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Hibernation Pod Part for TACS


freakingtree

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Hibernation pods are not overpowered because they would by sheer mass greatly decrease their ships' dV on long missions, thereby balancing the reduction of necessary life-support resource mass; furthermore, life-support systems and therefore their mass would remain necessary while Kerbals are awake. I therefore support the creation of this part!

-Duxwing

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I suppose you could create a liquid nitrogen tank as resource for cooling the cryo pods and if the ln2 runs out then the kerbal in the pod will die.

it would probably be better if instead of killing the it would just perform emergency thawing but if the oxygen were to run out (even though it is already being absorbed at a extremely slow rate) then it would kill

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Sorry but I'm a little confused. Is this a .dll addon or is it just going to be config changes? Either way wouldn't it make sense to release what you have and just have a placeholder object instead of holding back for someone to make a texture? I'm curious what you have because I was recently thinking of creating a mod that does something similar. The idea would be to put kerbals into cryosleep for a duration of time which locks out control of the ship and stops resource consumption by a certain amount.

I guess you do have a point. I will attempt a early alpha release tonight. also it is indeed a config edit due to how TAC's mod works this is the only way.

Hibernation pods are not overpowered because they would by sheer mass greatly decrease their ships' dV on long missions, thereby balancing the reduction of necessary life-support resource mass; furthermore, life-support systems and therefore their mass would remain necessary while Kerbals are awake. I therefore support the creation of this part!

-Duxwing

I have decided to make the pods fairly light weight, the trade off is that the resource needed to fuel them will be verry heavy.

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Um, doesn't that defeat the object? If the resource (or hibernation tanks themselves) is/are heavy, then what is the saving? If you have to hold resources for the hibernation tanks instead of resources for life support AND you can't use the Kerbals en-route it sort of defeats the object of having the hibernation pods in the first place doesn't it? I thought using something other than weight to balance their use, like time to go in or out of hibernation or some other limitation, seemed better, at least to me.

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@ PhaserArray: based on current cryotechnology (on Earth), IMO there is no chance for a spontaneous wake-up (as in idea 1). To revive a subject in cryostasis, it has to be warmed above 0°C, then some form of saline solution must be let in its cells, and let clean them from glycerol. This fluid substitution is pretty slow, it should take days to complete also because the low temperature hinders osmosis. To keep cells from deteriorating during this phase is probably the most difficult aspect in the process. It is a slow, tightly controlled process that requires some continuous power to keep parameters under control (temperature, pressure, salinity...). Actually, it may be less dangerous to suffer a loss of power during cryostasis (as it takes time for temperature to rise in the cryo chamber) than during revitalization.

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Um, doesn't that defeat the object? If the resource (or hibernation tanks themselves) is/are heavy, then what is the saving? If you have to hold resources for the hibernation tanks instead of resources for life support AND you can't use the Kerbals en-route it sort of defeats the object of having the hibernation pods in the first place doesn't it? I thought using something other than weight to balance their use, like time to go in or out of hibernation or some other limitation, seemed better, at least to me.

It will not be as heavy ass al the reasources combined you would normaly need AND you will not have to deal with any waste like you normaly would

As for what happens when you run outta power, you wil have a few hours to regain power if not your kerbs will die of lack of food/water/o2. Sadly I cant seem to find a way to slow the wakeup prosess

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Personally, I wouldn't want to go into cryosleep in an external pod, vulnerable to micrometeors and radiation and whatnot. (But then, I'm not a kerbal.)

I understand the desire to model the pods themselves, but I think it would make more sense to have a module (like the Hitchhiker, as someone else said) in which the pods are internal / assumed.

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  • 2 weeks later...

I personally feel that it should mechanically function as follows. It could later be made more complicated, but the following is the main body of it.

-"glycerol" added as a new resource with a density similar to water

-when placed inside a cryo chamber, a kerbal consumes one unit of glycerol

-as long as a kerbal is frozen, it consumes no resources except for EC

Cryopods shouldn't be of use for usual missions as they would only become efficient if they were less massive than the food/O2 storages they replaced. Likewise, if what's-his-face did end up making a sanity mod, this would have the added benefit of letting you stagger your crew so that no single crew member goes too crazy on the way to Eeloo. When you get there, you simply thaw them all and do science. When you're ready to come back, you freeze most of them and start staggering them again.

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Are there any updates for us? I'm still really looking forward to the release of this.

Sorry I just started an engineering program. It may be a bit before Iv got my schedule figured out enough to be able to work on this again. Currently need to attach place holder textures and make kerbal play nice with my new resource. Ill let you guys know when iv got an ETA as soon as iv got one.

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I personally feel that it should mechanically function as follows. It could later be made more complicated, but the following is the main body of it.

