Question breathable bases

tomthenose

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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
 
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I read your opening post with interest as I also have been recently thinking about the breathable area idea.

I like the idea of a breathable control "Life support Control UCGO. The breathable area is separate from any mesh and is alway a circle. So plonking down a control and then mapping an breathable around it fits in. Also I see a building being assembled and then "flooded" with air. The only way I know however of Defineing the area is via the UMMU character F10 function. The acual file is not complex and can be understood at first reading, so would be fairly easy to "machine" write. Looking in the .scn file it is also easy to spot the Lat/Long of a named UMMU. Put this together and a small program would be able to write the small file required to provide the breathable area around a UCGO which has been deployed to produce a UMMU. ( Note) the scenario would need to be saved after deployment to allow the details to be written to a given file)

BUT.. I don't have the skill to write said program. How this would be call from within Orbiter, again I don't know.

What I can offer is help with mesh and texture.

In other words it's a grand idea and I am offering to help but I don't have the answer.
 
it is in the doc. In fact, you can set the breathable areas inside the sim, using an UMMU guy. I have done it to add breathable spot in my lunar surface station.
 
I use this on the MBA
Code:
if(GetAltitude()<11)
	{
		UpdateOnly2TimePerSecond+=simdt;
		if(UpdateOnly2TimePerSecond<1)
			return;
		UpdateOnly2TimePerSecond=0;
		double longitude=0;
		double latitude=0;
		double radius=0;
		GetEquPos (longitude,latitude,radius); // Get our position
		VECTOR3 th={longitude,latitude,650};
		if(GetAltitude()>5)
			th.z=0;
		SetRotDrag (th);


}
It makes a breathable area for this vessel
 
@ cras, paddy2 yeah much easier to define it by the f10 menu than having a whole extra cargo , i think for the short term thats the easiest solution

thanks for the code gattispilot, i'm not onto programming yet but it would be cool to link the breathing area to an on switch and to the oxygen resource so you could land the base then power it up and have to keep it supplied, but thats gonna have to wait till i get my head round c++!

i'm also thinking about making some farming and factory modules, the configs look pretty straight forwards so i can do them now,
 
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