PART
{
name = TaurusScienceBay
module = Part
author = J. Robinson, J. Sathe

MODEL
{
model = RSCapsuledyne/Parts/ScienceBay/model1
scale = 1,1,1
}

rescaleFactor = 1

node_stack_top = 0.0, 1, 0.0, 0.0, 1, 0.0, 3
node_stack_bottom = 0.0, -1, 0.0, 0.0, -1, 0.0, 3
//node_attach = 0.0, 0.0, -1.89, 0.0, 0.0, 1.0

CrewCapacity = 3

TechRequired = advScienceTech
entryCost = 15000
cost = 5000
category = Science
subcategory = 0
title = SPB-HUGE-3 Science Processing / Cargo Bay
manufacturer = R&S Capsuledyne
description = Streamline your launch vehicle, space station, or basement laboratory with the R&S Capsuledyne combined science processing module and cargo storage bay. LAWYER'S NOTE: Cargo bay not certified for Kerbal transport.

attachRules = 1,0,1,1,0

mass = 5.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
breakingForce = 200
breakingTorque = 200
maxTemp = 2500
bulkheadProfiles = size3
vesselType = Ship


MODULE
{
	name = ModuleScienceContainer
	
	reviewActionName = Review Data
	storeActionName = Store Experiments	
	collectActionName = Take Data
	evaOnlyStorage = True
	storageRange = 2
	allowRepeatedSubjects = True
}

MODULE
{
	name = ModuleScienceLab

	containerModuleIndex = 0
	dataStorage = 750	
	dataTransmissionBoost = 1.75	
	crewsRequired = 1
	canResetConnectedModules = True
	canResetNearbyModules = True
	interactionRange = 5
	SurfaceBonus = .15
	ContextBonus = .35
	homeworldMultiplier = .15
	
	RESOURCE_PROCESS
	{
		name = ElectricCharge
		amount = 12.5
	}
}

MODULE
	{
		name = ModuleScienceConverter
		scientistBonus = 0.3	//Bonus per scientist star - need at least one! So 0.25x - 2.5x 
		researchTime = 6	    //Larger = slower.  Exponential!
		scienceMultiplier = 5	//How much science does data turn into?
		scienceCap = 750	    //How much science can we store before having to transmit?		
		powerRequirement = 6	//EC/Sec to research
		ConverterName = Research
		StartActionName = Start Research
		StopActionName = Stop Research
	}


MODULE
{
   name = ModuleAnimateGeneric
   animationName = bayDoor
//   isOneShot = false
   startEventGUIName = Open Doors
   endEventGUIName = Close Doors
   actionGUIName = Toggle Bay Doors
}

MODULE
{
	name = ModuleCargoBay
	DeployModuleIndex = 3
	closedPosition = 0
	lookupRadius = 3
	
	//nodeOuterForeID = top
	//nodeOuterAftID = bottom
}

INTERNAL
{
	name = TaurusScience
}		

MODULE
{
	name = FlagDecal
	textureQuadName = flag1
}

MODULE
{
	name = FlagDecal
	textureQuadName = flag2
}

MODULE
{
	name = FlagDecal
	textureQuadName = flag3
}

MODULE
{
	name = FlagDecal
	textureQuadName = flag4
}

}
