/
D2Hab.cfg
221 lines (192 loc) · 4.51 KB
/
D2Hab.cfg
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PART
{
name = WBI_D2Hab
module = Part
author = Angel-125
MODEL
{
model = WildBlueIndustries/DSEV/Assets/D2Hab
}
MODEL
{
model = WildBlueIndustries/DSEV/Parts/Nautilus/D2HexMMOD
}
rescaleFactor = 1
node_stack_top = 0, 1.25, 0, 0, 1, 0, 3
node_stack_bottom = 0, -1.25, 0, 0, -1, 0, 3
node_attach = 0.0, 0.0, -1.875, 0.0, 0.0, 1.0
TechRequired = advMetalworks
entryCost = 16000
cost = 6000
category = Utility
subcategory = 0
title = D2 Habitat Module
manufacturer = Wild Blue Industries
description = This advanced habitat module provides a significant amount of resources to support deep space exploration vessel crews. Home entertainment system not included.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0
// --- standard part parameters ---
mass = 3.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 20
breakingForce = 50
breakingTorque = 50
bulkheadProfiles = size3, srf
vesselType = Ship
maxTemp = 1400
skinMaxTemp = 2400
CrewCapacity = 6
INTERNAL
{
name = WBI_D2HabSpace
}
MODULE
{
name = ModuleScienceContainer
reviewActionName = Review Data
storeActionName = Store Experiments
collectActionName = Take Data
evaOnlyStorage = True
storageRange = 2
allowRepeatedSubjects = True
}
MODULE:NEEDS[KIS]
{
name = ModuleKISInventory
maxVolume = 2000
externalAccess = true
internalAccess = true
slotsX = 3
slotsY = 4
slotSize = 50
itemIconResolution = 128
selfIconResolution = 128
openSndPath = KIS/Sounds/containerOpen
closeSndPath = KIS/Sounds/containerClose
defaultMoveSndPath = KIS/Sounds/itemMove
}
MODULE
{
name = ModuleInventoryPart
InventorySlots = 6
packedVolumeLimit = 500
}
MODULE
{
name = WBIMultiConverter
enableLogging = True
//Determines whether or not to show the context menu GUI
showGUI = True
//Some containers don't hold as much resources as the template specifies, while others hold more.
//Since the resource templates specify base amounts, the capacity factor specifies a multiplier to
//factor into the resource amounts.
capacityFactor = 0.5
//Determines if the part can be reconfigured out in the field.
fieldReconfigurable = true
//name of the template nodes to use
templateNodes = D2HAB
//Short name of the default module template.
//This is used when selecting the part in the editor.
//User will then right-click on the module to change its type.
defaultTemplate = Habitat
//Name of the logo panel transforms
decalsVisible = false
//If the part has a KIS container, this is the base and max amount
baseStorage = 800
maxStorage = 2000
opsViewTitle = D2 Habitat Module
//Snacks
resourcesToKeep:NEEDS[SnacksUtils] = ElectricCharge;Snacks;FreshAir;HydrazineVodka
//Kerbalism
resourcesToKeep:NEEDS[Kerbalism] = ElectricCharge;Shielding;Food;Oxygen
//TAC-LS
resourcesToKeep:NEEDS[TacLifeSupport] = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater
//USI-LS
resourcesToKeep:NEEDS[USILifeSupport] = ElectricCharge;Supplies;Mulch;ReplacementParts
}
MODULE
{
name = ModuleConductionMultiplier
modifiedConductionFactor = 0.003
convectionFluxThreshold = 3000
}
MODULE
{
name = ModuleColorChanger
shaderProperty = _EmissiveColor
animRate = 0.8
animState = false
useRate = true
toggleInEditor = true
toggleInFlight = true
toggleInFlight = true
unfocusedRange = 5
toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
toggleAction = True
defaultActionGroup = Light
redCurve
{
key = 0 0 0 3
key = 1 1 0 0
}
greenCurve
{
key = 0 0 0 1
key = 1 1 1 0
}
blueCurve
{
key = 0 0 0 0
key = 1 0.7 1.5 0
}
alphaCurve
{
key = 0 1
}
}
MODULE
{
name = WBIPropStateHelper
}
MODULE
{
name = WBIMeshToggle
objects = D2HexMMOD
showMeshesName = Add MMMOD
hideMeshesName = Remove MMOD
guiVisible = true
meshesVisible = false
}
MODULE:NEEDS[Pathfinder]
{
name = WBIResourceDistributor
}
RESOURCE
{
name = ElectricCharge
amount = 1000
maxAmount = 1000
isTweakable = true
}
}
@PART[WBI_D2Hab]:FOR[DSEV]:NEEDS[Pathfinder]
{
@MODULE[WBIMultiConverter]
{
@name = WBIMultipurposeHab
@templateNodes = D2HAB;PATH_HABITATION
templateTags = dsevHab
efficiency = 0.5
productivity = 0.5
}
MODULE
{
name = WBIEfficiencyMonitor
efficiencyType = habitation
}
}