import ig

This commit is contained in:
Izaya 2022-12-06 09:20:48 +11:00
parent 3355778d7b
commit 87fe8e2e5f
11 changed files with 703 additions and 0 deletions

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*.png filter=lfs diff=lfs merge=lfs -text
*.dds filter=lfs diff=lfs merge=lfs -text
*.mu filter=lfs diff=lfs merge=lfs -text

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SUITCOMBOS
{
SUITCOMBO
{
displayName = Kerbal People's Union Standard
suitType = Vintage
gender = Male
name = KPU_M
suitTexture = KPU/KPUSuits/Textures/KPUSuit_diff
normalTexture = KPU/KPUSuits/Textures/KPUSuit_nrm
sprite = KPU/KPUSuits/Icons/KPUSuit_M
primaryColor = #ce2018
secondaryColor = #f2dab0
IVA
{
suitTexture = KPU/KPUSuits/Textures/KPUSuit_diff
normalTexture = KPU/KPUSuits/Textures/KPUSuit_nrm
}
}
SUITCOMBO
{
displayName = Kerbal People's Union Standard
suitType = Vintage
gender = Female
name = KPU_F
suitTexture = KPU/KPUSuits/Textures/KPUSuit_diff
normalTexture = KPU/KPUSuits/Textures/KPUSuit_nrm
sprite = KPU/KPUSuits/Icons/KPUSuit_F
primaryColor = #ce2018
secondaryColor = #f2dab0
IVA
{
suitTexture = KPU/KPUSuits/Textures/KPUSuit_diff
normalTexture = KPU/KPUSuits/Textures/KPUSuit_nrm
}
}
}

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// MM Config to set fancy nuclear engines if NFE is around
@PART[restock-engine-cherenkov]:NEEDS[NearFutureElectrical]:AFTER[zKerbalAtomics]
{
@mass -= 1.5358
// $865 per U
@cost += 121100
!MODULE[ModuleActiveRadiator] {}
!MODULE[ModuleGenerator] {}
!MODULE[ModuleAlternator] {}
MODULE
{
name = ModuleUpdateOverride
}
MODULE
{
name = FissionReactor
StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName
FollowThrottle = true
// Heat animation, plays when above nominal temp
// OverheatAnimation = Reactor_1MW_Heat
// Heat to generate (kW *50)
HeatGeneration = 800000
// Above this temp more power output but risky
NominalTemperature = 3300
// Above this temp, reactor takes damage
CriticalTemperature = 3700
MaximumTemperature = 3900
// Amount of damage taken by core when over critical temp
// %/s/K, so with value 0.001, at 200 K over CriticalTemp, reactor takes 0.2% damage/s
CoreDamageRate = 0.01
// Base lifetime calculations off this resource
FuelName = EnrichedUranium
INPUT_RESOURCE
{
ResourceName = EnrichedUranium
Ratio = 0.0003
FlowMode = NO_FLOW
}
OUTPUT_RESOURCE
{
ResourceName = DepletedFuel
Ratio = 0.0003
DumpExcess = false
FlowMode = NO_FLOW
}
// Disables stock converter functions DO NOT CHANGE
UseSpecializationBonus = false
AutoShutdown = false
DefaultShutoffTemp = 0.90
GeneratesHeat = false
TemperatureModifier
{
key = 0 0
}
}
MODULE
{
name = ModuleCoreHeatNoCatchup
CoreTempGoal = 3300 //Internal temp goal - we don't transfer till we hit this point
CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp
CoreTempGoalAdjustment = 0 //Dynamic goal adjustment
CoreEnergyMultiplier = 0.001 //What percentage of our core energy do we transfer to the part
HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates?
CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates?
HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in?
CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer?
radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1
radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator
MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change
CoreShutdownTemp = 3900 //At what core temperature do we shut down all generators on this part?
