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...r/GameData/WildBlueIndustries/00WildBlueCore/Parts/@thumbs/wbiFuelPump_icon.png
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...Data/WildBlueIndustries/00WildBlueCore/Parts/@thumbs/wbiPowerConverter_icon.png
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...Data/WildBlueIndustries/00WildBlueCore/Parts/Electrical/powerConverter/powerConverter.cfg
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PART:NEEDS[SquadExpansion/Serenity] | ||
{ | ||
name = wbiPowerConverter | ||
module = Part | ||
author = Angel-125 | ||
MODEL | ||
{ | ||
model = WildBlueIndustries/00WildBlueCore/Parts/Electrical/powerConverter/powerConverter | ||
} | ||
rescaleFactor = 1 | ||
node_attach = 0, 0, 0, 0, -1, 0, 1 | ||
TechRequired = spaceExploration | ||
entryCost = 3000 | ||
cost = 500 | ||
category = Electrical | ||
subcategory = 0 | ||
title = #LOC_BUFFALO_powerConverterTitle // Probodobodyne Power Converter | ||
manufacturer = #autoLOC_501633 //#autoLOC_501633 = Probodobodyne Inc | ||
description = #LOC_BUFFALO_powerConverterDesc // Want to charge your rovers like Mark Kerman did in The Dunan? Now you can! The Probodobodyne Power Converter enables ground-deployed portable generators such as the OX-Stat-PD Photovoltaic Panel to charge rovers and other vessels, or for said rovers and other vessels to power ground-deployed devices. Just be sure to deploy a Probodobodyne Experiment Control Station as well, or the Power Converter won't be able to interface with the generators. | ||
attachRules = 0,1,0,0,0 | ||
mass = 0.015 | ||
dragModelType = default | ||
maximum_drag = 0.2 | ||
minimum_drag = 0.2 | ||
angularDrag = 1 | ||
crashTolerance = 8 | ||
maxTemp = 2000 // = 5000 | ||
maxPressure = 6000 | ||
PhysicsSignificance = 1 | ||
bulkheadProfiles = srf | ||
tags = cck-rovers cargo power deploy | ||
mapActionsToSymmetryParts = false | ||
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MODULE | ||
{ | ||
name = ModulePowerUnitConverter | ||
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||
// In Breaking Ground Science, Power Unit is an integer, but resources like ElectricCharge use decimals. | ||
// The default is 0.25, so 1.0 EC = 4 PU. | ||
// This number was derived by comparing the size of the Breaking Ground Mini-NUK-PB RTG to the stock PB-NUK RTG, | ||
// and looking how how much ElectricCharge the stock RTG produces. That actually gives us 0.375 (the Mini-NUK is | ||
// about half as tall as the stock RTG), but we dropped that to 0.25 to make the math easier. | ||
ecPerPowerUnit = 0.25 | ||
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// The maximum number of Power Units that the converter can provide. | ||
// Note that this is an integer value. The default is 10. | ||
// Multiply by ecPerPowerUnit to calculate how much ElectricCharge/sec that the power converter will consume. | ||
// If you leave focus on the vessel and come back, then the E.C. will be drained accordingly. | ||
maxPowerUnitsProduced = 10 | ||
} | ||
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||
MODULE | ||
{ | ||
name = ModuleCargoPart | ||
stackableQuantity = 2 | ||
packedVolume = 20 | ||
} | ||
} |
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...eData/WildBlueIndustries/00WildBlueCore/Parts/Electrical/powerConverter/powerConverter.mu
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...lueIndustries/00WildBlueCore/Parts/Electrical/powerConverter/powerConverter.png
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...ndustries/00WildBlueCore/Parts/Electrical/powerConverter/powerConverterEmit.png
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...aseFolder/GameData/WildBlueIndustries/00WildBlueCore/Parts/FuelTank/fuelPump/FuelPump.dds
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...aseFolder/GameData/WildBlueIndustries/00WildBlueCore/Parts/FuelTank/fuelPump/fuelPump.cfg
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PART | ||
{ | ||
name = wbiFuelPump | ||
module = Part | ||
author = Angel-125 | ||
MODEL | ||
{ | ||
model = WildBlueIndustries/00WildBlueCore/Parts/FuelTank/fuelPump/fuelPump | ||
} | ||
rescaleFactor = 1 | ||
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node_attach = 0.0, 0.0, 0.106, 0.0, 0.0, -1.0 | ||
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TechRequired = fuelSystems | ||
entryCost = 2500 | ||
cost = 125 | ||
category = FuelTank | ||
subcategory = 0 | ||
title = #LOC_WILDBLUECORE_fuelPumpPartTitle // FLP-1 "Deluge" Fuel Pump | ||
manufacturer = #autoLOC_501634 //#autoLOC_501634 = FLOOYD Dynamics Research Labs | ||
