///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 } }