MaxCoolant = 16000 //Maximum amount of radiator capacity we can consume - 50 = 1 small
}
MODULE
{
name = FissionFlowRadiator
passiveCooling = 800
exhaustCooling = 16000
CoolingDecayRate = 1500
}
MODULE
{
name = FissionEngine
Priority = 2
HeatUsed = 16000
TempIspScale
{
key = 300 0
key = 1000 0.2
key = 3300 1.0
key = 4000 1.3
}
}
//MODULE
//{
//name = FissionGenerator
//Priority = 1
//PowerGeneration = 100
//HeatUsed = 800
//}
RESOURCE
{
name = EnrichedUranium
amount = 140
maxAmount = 140
}
RESOURCE
{
name = DepletedFuel
amount = 0
maxAmount = 140
}
MODULE
{
name = RadioactiveStorageContainer
DangerousFuel = DepletedFuel
SafeFuel = EnrichedUranium
// What enginer level is needed to transfer the safe fuel
EngineerLevelForSafe = 1
// What enginer level is needed to transfer the dangerous fuel
EngineerLevelForDangerous = 3
// Max temp for transferring fuel into or out of the part
MaxTempForTransfer = 400
// kW of heat per unit of waste
HeatFluxPerWasteUnit = 5
}
@MODULE[ModuleEnginesFX]:HAS[!PROPELLANT[Oxidizer]] {
@heatProduction *= 0.01
}
@MODULE[ModuleEnginesFX]:HAS[@PROPELLANT[Oxidizer]] {
@heatProduction *= 0.01
}
}

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///MMSEV - supports 4 crew for 10 days///
@PART[Benjee10_MMSEV,Benjee10_MMSEV_baseLander,Benjee10_MMSEV_baseLander]:NEEDS[SnacksUtils]
{
RESOURCE
{
name = Snacks
amount = 120
maxAmount = 120
}
RESOURCE:NEEDS[SnacksFreshAir]
{
name = FreshAir
amount = 40
maxAmount = 40
}
RESOURCE:NEEDS[SnacksStress]
{
name = HydrazineVodka
amount = 17
maxAmount = 17
}
}
///3.75m NODE - supports 6 crew for 33 days///
///LAB - supports 2 crew for 33 days///
@PART[Benjee10_MMSEV_baseHDU,Benjee10_MMSEV_baseLab]:NEEDS[SnacksUtils]
{
MODULE
{
name = SnackProcessor
ConverterName = Snack Processor
StartActionName = Start Snack Processor
StopActionName = Stop Snack Processor
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
UseSpecializationBonus = true
SpecialistEfficiencyFactor = 0.1
ExperienceEffect = ScienceSkill
EfficiencyBonus = 1.0
//Ore masses 0.01 metric tons per unit
INPUT_RESOURCE
{
ResourceName = Ore
Ratio = 0.002
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 30
FlowMode = STAGE_PRIORITY_FLOW
}
//Snacks masses 0.001 metric tons per unit
//1 Ore = 5 Snacks, not all of the ore is usable...
OUTPUT_RESOURCE
{
ResourceName = Snacks
Ratio = 0.001
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}
RESOURCE
{
name = Snacks
amount = 594
maxAmount = 594
}
RESOURCE:NEEDS[SnacksFreshAir]
{
name = FreshAir
amount = 198
maxAmount = 198
}
RESOURCE:NEEDS[SnacksStress]
{
name = HydrazineVodka
amount = 17
maxAmount = 17
}
}
///3.75m HAB - supports 6 crew for 66 days///
// Has recycling
@PART[Benjee10_MMSEV_baseHabShort]:NEEDS[SnacksUtils]
{
//This is calibrated for 6 kerbals at 100% efficiency when then consume
//1 snack per meal and 1 meal per day.
//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
//Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630,
//which gives a daily input/output of 1.00008 per day. The recycler will then adjust
//the input/output ratio based upon RecyclerCapacity and recycler efficiency.