-"glycerol" added as a new resource with a density similar to water

Fwiw, the BioMass mod implemented glycerol at one point as an intermediate material in generating biofuels. It was removed to implement a simpler chemical rxn, and because glycerol wasn't used for anything (other than a secondary fermentation input). Anyway, if glycerol were used by something, I'd be willing to put glycerol production back in.

Oh, and the density of glycerol in game should probably be around 0.00567

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I personally feel that it should mechanically function as follows. It could later be made more complicated, but the following is the main body of it.

-"glycerol" added as a new resource with a density similar to water

-when placed inside a cryo chamber, a kerbal consumes one unit of glycerol

-as long as a kerbal is frozen, it consumes no resources except for EC

Cryopods shouldn't be of use for usual missions as they would only become efficient if they were less massive than the food/O2 storages they replaced. Likewise, if what's-his-face did end up making a sanity mod, this would have the added benefit of letting you stagger your crew so that no single crew member goes too crazy on the way to Eeloo. When you get there, you simply thaw them all and do science. When you're ready to come back, you freeze most of them and start staggering them again.

If there is significant time freezing and unfreezing Kerbals (and they also use resources during both these periods as well as being unable to do anything) then it should mean they wouldn't be useful for short hops, such as within the Kerbin system. However, if adding any extra 'states' for Kerbals proves impossible then I guess having the hibernation tanks mass quite a bit would work. Other than this I like your layout. If the hibernation pod mass is roughly equal to the mass of a small lander pod, plus the mass of life support supplies for a day or two it would likely work. That would make it impractical for going to the Mun or Minmus, but work for interplanetary transfers.

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  • 2 weeks later...
  • 3 weeks later...

I've been thinking on implementation on the hibernation cubicles and think that, whatever mechanisms are employed to balance them, putting them outside the ship might not look right.

Suggestion: Have something the size of the Hitchhiker capsule for two Kerbals (or the size of the new 0.23 Lab for four Kerbals) that most of the time behaves like a normal habitat. However it has extra controls letting Kerbals go into hibernation, or if in already to come out. IVA would show two seats and two hibernation pods. Depending on the state of the Kerbals they'd either be in the seats or in the pods. This also might depend on the 'state change' of Kerbals and altering IVA dependant on those states so I'm not sure if it's workable. I would have thought it shouldn't be too much of a problem, even if it comes down to it to make extra variables, store the current stats of said Kerbals, then kill them temporarily and use workarounds to show the IVA pods filled. Then when they are woken up you port the stats back in and create two new Kerbals with the same names.

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Anyone know about a weird glitch were unity tries to write .mu files to a directory that dosent exist... its been preventing me from getting this thing in game.

when you click a folder to set a directory, did you try to set it from inside an empty folder as in did you open the empty folder and click set because if you did then that isn't how it is done...

you just click to folder without opening it and then set it to that folder

although if i completely misread your problem then sorry it happens with me a lot. ( I have ADD)

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  • 1 month later...

So i was following this thread and was looking forward to using this mod. As its been awhile and nothings happened recently i decided improvise to get what this mod was going to provide. I will use this mod should it be completed.

So i made this code that should in theory allow any pod to be turned into a "hibernation pod". So this adds an on and off switch so you can effectively have your kerbals head into deep space and only have to use your life support when you get to your destination. It does this by using the waste items and turning them into oxygen, water, ect. It will also only make, as much as you use while turned on.

Yeah its also not perfect and some what flawed.

MODULE
{
name = ModuleGenerator
isAlwaysActive = false

OUTPUT_RESOURCE
{
name = Food
rate = 1.00
}
OUTPUT_RESOURCE
{
name = Oxygen
rate = 1.00
}
OUTPUT_RESOURCE
{
name = Water
rate = 1.00
}
INPUT_RESOURCE
{
name = ElectricCharge
rate = 0.2
}
INPUT_RESOURCE
{
name = CarbonDioxide
rate = 1.00
}
INPUT_RESOURCE
{
name = Waste
rate = 1.00
}
INPUT_RESOURCE
{
name = WasteWater
rate = 1.00
}
requiresAllInputs = true

Yeah i know its awful to look at but works, maybe someone can fix it up or do a better job!

Works well with this http://kerbalspaceprogram.com/ksp-0-23-gerdin-montaplex-rescue-capsule-alpha-0-1/ made by Paul Sanchez.

Its a cool little pod, but if your using KSP interstellar, you might want to add this to it also.

>This code below belongs to FractalUK, just thought id point that out<

MODULE
{
name = FNRadiator
isDeployable = false
convectiveBonus = 20
radiatorTemp = 970
radiatorArea = 1
originalName = NaK Loop Radiator
upgradeCost = 5
upgradedName = Graphene Radiator
upgradedRadiatorTemp = 3500
upgradeTechReq = experimentalElectrics
}

so i hope it wasnt to long of a read and also hope it helps some people. People who make Mods are awesome, keep up the great work.

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