import ig
This commit is contained in:
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3
.gitattributes
vendored
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3
.gitattributes
vendored
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*.png filter=lfs diff=lfs merge=lfs -text
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*.dds filter=lfs diff=lfs merge=lfs -text
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||||||
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*.mu filter=lfs diff=lfs merge=lfs -text
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BIN
KPUFlags/KPUFlags/Flags/KPU.dds
(Stored with Git LFS)
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BIN
KPUFlags/KPUFlags/Flags/KPU.dds
(Stored with Git LFS)
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Binary file not shown.
BIN
KPUFlags/KPUFlags/Flags/KPUEmblem.dds
(Stored with Git LFS)
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BIN
KPUFlags/KPUFlags/Flags/KPUEmblem.dds
(Stored with Git LFS)
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Binary file not shown.
BIN
KPUSuits/KPUSuits/Icons/KPUSuit_F.png
(Stored with Git LFS)
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KPUSuits/KPUSuits/Icons/KPUSuit_F.png
(Stored with Git LFS)
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Binary file not shown.
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KPUSuits/KPUSuits/Icons/KPUSuit_M.png
(Stored with Git LFS)
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KPUSuits/KPUSuits/Icons/KPUSuit_M.png
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37
KPUSuits/KPUSuits/KPUSuits.cfg
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37
KPUSuits/KPUSuits/KPUSuits.cfg
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SUITCOMBOS
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{
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SUITCOMBO
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{
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||||||
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displayName = Kerbal People's Union Standard
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suitType = Vintage
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gender = Male
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name = KPU_M
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||||||
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suitTexture = KPU/KPUSuits/Textures/KPUSuit_diff
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normalTexture = KPU/KPUSuits/Textures/KPUSuit_nrm
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||||||
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sprite = KPU/KPUSuits/Icons/KPUSuit_M
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||||||
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primaryColor = #ce2018
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||||||
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secondaryColor = #f2dab0
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||||||
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IVA
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||||||
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{
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||||||
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suitTexture = KPU/KPUSuits/Textures/KPUSuit_diff
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||||||
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normalTexture = KPU/KPUSuits/Textures/KPUSuit_nrm
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||||||
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}
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}
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||||||
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SUITCOMBO
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||||||
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{
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displayName = Kerbal People's Union Standard
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suitType = Vintage
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gender = Female
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name = KPU_F
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suitTexture = KPU/KPUSuits/Textures/KPUSuit_diff
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normalTexture = KPU/KPUSuits/Textures/KPUSuit_nrm
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||||||
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sprite = KPU/KPUSuits/Icons/KPUSuit_F
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||||||
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primaryColor = #ce2018
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secondaryColor = #f2dab0
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IVA
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||||||
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{
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suitTexture = KPU/KPUSuits/Textures/KPUSuit_diff
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normalTexture = KPU/KPUSuits/Textures/KPUSuit_nrm
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}
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}
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}
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BIN
KPUSuits/KPUSuits/Textures/KPUSuit_diff.dds
(Stored with Git LFS)
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BIN
KPUSuits/KPUSuits/Textures/KPUSuit_diff.dds
(Stored with Git LFS)
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Binary file not shown.
BIN
KPUSuits/KPUSuits/Textures/KPUSuit_nrm.dds
(Stored with Git LFS)
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BIN
KPUSuits/KPUSuits/Textures/KPUSuit_nrm.dds
(Stored with Git LFS)
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Binary file not shown.