description = #LOC_WILDBLUECORE_fuelPumpPartDesc // Tired of searching through a craft to find all its tanks and fill them? Then the FLP-1 "Deluge" Fuel Pump is for you! Simply attach the Deluge to any tank containing resources, select the desired pump rate, and turn it on. Once enabled, the tank's resources will automatically be distributed throughout the vessel based on the destination tank's Flow Priority. But wait, there's more! Want to pump resources to a nearby vessel without docking to it? Now you can! Just turn on the pump, set the Pump Mode to Remote, place another Deluge Fuel Pump on the nearby vessel, and turn it on. | ||
attachRules = 0,1,0,0,0 | ||
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// --- standard part parameters --- | ||
mass = 0.01 | ||
dragModelType = default | ||
maximum_drag = 0.2 | ||
minimum_drag = 0.2 | ||
angularDrag = 1 | ||
crashTolerance = 12 | ||
maxTemp = 2000 // = 2000 | ||
PhysicsSignificance = 1 | ||
bulkheadProfiles = srf | ||
tags = pump cargo lfo lf ore xenon (monoprop liquid tank | ||
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MODULE | ||
{ | ||
name = ModuleFuelPump | ||
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// In meters, the maximum range that the fuel pump can reach when remote pumping resources. Default is 200 meters. | ||
maxRemotePumpRange = 200 | ||
} | ||
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MODULE | ||
{ | ||
name = ModuleCargoPart | ||
stackableQuantity = 4 | ||
packedVolume = 10 | ||
} | ||
} |
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ReleaseFolder/GameData/WildBlueIndustries/00WildBlueCore/Parts/FuelTank/fuelPump/fuelPump.mu
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ReleaseFolder/GameData/WildBlueIndustries/00WildBlueCore/Patches/00ModExists.cfg
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WBC_DUMMY | ||
{ | ||
name = WildBlueCore | ||
} | ||
@WBC_DUMMY:FOR[WildBlueCore] | ||
{ | ||
description = I exist | ||
} |
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ReleaseFolder/GameData/WildBlueIndustries/00WildBlueCore/Patches/AllFuelTanksGetFuelPump.txt
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// This optional ModuleManager patch will add ModuleFuelPump to all parts that have | ||
// LiquidFuel, MonoPropellant, Ore, and XenonGas. | ||
@PART:HAS[@RESOURCE[LiquidFuel]!MODULE[ModuleFuelPump]] | ||
{ | ||
MODULE | ||
{ | ||
name = ModuleFuelPump | ||
} | ||
} | ||
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@PART:HAS[@RESOURCE[MonoPropellant]!MODULE[ModuleFuelPump]] | ||
{ | ||
MODULE | ||
{ | ||
name = ModuleFuelPump | ||
} | ||
} | ||
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@PART:HAS[@RESOURCE[Ore]!MODULE[ModuleFuelPump]] | ||
{ | ||
MODULE | ||
{ | ||
name = ModuleFuelPump | ||
} | ||
} | ||
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||
@PART:HAS[@RESOURCE[XenonGas]!MODULE[ModuleFuelPump]] | ||
{ | ||
MODULE | ||
{ | ||
name = ModuleFuelPump | ||
} | ||
} | ||
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// Adds the fuel pump to all parts with WBIOmniStorage | ||
@PART:HAS[MODULE[WBIOmniStorage]!MODULE[ModuleFuelPump]]:NEEDS[WildBlueTools] | ||
{ | ||
MODULE | ||
{ | ||
name = ModuleFuelPump | ||
} | ||
} |
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ReleaseFolder/GameData/WildBlueIndustries/00WildBlueCore/Patches/BreakingGround.cfg
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@PART[DeployedCentralStation]:NEEDS[SquadExpansion/Serenity] | ||
{ | ||
MODULE | ||
{ | ||
// Handles power distribution | ||
name = ModulePowerUnitDistributor | ||
} | ||
} |
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ReleaseFolder/GameData/WildBlueIndustries/00WildBlueCore/Plugins/WildBlueCore.pdb
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|
@@ -11,7 +11,7 @@ | |
"VERSION": | ||
{ | ||
"MAJOR":1, | ||
"MINOR":0, | ||
"MINOR":2, | ||
"PATCH":0 | ||
}, | ||
"KSP_VERSION_MIN": | ||
|
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ReleaseFolder/GameData/WildBlueIndustries/Sandcastle/Extras/VerticalManipulator.txt
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@PART[konstructionManipulator]:NEEDS[Launchpad]:AFTER[Sandcastle] | ||
{ | ||
@MODULE[ELLaunchpad] | ||
{ | ||
@SpawnTransform = LaunchPosVert | ||
} | ||
@MODULE[ELTarget] | ||
{ | ||
@TargetTransform = LaunchPosVert | ||
} | ||
} |
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...eData/WildBlueIndustries/Sandcastle/Parts/@thumbs/yardFrameAngled75-45_icon.png
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