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Concept for wet workshop #32

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LouisB3 opened this issue Feb 11, 2021 · 1 comment
Open

Concept for wet workshop #32

LouisB3 opened this issue Feb 11, 2021 · 1 comment

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@LouisB3
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LouisB3 commented Feb 11, 2021

Inspired by Space Station Enterprise from Boldly Going.

Ideal conversion process:

  1. Eliminate propellant storage
  2. Consume some resource such as MaterialKits to represent adding equipment
  3. Add functionality:
    3a. crew capacity
    3b. life support modules (KerbalHealth)
    3c. (optional) science lab modules
    3d. life support resource storage? (e.g. Snacks)

Known relevant mods:

  • BDB has a plugin for handling wetlabs. Can do 1, 3a, 3c. Not 2 or 3b
  • WBI has a plugin for handling wet workshops. Unknown functionality, probably heavily integrated with other WBI gameplay
  • B9PartSwitch is ubiquitous and can handle 1, 3d, and possibly 3b or 3c, not 2 or 3a.
  • SSPXr has a deployment animation plugin that can handle 2 and 3a, probably not the rest.

Possible solution involves using a combination of B9PartSwitch and SSPXr to handle different parts of the functionality.

@LouisB3
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LouisB3 commented Feb 23, 2021

Partially works. ModuleDeployableHabitat from SSPXr doesn't work if the part doesn't have an animation, which fuel tanks won't. Fix TBD.

Also to be investigated: can moduleActive = false in B9PS subtypes be used to require venting fuel before deploying (kitting out) the habitat? If so (and the above fix) then this will be a really neat solution.

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