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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021


JPLRepo

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Im sure this has been asked before (please point me in the right direction if so), but are there any conflicts if having both TAC LS and Kerbalism installed side-by-side? Reason I ask is that I've got many crafts using TAC-LS parts and I might switch to Kerbalism. 

Thanks

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I'm having an extremely weird issue. If I start a new save, TAC is fine for a while, then the log goes mental and I get a lot of spam of:

NullReferenceException: Object reference not set to an instance of an object
  at Tac.LifeSupportController.FixedUpdate () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

 

Then TAC refuses to work on vessels (doesn't take resources, or add to them), and the toolbar icon (stock or mod toolbar) doesn't show and I can't bring the UI up, other than in the VAB

I'll throw my log up on dropbox in the hope someone knows what's going on. It's probably some simple mod conflict -_-

https://www.dropbox.com/s/wtstfkh1je007pn/output_log.txt

Edited by Immashift
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On 3/20/2017 at 0:27 AM, overkill13 said:

I concur.  I just pulled every mod I have other than TAC and this save file works fine and consistently generates the error.

It's the last mission on the list, requires a scroll down.  "Recover Camke and his debris from the surface of the Mun".

Thanks guys. I finally reproduced the problem ith this save.
I'll look into it tomorrow.

22 hours ago, Frank Einstein said:

I just installed this addon, I really like it and everything seems to work correctly excepting this... Is it normal that my Kerbals are needing oxygen tanks when they are on Kerbin? (I read on the Wiki of "TAC Life Support" that when you are on Kerbin, you can use the oxygen from the atmosphere. No need to have oxygen tanks? ) I have a mobile processing lab with a big air intake and it's having a lot of electricity but the two Kerbals inside still don't have oxygen to breath! The lab is right beside the runway at KSC... What am I doing wrong?!

Nope not normal. But if you can provide a save and logs where it occurs I can take a look.

5 hours ago, Immashift said:

I'm having an extremely weird issue. If I start a new save, TAC is fine for a while, then the log goes mental and I get a lot of spam of:

NullReferenceException: Object reference not set to an instance of an object
  at Tac.LifeSupportController.FixedUpdate () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

 

Then TAC refuses to work on vessels (doesn't take resources, or add to them), and the toolbar icon (stock or mod toolbar) doesn't show and I can't bring the UI up, other than in the VAB

I'll throw my log up on dropbox in the hope someone knows what's going on. It's probably some simple mod conflict -_-

https://www.dropbox.com/s/wtstfkh1je007pn/output_log.txt

Not a lot to go on there. I see the error. But nothing else in the log to help.
Although I see scatterer errors.
Can you supply a save file where this ocurs?

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Did the electricity consumption rates change?  Does it now track charging?  All of my ships show ridiculous "Electricity Remaining" values. I have a ship with 5 crew and 700 EC but the resource table shows 12 days of power.  The VAB build aid shows a little over 2 hours.

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I have a weird issue.  I'm helping @smotheredrun test some balance fixes for the KSOS, to make it 1.2.2 ready, and I don't have TAC:LS installed on my system, but TAC:LS resources are showing up on the shuttle in game.  I looked through the files and couldn't find anything asking for those things, but they're somehow being loaded on the ship.

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A couple questions/suggestions:

  • Is/will there be support for mesh-/fuel-switching (via IFS or B9PartSwitch) to cut down on the number of parts? I recall someone made an MM patch for that back in the 1.0.x days. (I can't find it with a quick search though.)
  • Any chance TAC-LS will ever include a food-production part of some sort? It's current an open-loop system. Closing the loop on food requires finding other mods that fulfill that role. I know several exist, but it'd be nice to have an including-by-default option. Granted, the part would probably need to be at least space station module-sized (so at least 2.5m sized...)
  • This aimed at @JPLRepo as more a general mod question: I assume a greenhouse/food part would probably use the stock resource converter module for simplicity. As such, would it be possible to have that part use a Scientist as a crew boost like how other things use an Engineer to boost efficiency?
    • I can't imagine an Engineer boosting food production. (Unless it's like the packaging stage of food production... Or your Kerbal is a combo-job a la Mark Watney...)
    • Most food production mods rely on greenhouses (or  hydroponics?), which I think a Scientist could affect (in place of the lack of a biologist/botanist).
    • This would also give Scientist some added purpose, especially in sandbox games.
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On 3/27/2017 at 3:22 PM, overkill13 said:

Did the electricity consumption rates change?  Does it now track charging?  All of my ships show ridiculous "Electricity Remaining" values. I have a ship with 5 crew and 700 EC but the resource table shows 12 days of power.  The VAB build aid shows a little over 2 hours.

