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[0.21][Parts Pack]Deep Space Mission Pack - Now open source!


kockaspiton

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The pod is still working? Interesting.

Everything is still working, however the pods and SAS still use the legacy system. Also, the engine xenon fuel usage and the xenon storage in the battery/tank parts is pathetic. It literally holds the same as the stock radial. Some config edits (simply to make the ion engine viable) are necessary, as well as to bring the pack up to date. Shame it is currently unmaintained.

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GavinZac's fixes for Deep Space Mission Pack:

Because I want it.

  • Added to tech tree in sane places
  • Non- or legacy-functional parts updated to work with 0.23
  • Some tweaks to make it more sane in Career Mode
  • Fixed Hungarian-ness to Irish-ness: Comma-for-decimal replaced by period in the title, because it was bugging me (e.g. 2,5m = 2.5m).
  • Not sure if a license is needed for a ModuleManager config, but anyway, it's Creative Commons Attribution Non-Commercial (do what you like with it, except selling it, or claiming it as your own work without crediting me).
  • Requires latest ModuleManager.dll, or at least one that supports Sarbian's extensions.
  • Requires latest/last Deep Space Mission Pack, obviously, because this is a non-derivative work - it contains nothing created by the original DSM maker (beyond the titles of the parts).
  • Install by putting it anywhere in GameData so that ModuleManager.dll can see it.
  • Download me now!
  • Once you've build your pretty interplanetary spaceship, no doubt with the priority being making it look awesome, why not check where it can go? WhereCanIGo? is a helpful little tool that tells you, based on your delta-v, where in the solar system you can go from Kerbin's surface or Low Kerbin Orbit. It's basically a delta-v map, in reverse. One day I'll make a plug in for it, but for the moment it's a little online thingimajig.

DSM25mLongCommandPod and DSMSpherePod fixed, added to techtree alongside Mk1-2 Pod. Crew Report added, Science Container Added, now-standard small MonoProp storage added.

DSMAsas and DSM25MCentrifuge fixed, added to specialized Control (alongside large ASAS), torque AND electrical requirement increased to make them useful but not OP.

DSMNuclearReactor added to Specialized Electrics (alongside RTG), weight doubled to reflect its large size and (far) overpowered electrical-production-per-weight compared to the RTG. Yes, it's a challenge to get into space, but damn, it's a full, working nuclear reactor. At least it's aerodynamic compared to plastering RTGs over everything, and saves you having a thousand solar parts. Your RAM thanks me.

DSMBattery added to Specialized Electrics alongside large stock battery. MASSIVE Buff to the battery; weight kept at 3 tons as original, but (assuming half is battery and half is xenon containment, as the capacities suggest) ElectricCharge multiplied by 750% and Xenon multiplied by 2000% to reflect the weight difference between this and the very light stock parts. Too much? Well maybe the stock ones are overpowered for their sized, but I'm not changing *them*. Added a title that matches the other items, since it was just 'battery'.

DSM25m4XEngine added to Nuclear Propulsion next to LV-N. Updated with some new properties to keep it sane and stock-like. Mass multiplied by 6. That's a lot, but scales with the thrust. Otherwise it's just a cheaty part with no reason to ever pick LV-N. Electrical generation increased to match that of the little LV-N. I haven't scaled it up any further. Hey, go use the Nuke reactor... Overheating animation added, but heat production reduced to half what the stock nuke engine produces - it overheats too much. This is advanced technology, so, er, they've fixed that problem?

DSM25mIonEngine added to Ion Propulsion alongside normal Ion Engine. Scaled up the mass (again) to reflect its much greater power than the little Ion Engine. it produces 40 times the thrust, so I made it a bit less than 40 times heavier (to reflect some economies of scale), and included twice as much resources to make up for any annoyance thus caused!

DSM Fuel Tanks added to the Tech nodes of their nearest 'neighbours' in the stock fuel tanks. Since they actually have a little bit lower capacity than usual originally, I increased their strength a bit, to give a reason to use them beyond looks.

DSM25mDecoupler added to Advanced Construction alongside similar stock decoupler. Small weight increase but improved strength to scale with the default stronger decoupling force. (So it's kinda different, ok?)

DSM25mShortDecoupler added to Advanced Construction alongside similar stock decoupler. Small weight decrease, because for some reason it was *heavier* than the larger decoupler in the original release. IDK.

DSM25mToStrut adapter added to Specialized Construction alongside stock girder adapter. Slight buff to strength to at least match the (smaller) stock.

DSM125mNoseCone added to Stability alongside stock nosecones. Should now be compatible with both stock Squad stability improvements, and FAR nosecone awesomeness.

