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Releases: Angel-125/MOLE

0.9.5

11 Aug 03:00
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Outpost 2
New Parts

  • Added the Mark One Botany Lab (MOBL). This research lab can produce Plants for research experiments. With sufficient tech researched, it can also become a greenhouse (a life support mod is required; it supports Snacks, TAC-LS, Kerbalism, and USI-LS). The Botany Lab can be a wet/dry workshop as well.
  • Added the KH-10 "DenEye" telescope. It generates ScopeTime for experiments, and has a built-in Celestial Body Research experiment for making observations. The KH-10 can integrate with the CactEye and Tarsier telescopes mods as well.
  • Added the KH-10 Processor Socket, designed to fit CactEye processors. It's only available when CactEye is installed, and fits well in the 1.875m ISC.
  • Added the KH-10 Control Module. Attach this to the scope on the side with the mirror, and you can use it to point the scope at desired targets.
  • Added the 1.875m x 2m Kargo Bay.
  • Added a 0.625m decoupler/separator. You can surface-attach the decoupler/separator.
  • Added the 0.625m Korona Lite return canister. It can hold a single experiment as well as experiment data. It has a built-in parachute and heat shield as well as a no-frills probe core.

MOLE

  • Increased max data storage capacity to 300 in the MOLE MPL.
  • Increased the bonus science for the MOLE experiment lab.

Station Experiments

  • Added the Botanical Research Experiment. It requires Plants and LabTime.
  • Changed the KNUTS experiment to convert ResearchKits into Mulch to avoid confusion when USI-LS isn't installed.

Bug Fixes

  • The Fulcrum engine should gimbal properly now.
  • Fixed an issue where resources required by experiments wouldn't be accumulated.
  • Fixed an issue where the greenhouse would automatically declare failure upon first start.
  • Fixed an issue where SAS modules weren't upgrading properly.

0.9.0.1

25 Jul 01:23
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SD-18 & SD-25

  • The Adapter/Decouplers can now become separators.

IA-25

  • Added option for 8 nodes around the central node, for a total of 9 nodes. Thanks for the suggestion, StevieC! :)

Other

  • If fuel tanks are arrayed symmetrically, you'll no longer be able to reconfigure them. It's either that or let the game explode (ie nothing I can do about it except prevent players from changing symmetrical tanks).

0.8.5.1

23 Jul 04:16
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  • Fixed an issue where the Korona did not have KIS storage.
  • All Titan & Konan tanks can now participate in Pathfinder's resource distribution system.

0.8.5

22 Jul 15:50
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  • Added the Mk3-75 Drydock. Like the Mk1 Drydock, the Mk3-75 requires Extraplanetary Launchpads. NOTE: If you have Pathfinder installed, you won't see Pathfinder's Stockyard250 or Stockyard375.
  • Added the Korona Supply Capsule. Based upon the stock Mk1 Command Pod, the Korona ditches the kerbal in favor of cargo, probe core, and associated avionics. As a science canister, it can carry two experiments.

0.8.0.2

20 Jul 18:01
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Station Light

  • Reduced research cost and price to be in line with stock lights.
  • Moved tech node to Electrics (same as stock lights).

MOH

  • Added TAC-LS recyclers to the Dolores Habitat configuration.
  • Renamed the Life Support converter (required for the KNUTS experiment when USI-LS is not installed) to KNUTS Processor.

CTT

  • Added support for CTT. Tech nodes and parts: If a part isn't listed below, then it stays where it is (unless you have a mod installed that changes the tech node arrangements). MOLE parts should hover around Tier 4/Tier 5 by and large, but if you have suggestions for other CTT nodes for parts I'm happy to listen. :)
    Enhanced Survivability: Appaloosa, MK1-85 Heat Shield, Flight Control Package
    Simple Command Pods: Brumby

Bug Fixes

  • Fixed an issue where players could not transfer crew out of a wet workshop that has been converted into a habitable module.
  • Fixed an issue where, if you have Pathfinder installed, reconfiguring the MOLE/MOH would not honor Pathfinder's settings for requiring resources and the proper skills to reconfigure the module.

0.8.0.1 Outpost

18 Jul 19:34
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MOLE is getting closer to Core Complete! This release adds new parts including the Mark One Habitat.