Could be a bug. I made a change to fix? time warp issues. But I note that bug isn't fixed either. Could be related.

https://github.com/KSP-RO/TacLifeSupport/issues/82

7 hours ago, StahnAileron said:

A couple questions/suggestions:

  • Is/will there be support for mesh-/fuel-switching (via IFS or B9PartSwitch) to cut down on the number of parts? I recall someone made an MM patch for that back in the 1.0.x days. (I can't find it with a quick search though.)
  • Any chance TAC-LS will ever include a food-production part of some sort? It's current an open-loop system. Closing the loop on food requires finding other mods that fulfill that role. I know several exist, but it'd be nice to have an including-by-default option. Granted, the part would probably need to be at least space station module-sized (so at least 2.5m sized...)
  • This aimed at @JPLRepo as more a general mod question: I assume a greenhouse/food part would probably use the stock resource converter module for simplicity. As such, would it be possible to have that part use a Scientist as a crew boost like how other things use an Engineer to boost efficiency?
    • I can't imagine an Engineer boosting food production. (Unless it's like the packaging stage of food production... Or your Kerbal is a combo-job a la Mark Watney...)
    • Most food production mods rely on greenhouses (or  hydroponics?), which I think a Scientist could affect (in place of the lack of a biologist/botanist).
    • This would also give Scientist some added purpose, especially in sandbox games.

Regarding mesh switching. That's been discussed and there are issues and various PRs that have been submitted. but not doing anything with it at the moment, because need to finish new textures first.
Food production - maybe one day, but there are plenty of mods already that are available that do that and work with TAC LS. See the wiki on github.
 

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13 minutes ago, JPLRepo said:

Regarding mesh switching. That's been discussed and there are issues and various PRs that have been submitted. but not doing anything with it at the moment, because need to finish new textures first.

That's fine if you do intend to integrate it when you have the time and the resources for it. Out of curiosity, which method will you be using? I'm growing partial to B9PartSwitch these days after seeing Nertea's use of it for his mods. (FuelTankPlus as support for it, though it's not first on the list. Still, seeing the syntax and methodology used by B9PartSwitch has impressed me. Actually, it does what I asked IFS if they were willing to implement one day: volume & ratio-based definitions for resource amounts rather than hard, manual numbers like IFS, FS, and stock.)

13 minutes ago, JPLRepo said:

Food production - maybe one day, but there are plenty of mods already that are available that do that and work with TAC LS. See the wiki on github.

There's hope! I await the day you guys spit out your own part for it :D.

What about the part of using Scientists as bonus boosts? I know engineers can be used that way, but the entries in the CFGs just mention "specialist". Can you define which profession is used as a specialist for a part?

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33 minutes ago, StahnAileron said:

That's fine if you do intend to integrate it when you have the time and the resources for it. Out of curiosity, which method will you be using? I'm growing partial to B9PartSwitch these days after seeing Nertea's use of it for his mods. (FuelTankPlus as support for it, though it's not first on the list. Still, seeing the syntax and methodology used by B9PartSwitch has impressed me. Actually, it does what I asked IFS if they were willing to implement one day: volume & ratio-based definitions for resource amounts rather than hard, manual numbers like IFS, FS, and stock.)

There's hope! I await the day you guys spit out your own part for it :D.

What about the part of using Scientists as bonus boosts? I know engineers can be used that way, but the entries in the CFGs just mention "specialist". Can you define which profession is used as a specialist for a part?

I'm not keen on being dependant on any other mod. So that's another issue.
I do not have plans to do a food production part. no point at the moment as I said. There are other mods already.
You can use any Trait for stock Converters, totally up to you what you put in the cfg file. So not sure what your question is there? as it seems to be tied to the question about food production which I've answered above.

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13 minutes ago, JPLRepo said:

I'm not keen on being dependant on any other mod. So that's another issue.
I do not have plans to do a food production part. no point at the moment as I said. There are other mods already.
You can use any Trait for stock Converters, totally up to you what you put in the cfg file. So not sure what your question is there? as it seems to be tied to the question about food production which I've answered above.

Ah, I see... Oh well.

As for the Converter thing: It was intended as a more general mod question. It was just spring-boarding off my mentioning of food production.

I looked at the stock resource converters (the ISRU in this case) and didn't see (or understand) how I would assign a scientist as the profession to use as the specialist bonus. I was wondering if that was possible at all. Judging from your responses and assuming you understood my intention and I'm just an idiot, it sounds possible.

Is it just a setting that's kind of obscure but there in the config (and I don't understand), something that can be optionally defined but has a fallback/default if left out (as many things I've notice are optional definitions in the configs, like skinMaxTemp), or am I just blind (and completely missed it)?

EDIT: Uh, DUH! I should be looking at the freakin' Science labs! Sorry for wasting your time, JPLRepo!

I feel like a dunce... ;.;

Edited by StahnAileron
I is a idjit.
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21 hours ago, Capt. Hunt said:

I have a weird issue.  I'm helping @smotheredrun test some balance fixes for the KSOS, to make it 1.2.2 ready, and I don't have TAC:LS installed on my system, but TAC:LS resources are showing up on the shuttle in game.  I looked through the files and couldn't find anything asking for those things, but they're somehow being loaded on the ship.

Sorry, @JPLRepo, forgot to add an output log:

https://www.dropbox.com/s/xcstvdgyx5xi4kv/output_log.txt?dl=0

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If I set custom resource parameters via the settings menu all is well until I reload the persistent save, it then loads the default global values. Now if I load a quicksave the custom values are re-applied correctly.