DSMStrut added to Advanced Metalworks alongside stock truss. Can now be attached radially, like the stock truss (experimental). Increased the strength to match stock truss.

DSMStrutHub added to starting tech alongside the original little girder. Made to be at stronger than the original little girder, but cannot be surfaced attached, because logic (it's four sided).

DSMStrutCargo added to Specialized Construction alongside other trusses. Kerbal Attachment System container module added. Shouldn't break anything if KAS is not installed, I think. Justifies the increased mass. Moved to Utility alongside Hitchhiker and KAS boxes. Still carries Kerbals, for some reason. Meh. Perhaps it's for dead bodies?

DSMStrutDecoupler added to Specialized construction alongside other truss stuff. Made it surface attachable, because who doesn't like new ways to break things? (Experimental). Fixed typo in description because *twitch*.

Some credit given to myself, because why not? Delete the last line if this offends you.

ALL OF THE PARTS IN ONE SHIP:

And it still doesn't take off. This is, unsurprisingly, a set of things that only really works in space.

no_pics_no_clicks.jpg

Edited by GavinZac
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i have all the mods i require bookmarked and ready for news. i cant know if the mod has been abandoned or not unless i ask but some mod pages are more active than others so i dont have to ask those pages.

You can subscribe to a thread and receive notifications when it is updated using the Thread Tools near the top of the page. The forum will then notify you - even by email if you want - when the thread has a new reply.

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This is awesome! But aren't you breaking the law distributing someone's intellectual property (code)?

No, as I said above, nothing in that file is from kockaspiton's release, except the titles of his parts, which I'm sure can be fairly used in a text file just as much as they can be used on here. Saying "DSMStrut" is fair use. Saying "Make DSMStrut weight 10tonnes" is fair use too. Distributing his models, writing or textures would be breach of copyright.

As a test, take my text file and place it in the GameData directory without the DSM pack. Nothing happens. ModuleManager looks at it, squints, shrugs and moves on. This is because there's no "code" (really model files and property definitions) included from the DSM pack.

A comparison would be people who distribute craft files of crafts with modified parts in them. The craft file references the mod parts, but they don't load unless the mod is actually there. It's just a reference; the whole of academia would fall apart if intellectual property could not be referenced in other works. The restrictions are against reproduction or redistribution.

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Thanks for posting this. One quick reality check, though...

DSMNuclearReactor added to Specialized Electrics (alongside RTG), weight doubled to reflect its large size and (far) overpowered electrical-production-per-weight compared to the RTG.

It's a full-on nuclear fission reactor, not a giant RTG; of course its watts per kilogram is significantly better. Considering that it's an actual nuclear reactor, it's actually very underpowered with its current stats. Compare to reality. At its current power output, it ought to mass about a ton and a half (basing that on the SAFE-400 being about half a ton, and outputting 100 kW of electrical power, about a third of this reactor's output). Alternately, at the sixteen tons you've increased it to, it ought to output at least an order of magnitude more power than it currently does...

And yes, the only thing GavinZac is distributing is his own ModuleManager config file. As the sole author of it, that's perfectly within his legal rights to do.

Edited by Gaius
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No, as I said above, nothing in that file is from kockaspiton's release, except the titles of his parts, which I'm sure can be fairly used in a text file just as much as they can be used on here. Saying "DSMStrut" is fair use. Saying "Make DSMStrut weight 10tonnes" is fair use too. Distributing his models, writing or textures would be breach of copyright.

As a test, take my text file and place it in the GameData directory without the DSM pack. Nothing happens. ModuleManager looks at it, squints, shrugs and moves on. This is because there's no "code" (really model files and property definitions) included from the DSM pack.

A comparison would be people who distribute craft files of crafts with modified parts in them. The craft file references the mod parts, but they don't load unless the mod is actually there. It's just a reference; the whole of academia would fall apart if intellectual property could not be referenced in other works. The restrictions are against reproduction or redistribution.

Okay, thanks for explaining this - one can learn something every day :)

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Thanks for posting this. One quick reality check, though...

It's a full-on nuclear fission reactor, not a giant RTG; of course its watts per kilogram is significantly better. Considering that it's an actual nuclear reactor, it's actually very underpowered with its current stats. Compare to reality. At its current power output, it ought to mass about a ton and a half (basing that on the SAFE-400 being about half a ton, and outputting 100 kW of electrical power, about a third of this reactor's output). Alternately, at the sixteen tons you've increased it to, it ought to output at least an order of magnitude more power than it currently does...

Super! Thanks for the explanation; I had been thinking in terms of gameplay balance rather than technical aspects (which you are clearly more knowledgeable about than I). I'll probably change it in my own game, perhaps not quite down to 1.5 but certainly less than 16 - the damn thing is making even my Mainsails cry, so the actual gameplay is suffering. The poor Ion engine will have to push the thing soon and it's not looking forward to it.