MODULE
{
name = SoilRecycler
ConverterName = Soil Recycler
StartActionName = Start Soil Recycler
StopActionName = Stop Soil Recycler
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1.0
RecyclerCapacity = 6
INPUT_RESOURCE
{
ResourceName = Soil
Ratio = 0.00004630
FlowMode = ALL_VESSEL
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 3
FlowMode = STAGE_PRIORITY_FLOW
}
OUTPUT_RESOURCE
{
ResourceName = Snacks
Ratio = 0.00004630
DumpExcess = false
FlowMode = ALL_VESSEL
}
}
MODULE:NEEDS[SnacksStress]
{
name = SnacksConverter
ConverterName = Entertainment Center
StartActionName = Start Entertainment
StopActionName = Stop Entertainment
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = false
//At least one crew needs to be in the part to run the converter.
minimumCrew = 1
//Connection back home required to receive entertainment.
requiresHomeConnection = true
//This condition is set whenever the kerbal enters the part and the converter is active, and
//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
//skills while the converter is running.
conditionSummary = Relaxing
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 0.4
FlowMode = STAGE_PRIORITY_FLOW
}
//Works like an INPUT_RESOURCE except:
// It applies to individual kerbals.
// You can specify an AmountPerDay or AmountPerSecond.
ROSTER_INPUT_RESOURCE
{
ResourceName = Stress
//AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day
//This will override AmountPerSecond if it is defined in the node.
AmountPerDay = 2
}
}
RESOURCE
{
name = Snacks
amount = 1188
maxAmount = 1188
}
RESOURCE:NEEDS[SnacksFreshAir]
{
name = FreshAir
amount = 396
maxAmount = 396
}
RESOURCE:NEEDS[SnacksStress]
{
name = HydrazineVodka
amount = 17
maxAmount = 17
}
}
///3.75m ATTIC - supports 6 crew for 120 days///
@PART[Benjee10_MMSEV_baseHDU]:NEEDS[SnacksUtils]
{
//This is calibrated for 6 kerbals at 100% efficiency when then consume
//1 snack per meal and 1 meal per day.
//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
//Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630,
//which gives a daily input/output of 1.00008 per day. The recycler will then adjust
//the input/output ratio based upon RecyclerCapacity and recycler efficiency.
MODULE
{
name = SoilRecycler
ConverterName = Soil Recycler
StartActionName = Start Soil Recycler
StopActionName = Stop Soil Recycler
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1.0
RecyclerCapacity = 6
INPUT_RESOURCE
{
ResourceName = Soil
Ratio = 0.00004630
FlowMode = ALL_VESSEL
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 3
FlowMode = STAGE_PRIORITY_FLOW
}
OUTPUT_RESOURCE
{
ResourceName = Snacks
Ratio = 0.00004630
DumpExcess = false
FlowMode = ALL_VESSEL
}
}
MODULE:NEEDS[SnacksStress]
{
name = SnacksConverter
ConverterName = Entertainment Center
StartActionName = Start Entertainment
StopActionName = Stop Entertainment
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = false
//At least one crew needs to be in the part to run the converter.
minimumCrew = 1
//Connection back home required to receive entertainment.
requiresHomeConnection = true
//This condition is set whenever the kerbal enters the part and the converter is active, and
//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
//skills while the converter is running.
conditionSummary = Relaxing
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 0.4
FlowMode = STAGE_PRIORITY_FLOW
}
//Works like an INPUT_RESOURCE except:
// It applies to individual kerbals.
// You can specify an AmountPerDay or AmountPerSecond.
ROSTER_INPUT_RESOURCE
{
ResourceName = Stress
//AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day
//This will override AmountPerSecond if it is defined in the node.
AmountPerDay = 2
}
}
RESOURCE
{
name = Snacks
amount = 2376
maxAmount = 2376
}
RESOURCE:NEEDS[SnacksFreshAir]
{
name = FreshAir
amount = 792
maxAmount = 396
}
RESOURCE:NEEDS[SnacksStress]
{
name = HydrazineVodka
amount = 17
maxAmount = 17
}
}
///LONG HAB - supports 3 crew for 33 days, added recyclers///
@PART[Benjee10_MMSEV_baseHabLong]:NEEDS[SnacksUtils]
{
//This is calibrated for 6 kerbals at 100% efficiency when then consume
//1 snack per meal and 1 meal per day.
