I'm making some base modules that can be landed anywhere on a planet and have a breathable area inside. they'll be way too big to do as a UCGO cargo as they won't be coming out of the 1.3m box! i don't want to do them as a UMMU breathable area config as that has to be at a specific point on a planets surface.
So what i'm wondering (deep breath);
is there a way i can add a breathable area to a vessel using just the config file like you can with the UCGO cargo configs?
if not is there a way of defining the vessel using a UCGO cargo config but not breaking the constraints on cargo size? i saw somebody on a forum who was making an airlock using the packed and unpacked cargo states as an open and shut airlock. i can see how that would work but i don't understand how it doesn't break the rule!
or is this something you have to define in C++? I'm working towards learning a bit of c++ using the UCGO tutorials as a foot in the door but i'm very newb to that aspect of things so at the moment i'm a little muddled about even finding the bit of tutorial that explains how this works!
i have two possible solutions.
make a UCGO cargo that unpacks as a 'life support control panel' and has a breathable area then place it in the middle of your base area. this would include any object within its radius to the breathable area. It would work it just seems a little amateur.
it also occurred to me it might be cool to build a base by sections i.e. have a bunch of UCGO cargoes that are straight walls, corners, doorways, etc which could then be unpacked on the surface and laid out to any floor plan you pleased. combine this with the 'life control support panel' above and you have a modular base building system that could build large breathable bases anywhere you please. could this work or would it be too resource heavy as it could potentially use a huge amount of objects?
EDIT: ok i think i can solve my problem of making big breathable hab modules by using ucgo station config, should be able to set up a ground station like the gas station but with a breathing area instead. there is online documentation which i've read several times, sigh, sorry folks
So what i'm wondering (deep breath);
is there a way i can add a breathable area to a vessel using just the config file like you can with the UCGO cargo configs?
if not is there a way of defining the vessel using a UCGO cargo config but not breaking the constraints on cargo size? i saw somebody on a forum who was making an airlock using the packed and unpacked cargo states as an open and shut airlock. i can see how that would work but i don't understand how it doesn't break the rule!
or is this something you have to define in C++? I'm working towards learning a bit of c++ using the UCGO tutorials as a foot in the door but i'm very newb to that aspect of things so at the moment i'm a little muddled about even finding the bit of tutorial that explains how this works!
i have two possible solutions.
make a UCGO cargo that unpacks as a 'life support control panel' and has a breathable area then place it in the middle of your base area. this would include any object within its radius to the breathable area. It would work it just seems a little amateur.
it also occurred to me it might be cool to build a base by sections i.e. have a bunch of UCGO cargoes that are straight walls, corners, doorways, etc which could then be unpacked on the surface and laid out to any floor plan you pleased. combine this with the 'life control support panel' above and you have a modular base building system that could build large breathable bases anywhere you please. could this work or would it be too resource heavy as it could potentially use a huge amount of objects?
EDIT: ok i think i can solve my problem of making big breathable hab modules by using ucgo station config, should be able to set up a ground station like the gas station but with a breathing area instead. there is online documentation which i've read several times, sigh, sorry folks
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