144
NFENTRPatch/Patches/cherenkov.cfg
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144
NFENTRPatch/Patches/cherenkov.cfg
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// MM Config to set fancy nuclear engines if NFE is around
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@PART[restock-engine-cherenkov]:NEEDS[NearFutureElectrical]:AFTER[zKerbalAtomics]
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{
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@mass -= 1.5358
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// $865 per U
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@cost += 121100
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!MODULE[ModuleActiveRadiator] {}
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!MODULE[ModuleGenerator] {}
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!MODULE[ModuleAlternator] {}
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MODULE
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{
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name = ModuleUpdateOverride
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}
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MODULE
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{
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name = FissionReactor
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StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
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StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
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ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName
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FollowThrottle = true
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// Heat animation, plays when above nominal temp
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// OverheatAnimation = Reactor_1MW_Heat
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// Heat to generate (kW *50)
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HeatGeneration = 800000
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// Above this temp more power output but risky
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NominalTemperature = 3300
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// Above this temp, reactor takes damage
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CriticalTemperature = 3700
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MaximumTemperature = 3900
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// Amount of damage taken by core when over critical temp
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// %/s/K, so with value 0.001, at 200 K over CriticalTemp, reactor takes 0.2% damage/s
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CoreDamageRate = 0.01
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// Base lifetime calculations off this resource
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FuelName = EnrichedUranium
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INPUT_RESOURCE
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{
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ResourceName = EnrichedUranium
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Ratio = 0.0003
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FlowMode = NO_FLOW
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}
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OUTPUT_RESOURCE
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{
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ResourceName = DepletedFuel
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Ratio = 0.0003
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DumpExcess = false
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FlowMode = NO_FLOW
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}
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// Disables stock converter functions DO NOT CHANGE
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UseSpecializationBonus = false
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AutoShutdown = false
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DefaultShutoffTemp = 0.90
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GeneratesHeat = false
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TemperatureModifier
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{
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key = 0 0
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}
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}
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MODULE
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{
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name = ModuleCoreHeatNoCatchup
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CoreTempGoal = 3300 //Internal temp goal - we don't transfer till we hit this point
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CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp
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CoreTempGoalAdjustment = 0 //Dynamic goal adjustment
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CoreEnergyMultiplier = 0.001 //What percentage of our core energy do we transfer to the part
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HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates?
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CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates?
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HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in?
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CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer?
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radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1
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radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator
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MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change
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CoreShutdownTemp = 3900 //At what core temperature do we shut down all generators on this part?
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MaxCoolant = 16000 //Maximum amount of radiator capacity we can consume - 50 = 1 small
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}
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MODULE
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{
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name = FissionFlowRadiator
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passiveCooling = 800
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exhaustCooling = 16000
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CoolingDecayRate = 1500
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}
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MODULE
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{
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name = FissionEngine
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Priority = 2
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HeatUsed = 16000
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TempIspScale
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{
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key = 300 0
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key = 1000 0.2
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key = 3300 1.0
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key = 4000 1.3
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}
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}
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//MODULE
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//{
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//name = FissionGenerator
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//Priority = 1
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//PowerGeneration = 100
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//HeatUsed = 800
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//}
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RESOURCE
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{
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name = EnrichedUranium
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amount = 140
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maxAmount = 140
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}
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RESOURCE
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{
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name = DepletedFuel
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amount = 0
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maxAmount = 140
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}
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MODULE
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{
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name = RadioactiveStorageContainer
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DangerousFuel = DepletedFuel
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SafeFuel = EnrichedUranium
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// What enginer level is needed to transfer the safe fuel
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EngineerLevelForSafe = 1
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// What enginer level is needed to transfer the dangerous fuel
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EngineerLevelForDangerous = 3
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// Max temp for transferring fuel into or out of the part