At 1.5tons it would be a no-brainer to include it in any moderately sized craft, negating the point of an RTG or even the large solar panels. I'll put the weight a bit higher than that if I can't think of another "downside" to give it. Of course, my config file is plain text, commented fairly and pretty easy to edit so feel free to put whatever you think best in the meantime.

GASP! This thing has finally got a much needed update! I love it! Now to make an IVA?

I'm not sure anyone is going to make an IVA for a mod they can't distribute or guarantee the future distribution of. I am moderately tempted to write a little plugin that sings 'Daisy, Daisy, give me your answer, do' whenever you do a crew report in the Discovery Orb Pod, though.

Edited by GavinZac
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I think personally, I'd cut the reactor down to about half its current weight, then increase the power output to something reasonably close to the SAFE-400's kW/ton ratio. It used to be (back when this pack came out) that there was just no point in that, nothing used that much power, but these days several mods include incredibly energy-hungry plasma drives, VASIMR, and the like, so there's actually a use for something that outputs hundreds of kilowatts of power nowadays. Say, maybe 4t and 800kW, or maybe keep it 8t and output 1600kW.

Edited by Gaius
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I think personally, I'd cut the reactor down to about half its current weight, then increase the power output to something reasonably close to the SAFE-400's kW/ton ratio. It used to be (back when this pack came out) that there was just no point in that, nothing used that much power, but these days several mods include incredibly energy-hungry plasma drives, VASIMR, and the like, so there's actually a use for something that outputs hundreds of kilowatts of power nowadays. Say, maybe 4t and 800kW, or maybe keep it 8t and output 1600kW.

Great. I'll give this a go. Not sure how to scale the ElectricCharge rate to kilowatts but will put it up to 150%. i'll make the changes in the config file too, no harm in changing it early.

Edit: File updated. Still at http://mononyk.us/dsm.cfg (Right Click, Save As, if your browser is opening it as text)

Edited by GavinZac
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Not sure how to scale the ElectricCharge rate to kilowatts...

That's actually a pretty tricky question, and no matter which answer you pick, it makes some of the stock parts seem either overpowered or underpowered (they don't appear to be entirely consistent on the question). But for what it's worth, I think both NearFuture and Interstellar run with the notion that ElectricCharge rate = 1 is equivalent to about 1 kW (or in Interstellar's case, 1000 Ec = 1 megawatt -- they deal in REAL BIG energy requirements there).

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It doesn't work on spaceport though???

Your question doesn't seem to make sense, but this is how to install it, working fine.

1. Download DSM from Spaceport http://kerbalspaceprogram.com/deep-space-mission-pack/

2. Download ModuleManager http://www.sarbian.com/sarbian/ModuleManager_1_5_6.dll

3. Download the config file for DSM http://mononyk.us/dsm.cfg

3.B (Optional) Install Kerbal Attachment System to use the cargo box properly. http://kerbalspaceprogram.com/0-18-2-kas-kerbal-attachment-system-v0-1

4. Put all in the GameData folder.

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Your question doesn't seem to make sense, but this is how to install it, working fine.

1. Download DSM from Spaceport http://kerbalspaceprogram.com/deep-space-mission-pack/

2. Download ModuleManager http://www.sarbian.com/sarbian/ModuleManager_1_5_6.dll

3. Download the config file for DSM http://mononyk.us/dsm.cfg

3.B (Optional) Install Kerbal Attachment System to use the cargo box properly. http://kerbalspaceprogram.com/0-18-2-kas-kerbal-attachment-system-v0-1

4. Put all in the GameData folder.

Loved using the truss from this pack. Quick newbie question: I took a look at the config file. Am I supposed to go part by part and replace what's in the dsm.cfg into each part.cfg or just put this in the root? The DSM root or the GameData folder root?

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Loved using the truss from this pack. Quick newbie question: I took a look at the config file. Am I supposed to go part by part and replace what's in the dsm.cfg into each part.cfg or just put this in the root? The DSM root or the GameData folder root?

You could do that (you'd have to change the formating quite a bit) but you don't need to: the ModuleManager.dll does the job for you, so that:

1. You don't have to go through everything and change it by hand, it uses the special formating to add or change bits automatically

2. It doesn't touch the original file, so that if the original is ever updated, you can just remove my config and it will continue to work as previously.

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  • 4 weeks later...
Thanks for this! I've been waiting to play it for logn time. I need an update with new parts... Is the project dead or not?

I don't think anyone is going to make new parts for it, but if you need variations - tanks that store other fuels, life support, etc - those could be done.

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  • 3 months later...
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