New Parts

  • Added the WBM-700 fuel tank, a 2.5m fuel tank that has a crew tunnel through its center.
  • Added the IA-25, a 2.5m Interstage Adapter. It's just like the IA-18, only bigger. Its central node is setup for 1.25m parts while its outer nodes are ready for 0.625m parts.
  • Added the Titan 2.5m Decouplatron, a 2.5m version of the 1.875m Titan Decouplatron. It can be a decoupler or separator.
  • Added the SPF-4 Solar Array, a large deployable solar array that's available sooner than the more capable SPF-8. The SPF-4 cannot be retracted, and it cannot track the sun. It is inspired by solar panels found on Skylab. NOTE: For symmetrical part installations, be sure to mirror the panels so they face the desired direction. You can do this by right-clicking the part and pressing "Mirror Panel."
  • Added the Mark One Habitat (MOH), a 1.875m habitat that sleeps 2 kerbals. It provides recycling capabilities depending upon the life support mod that you have installed. It has a Dolores Habitat configuration and a Wet Workshop config (that holds LiquidFuel/Oxidizer). With Pathfinder installed, the MOH can also become a Pathfinder Geology Lab, Ponderosa, and Pigpen, albeit with reduced capability due to its smaller size.

Titan II Tanks

  • Renamed the Titan II line of tanks to the Konan tanks, in honor of the proposed Titan Barbarian.

Station Experiments

  • Added the Kerbal Nutrition Utilization Transfer Study (KNUTS); it requires a Mark One Habitat, Mulch, and LabTime.

0.7.8.1

08 Jul 14:55
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  • Fixed an issue where the Bonus Science tab would break the MOLE Operations Manager in the VAB/SPH.
  • Fixed an issue where the light switch wasn't available in the context menu.
  • Fixed an issue where the MOLE Lab couldn't generate bonus science when there were no experiments in the lab.

0.7.8

08 Jul 03:19
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Science System

  • Experiment Manifest and transfer screens now list the part they're associated with.
  • Fixed an issue where experiment info wasn't showing up in the VAB/SPH.
  • The Load Experiment window now appears slightly offset from the Manifest window to make it easier to distinguish that you're now loading experiments into the part.
  • The Transfer Experiment button now makes it more clear that it is a transfer experiment button.
  • In the VAB/SPH, the Experiment Manifest will show a new "Load Experiment" button.
  • You can now run/pause individual experiments.
  • Additional MOLE Labs can contribute to a lab currently running experiments as long as the extra labs don't have any experiments running.
  • Experiments now individually keep track of the resources they consume during research.
  • Added clarification to the MOLE Lab operations manager to make it clear that you will gain bonus science and generate LabTime independently of any running experiments.
  • The Experiment Lab will no longer stop if it, say, runs out of resources or the part doesn't have enough crew.
  • Improved rendering performance of the experiment windows.
  • Previously occupied experiment slots properly report as empty after the completed experiment's final transfer.
  • After the final transfer, experiments will show their results (via the stock experiment results window).
  • Added the ability to send an in-game email if the MOLE Lab suffers a catastrophic failure during research (assuming you have the "Parts Can Break" option set).
  • Added the ability to specify whether or not parts require resources to fix and/or parts can break. Currently this only applies to the MOLE Lab.
  • MOLE Lab repairs are working properly.

Science Experiments

Special thanks to DStaal for providing new science results and new experiments. Thanks DStaal! :)

  • Updated the science defs in the existing experiments.
  • Added Temperature Study, Thermal study, and Surface Construction Study, courtsey of the DStaal Institute of Technology.

NOTE: Play balancing still needed! Help balance the cost/rewards of the experiments.
NOTE: Due to the increasing number of experiments, you might want to lower your science rewards for your game.

Power Generation

  • Decreased consumption rates on the MPUs. They'll last longer now.

Bug Fixes

  • Fixed an issue where experiments wouldn't show up after reloading a craft.
  • Fixed an issue where upgradeable SAS units weren't upgrading.

0.7.7

26 Jun 17:40
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  • Added "skinMaxTemp" to the FCP, MK1 Docking Port, Appaloosa, Brumby, and Bigby Crew Module.
  • Added Bigby Crew Module to CLS.