//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
//Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630,
//which gives a daily input/output of 1.00008 per day. The recycler will then adjust
//the input/output ratio based upon RecyclerCapacity and recycler efficiency.
MODULE
{
name = SoilRecycler
ConverterName = Soil Recycler
StartActionName = Start Soil Recycler
StopActionName = Stop Soil Recycler
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1.0
RecyclerCapacity = 3
INPUT_RESOURCE
{
ResourceName = Soil
Ratio = 0.00004630
FlowMode = ALL_VESSEL
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 3
FlowMode = STAGE_PRIORITY_FLOW
}
OUTPUT_RESOURCE
{
ResourceName = Snacks
Ratio = 0.00004630
DumpExcess = false
FlowMode = ALL_VESSEL
}
}
MODULE:NEEDS[SnacksStress]
{
name = SnacksConverter
ConverterName = Entertainment Center
StartActionName = Start Entertainment
StopActionName = Stop Entertainment
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = false
//At least one crew needs to be in the part to run the converter.
minimumCrew = 1
//Connection back home required to receive entertainment.
requiresHomeConnection = true
//This condition is set whenever the kerbal enters the part and the converter is active, and
//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
//skills while the converter is running.
conditionSummary = Relaxing
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 0.4
FlowMode = STAGE_PRIORITY_FLOW
}
//Works like an INPUT_RESOURCE except:
// It applies to individual kerbals.
// You can specify an AmountPerDay or AmountPerSecond.
ROSTER_INPUT_RESOURCE
{
ResourceName = Stress
//AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day
//This will override AmountPerSecond if it is defined in the node.
AmountPerDay = 2
}
}
RESOURCE
{
name = Snacks
amount = 594
maxAmount = 594
}
RESOURCE:NEEDS[SnacksFreshAir]
{
name = FreshAir
amount = 198
maxAmount = 198
}
RESOURCE:NEEDS[SnacksStress]
{
name = HydrazineVodka
amount = 17
maxAmount = 17
}
}
///GREENHOUSE - supports 2 crew for 33 days, added greenhouse///
@PART[Benjee10_MMSEV_baseGreenhouse]:NEEDS[SnacksUtils]
{
MODULE
{
name = SnacksConverter
ConverterName = Greenhouse
StartActionName = Start Grenhouse
StopActionName = Stop Greenhouse
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
ExperienceEffect = ScienceSkill
EfficiencyBonus = 1
hoursPerCycle = 168 //Number of hours to grow crops
minimumSuccess = 1
criticalSuccess = 90
criticalFail = 5
criticalSuccessBonus = 0.25
failureLoss = 0.25
INPUT_RESOURCE:NEEDS[ClassicStockResources]
{
ResourceName = Water
Ratio = 0.000218750
}
INPUT_RESOURCE:NEEDS[ClassicStockResources]
{
ResourceName = Compost
Ratio = 0.000072917
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 12
}
INPUT_RESOURCE:NEEDS[!ClassicStockResources]
{
ResourceName = Ore
Ratio = 0.001
}
OUTPUT_RESOURCE:NEEDS[SnacksFreshAir]
{
ResourceName = FreshAir
Ratio = 0.00045
}
//Calibrated for 1 snack per meal, 3 meals per day
//Supports 2 kerbals
YIELD_RESOURCE
{
ResourceName = Snacks
Ratio = 168
}
}
RESOURCE
{
name = Snacks
amount = 594
maxAmount = 594
}
RESOURCE:NEEDS[SnacksFreshAir]
{
name = FreshAir
amount = 198
maxAmount = 198
}
RESOURCE:NEEDS[SnacksStress]
{
name = HydrazineVodka
amount = 17
maxAmount = 17
}
}

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@PART[liquidEngine303]:NEEDS[ReStock]:FOR[MissingHistory]
{
%TechHidden = True
@category = none
@TechRequired = none
}
@PART[liquidEngineT15]:NEEDS[ReStock]:FOR[MissingHistory]
{
%TechHidden = True
@category = none
@TechRequired = none
}