489055638
outputResources = Oxygen, 0.003521591846326, false, Waste, 0.000001863771901, true
}


MODULE
{
name = TacGenericConverter
converterName = Water Purifier


conversionRate = 8.16


inputResources = WasteWater, 0.000025418346862, ElectricCharge, 0.1
outputResources = Water, 0.000020807576966, false, Waste, 0.000004610769896, true
}

RESOURCE
{
name = Water
amount = 0
maxAmount = 5
}
RESOURCE
{
name = Oxygen
amount = 0
maxAmount = 2128
}
RESOURCE
{
name = Waste
amount = 0
maxAmount = 200
}
RESOURCE
{
name = WasteWater
amount = 0
maxAmount = 200
}
RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 86354
}
}


@PART[FusTekKarmonyStorModule*]:Final
{
RESOURCE
{
name = Food
amount = 530.52
maxAmount = 530.52
}
RESOURCE
{
name = Water
amount = 1020.46
maxAmount = 1020.46
}
RESOURCE
{
name = Oxygen
amount = 172708.92
maxAmount = 172708.92
}

RESOURCE
{
name = Waste
amount = 0
maxAmount = 1000
}
RESOURCE
{
name = WasteWater
amount = 0
maxAmount = 1020.46
}
RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 172708.92
}
}


TANK_DEFINITION
{
name = FusTekResupply_RearSection
basemass = -1
TANK
{
name = LiquidFuel
amount = 0.0
maxAmount = 0.0
utilization = 1
}
TANK
{
name = Oxidizer
amount = 0.0
maxAmount = 0.0
utilization = 1
}
TANK
{
name = MonoPropellant
mass = 0.000625
amount = 0.0
maxAmount = 0.0
utilization = 1.25
}
TANK
{
name = XenonGas
mass = 0.000625
amount = 0.0
maxAmount = 0.0
utilization = 50
note = (pressurized)
}
}


@PART[FusTekResupplyModule]:Final
{
RESOURCE
{
name = Food
amount = 530.52
maxAmount = 530.52
}
RESOURCE
{
name = Water
amount = 1020.46
maxAmount = 1020.46
}
RESOURCE
{
name = Oxygen
amount = 172708.92
maxAmount = 172708.92
}

MODULE
{
name = ModuleFuelTanks
volume = 160
type = FusTekResupply_RearSection
}
}

Edited by Qberticus
Link to comment
Share on other sites

sumghai, the new TAC-LS just changed the units and rates of consumption to liters. There seems to be a slight change in the TacGenericConveter definition as well but nothing too substantial. I've created a personal MM config for your station parts for the new version.

I removed most of the carbon extractors and life support resources from most of the modules since they are used for the entire station and don't seem to be needed in every specific module. I gave the Utility / Logistics Module the equivalent of a Large Carbon Extractor and a Large Water Purifier. According to TAC-LS these are good for 7-8 kerbals. For the Storage Module and the Resupply Pod I used the values of a Large Life Support pod. I also used :Final just in case as I was testing. I should probably remove it.

Seems like a good start, although I would prefer adding the carbon extractors back to the crew modules you removed them from, since each module is supposed to at least provide a breathable atmosphere in case of catastrophic unplanned separation of station modules. The Resupply module is also supposed to have waste / waste water / CO2 storage, so that when the module departs the station, all that junk gets burned up on re-entry.

I have a feeling TaranisElsu did more than just change units, as it seems that each of his default configs now provide less resources than before.

Link to comment
Share on other sites

I assume because he changed from 24h/day to the Kerbal 6h/day.

I'm have a feeling that's not quite the full reason - I used 6h Kerbin days on the older version of TAC-LS just fine.

I'm going to read up on the TAC LS thread to see what I can do, since TaranisElsu isn't going to be around for the next couple of weeks.

Link to comment
Share on other sites

sumghai, the new TAC-LS just changed the units and rates of consumption to liters. There seems to be a slight change in the TacGenericConveter definition as well but nothing too substantial. I've created a personal MM config for your station parts for the new version.

I removed most of the carbon extractors and life support resources from most of the modules since they are used for the entire station and don't seem to be needed in every specific module. I gave the Utility / Logistics Module the equivalent of a Large Carbon Extractor and a Large Water Purifier. According to TAC-LS these are good for 7-8 kerbals. For the Storage Module and the Resupply Pod I used the values of a Large Life Support pod. I also used :Final just in case as I was testing. I should probably remove it.

Why no O2 generator?

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...