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MaxTempForTransfer = 400
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// kW of heat per unit of waste
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HeatFluxPerWasteUnit = 5
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}
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@MODULE[ModuleEnginesFX]:HAS[!PROPELLANT[Oxidizer]] {
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@heatProduction *= 0.01
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}
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@MODULE[ModuleEnginesFX]:HAS[@PROPELLANT[Oxidizer]] {
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@heatProduction *= 0.01
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}
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}
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488
PESnacks/Patches/PESnacks.cfg
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488
PESnacks/Patches/PESnacks.cfg
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///MMSEV - supports 4 crew for 10 days///
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@PART[Benjee10_MMSEV,Benjee10_MMSEV_baseLander,Benjee10_MMSEV_baseLander]:NEEDS[SnacksUtils]
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{
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RESOURCE
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{
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name = Snacks
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amount = 120
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maxAmount = 120
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}
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RESOURCE:NEEDS[SnacksFreshAir]
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{
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name = FreshAir
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amount = 40
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maxAmount = 40
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}
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RESOURCE:NEEDS[SnacksStress]
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{
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name = HydrazineVodka
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amount = 17
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maxAmount = 17
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}
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}
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///3.75m NODE - supports 6 crew for 33 days///
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///LAB - supports 2 crew for 33 days///
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@PART[Benjee10_MMSEV_baseHDU,Benjee10_MMSEV_baseLab]:NEEDS[SnacksUtils]
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{
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MODULE
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{
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name = SnackProcessor
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ConverterName = Snack Processor
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StartActionName = Start Snack Processor
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StopActionName = Stop Snack Processor
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AutoShutdown = false
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GeneratesHeat = false
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UseSpecialistBonus = true
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UseSpecializationBonus = true
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SpecialistEfficiencyFactor = 0.1
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ExperienceEffect = ScienceSkill
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EfficiencyBonus = 1.0
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//Ore masses 0.01 metric tons per unit
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INPUT_RESOURCE
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{
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ResourceName = Ore
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Ratio = 0.002
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FlowMode = STAGE_PRIORITY_FLOW
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}
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INPUT_RESOURCE
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{
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ResourceName = ElectricCharge
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Ratio = 30
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FlowMode = STAGE_PRIORITY_FLOW
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}
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//Snacks masses 0.001 metric tons per unit
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//1 Ore = 5 Snacks, not all of the ore is usable...
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OUTPUT_RESOURCE
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{
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ResourceName = Snacks
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Ratio = 0.001
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DumpExcess = false
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FlowMode = STAGE_PRIORITY_FLOW
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}
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}
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RESOURCE
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{
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name = Snacks
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amount = 594
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maxAmount = 594
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}
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RESOURCE:NEEDS[SnacksFreshAir]
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{
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name = FreshAir
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amount = 198
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maxAmount = 198
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}
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RESOURCE:NEEDS[SnacksStress]
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{
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name = HydrazineVodka
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amount = 17
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maxAmount = 17
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}
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}
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///3.75m HAB - supports 6 crew for 66 days///
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// Has recycling
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@PART[Benjee10_MMSEV_baseHabShort]:NEEDS[SnacksUtils]
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{
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//This is calibrated for 6 kerbals at 100% efficiency when then consume
|
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//1 snack per meal and 1 meal per day.
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//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
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//Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630,
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//which gives a daily input/output of 1.00008 per day. The recycler will then adjust
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//the input/output ratio based upon RecyclerCapacity and recycler efficiency.
|
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MODULE
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{
|
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|
name = SoilRecycler
|
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|
ConverterName = Soil Recycler
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||||||
|
StartActionName = Start Soil Recycler
|
||||||
|
StopActionName = Stop Soil Recycler
|
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|
AutoShutdown = false
|
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GeneratesHeat = false
|
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|
UseSpecialistBonus = true
|
||||||
|
ExperienceEffect = ConverterSkill
|
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|
EfficiencyBonus = 1.0
|
||||||
|
RecyclerCapacity = 6
|
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|
||||||
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INPUT_RESOURCE
|
||||||
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{
|
||||||
|
ResourceName = Soil
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||||||
|
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
|
||||||
|
|
||||||
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//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
|
||||||
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//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
|
||||||
|
}
|
||||||
|
}
|
13
RSDedup/Patches/MissingHistory.cfg
Normal file
13
RSDedup/Patches/MissingHistory.cfg
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
@PART[liquidEngine303]:NEEDS[ReStock]:FOR[MissingHistory]
|
||||||
|
{
|
||||||
|
%TechHidden = True
|
||||||
|
@category = none
|
||||||
|
@TechRequired = none
|
||||||
|
}
|
||||||
|
|
||||||
|
@PART[liquidEngineT15]:NEEDS[ReStock]:FOR[MissingHistory]
|
||||||
|
{
|
||||||
|
%TechHidden = True
|
||||||
|
@category = none
|
||||||
|
@TechRequired = none
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user