Is this how it should work or is something amiss? I can see the custom resource settings for TAC LS within the text of the persistent save file but it appears to fall back to the default for some reason. 

Log and Save sfs file attached

https://1drv.ms/t/s!Al6GOD6z9SxcivVEYHl8RjhkodReyw  - Log

 

https://1drv.ms/u/s!Al6GOD6z9SxcivVFPmtkSEKdzwTw5g  - Save sfs file

 

 

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On 4/4/2017 at 0:29 PM, theersink said:

If I set custom resource parameters via the settings menu all is well until I reload the persistent save, it then loads the default global values. Now if I load a quicksave the custom values are re-applied correctly.

Is this how it should work or is something amiss? I can see the custom resource settings for TAC LS within the text of the persistent save file but it appears to fall back to the default for some reason. 

Log and Save sfs file attached

https://1drv.ms/t/s!Al6GOD6z9SxcivVEYHl8RjhkodReyw  - Log

 

https://1drv.ms/u/s!Al6GOD6z9SxcivVFPmtkSEKdzwTw5g  - Save sfs file

I also want to modify my resource parameters but I don't know how to bring the window back up.  I also want to see the answer to theersink's question as I would like the changes to be permanent as well.

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On 4/5/2017 at 2:29 AM, theersink said:

If I set custom resource parameters via the settings menu all is well until I reload the persistent save, it then loads the default global values. Now if I load a quicksave the custom values are re-applied correctly.

Is this how it should work or is something amiss? I can see the custom resource settings for TAC LS within the text of the persistent save file but it appears to fall back to the default for some reason. 

Log and Save sfs file attached

https://1drv.ms/t/s!Al6GOD6z9SxcivVEYHl8RjhkodReyw  - Log

 

https://1drv.ms/u/s!Al6GOD6z9SxcivVFPmtkSEKdzwTw5g  - Save sfs file

 

 

Sounds like a Bug. Will investigate thanks.

13 hours ago, artemisrain said:

I also want to modify my resource parameters but I don't know how to bring the window back up.  I also want to see the answer to theersink's question as I would like the changes to be permanent as well.

Once you have started a game you can change the game parameters same as the stock ones. So via the pause menu - settings - Difficulty options button at the top.

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5 hours ago, Space Kadet said:

if you dont have tac installed the problem isint with tac, opt dose a similar thing with some of its parts thow

And then we (Capt Hunt and I) were not able to reproduce the issue the KSOS.  My guess it was something in the craft file I sent him to test? or it was something else?  So far we haven't had it show up again.

Edited by smotheredrun
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On 3/13/2017 at 2:00 AM, ringerc said:

I've noticed a bug where the mission status summary starts reporting non-focused vessels as having extra crew each time crew on the focused vessel go EVA and return. At least where there are spare seats in the unfocused vessel.

Consequences seem limited; while the vessel will be reported as running out of a resource or having depleted it, TAC seems to re-calculate the actual supplies onboard when you focus the vessel using the correct crew count. Crew don't appear to die while the vessel is unfocused, or the bug in the status summary isn't sufficient to cause death.

1.2.2, x86_64, Linux.

I've been having the same issue.  I currently have one craft that has 13 Kerbals on board, and several other craft.  When I moved these 13 kerbals from their launch vehicle to their orbital craft, I noticed that another craft which only has 4 seats was reporting 56 Kerbals on board  The problem goes away whenever I go to the tracking station or space port.  I've been having this issue since TACLS 0.12.9, but currently have 0.13.0 installed; it happens whenever a Kerbal goes EVA or transfers from one vessel to another.  I'm using KSP 1.2.2, 64 bit Windows version.

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Hello

i really like this life support mod but it is hard for me to choose between other LS mods because they have more additions like habitation, radiation, etc

So here is a question: will this mod be getting features like the ones I mentioned or it will just be food, water oxygen mod?

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On 4/19/2017 at 9:39 AM, NikusCraft said:

Hello

i really like this life support mod but it is hard for me to choose between other LS mods because they have more additions like habitation, radiation, etc

So here is a question: will this mod be getting features like the ones I mentioned or it will just be food, water oxygen mod?

the fact it has the separate resources makes it harder than most other mods, and better in my opinion, but i believe there is someone working on a separate radiation mod that will be compatible ( http://forum.kerbalspaceprogram.com/index.php?/topic/132789-wip-radioactivity-test-release-011-sept-7-2016/. but it is possible (though difficult) to change from one to another if your aren't happy with one.

http://forum.kerbalspaceprogram.com/index.php?/topic/132789-wip-radioactivity-test-release-011-sept-7-2016/

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Can someone help me I'm a bit confused why exactly do I need the whole community resource pack? I mean I'm currently running x-science and KER and wanted to add this as a third mod but the resource pack has like 200+ different resources in it. And as far as I see it all I need is the resource definition for the 6 resources in this mod, no asteroid scanning or surface scanning etc.

Can I just dump the rest?

Edited by maculator
6 not 5
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