Page 1 of 230 1231151101 ... LastLast
Results 1 to 10 of 2292

Thread: [0.25] TAC Life Support v0.10.1 [10Oct] [No Win64 Support]

  1. #1

    [0.25] TAC Life Support v0.10.1 [10Oct] [No Win64 Support]

    Presenting Thunder Aerospace Corporation's Life Support system (TACLS)
    Many Kerbal lives were bravely sacrificed to bring you the latest in biological needs.


    0.25 Compatibility
    Fixed. See the latest release:


    Version 0.10.1 is now available. Upgrading from a previous version? Read this.

    Having problems with this mod (or any others)?
    Read the [Official] How To Get Support and my Help page. Posts or problem reports without log files will now be ignored.



    Windows 64-bit Compatibility
    Until Squad fixes the Windows 64-bit version to make it more stable and less buggy, I will not be supporting this version at all. Please do not post any problems unless you can recreate them in another version: the Windows 32-bit, Mac (OSX), or Linux. Read the [Official] How To Get Support and my post on the subject. KSP 0.25 made the Windows 64-bit version even worse .


    Features
    • Kerbals require resources to survive, whether in a vessel or on EVA: Food, Water, Oxygen, Electricity (for air quality and climate control)
    • Resources are needed all the time, even when flying another vessel, or sitting at the Space Center or Tracking Station.
    • Kerbals can die if they go without resources for too long. The defaults are: 360 hours without Food (60 Kerbin days/15 Earth days), 36 hours without Water, 2 hours without Oxygen, and 2 hours without Electricity.
    • Kerbals produce waste resources: Carbon Dioxide, Waste, and Waste Water. Currently Carbon Dioxide can be recycled into Oxygen, and Waste Water can be recycled into clean Water. Also can filter Oxygen out of IntakeAir, or split Water into Oxygen and Waste (hydrogen). A greenhouse part that allows growing Food is planned, but is not included yet.
    • Filling up with waste resources (Carbon Dioxide, Waste, Waste Water) has no effect. Any excess is dumped overboard, and you lose the opportunity to convert them back into good resources.


    Read the full description (on the wiki).


    Pictures New pictures coming soon.
    [Spoiler: Show]

    Download the latest version
    Available on the Download page. Read about the recent changes (on the wiki).
    Requires Module Manager.

    Need some help?
    See the new Tutorials and Help pages on the wiki.

    License
    CC BY-NC-SA 3.0

    Notice
    Includes the KSP Add-on Version Checker's MiniAVC. It does a GET request to http://ksp-avc.cybutek.net/ to find the latest release number. It is opt-in and no information is sent to the server. I recommend downloading the full KSP-AVC Plugin to get the most out of it. And encourage other mod authors to support it.
    Last edited by TaranisElsu; 10th October 2014 at 13:07. Reason: Release v0.10.1 for KSP 0.25
    Lead Engineer, Thunder Aerospace Corporation
    Products: Fuel Balancer, Atomic Clock, Self-Destruct, Part Lister, Life Support, Sticky Controls

    Is KSP crashing? Something not working right? Get some help for modded installs or unmodded installs. Help us help you

  2. #2
    Interesing plugin

  3. #3
    I want to try this vs IonCross when I start a new save, so maybe in .21

    So no parts right now? are their tanks coming so I can send a mission interplanetary?
    You could also say "I see no reason why all our energy problems might be solved in the near future because magic might exist and Merlin might come back to give us all free energy." - phoenix_ca

  4. #4
    Parts are coming. I am going to upload some Hexcan versions soon, as placeholders. You can also edit the cfg of any parts to add my resources to them. Note that all of my parts end with "_TAC" to reduce the chance of collisions with other mods.

    I will also eventually make converter parts for recapturing the waste resources.
    Lead Engineer, Thunder Aerospace Corporation
    Products: Fuel Balancer, Atomic Clock, Self-Destruct, Part Lister, Life Support, Sticky Controls

    Is KSP crashing? Something not working right? Get some help for modded installs or unmodded installs. Help us help you

  5. #5
    Junior Rocket Scientist
    Join Date
    Apr 2013
    Posts
    560
    Blog Entries
    1
    Very much like, but clearly needs to finish: needs parts for extended life-support, parts that can achieve partial and full recycling at cost of lots of weight and electricity. Full recycling (via Green house, green algae panals or electrobiosynthesis reactors) is necessary to make colonies self-sufficient, because having to constantly resupply them is a pain in the ***. Other extras that would be nice:

    -Waste dumping port/ejector: that spews transient clouds of yellow or brown.
    -Atmosphere extractor: that can convert atmosphere into water and oxygen (dump CO2), performance depends on the planet (laythe easy, Eve almost no water)
    -CO2 absorber: Absorbs CO2 by consuming new resource (LiOH) produces Li2CO3 Waste and water.
    -CO2 scrubber: all CO2 is removed at a continuous rate, more scrubbers remove more CO2, consumed electricity, CO2 dumped continuously.
    -Carbonate reactor: CO2 to O2 and C: 100% CO2 recycled back to O2, requires a lot of electricity, carbon soot waste is dumped (of course food is not recycled, nor wastewaster or waste)
    -Water recycling: recycles ~80% water.

    I like the ~12 hours of EVA support limit, that a very nice touch that even Ioncross Crew Support Plugin does not have yet. Keep up the work!

  6. #6
    CO2 scrubbers are not needed because that is accounted for in the electricity requirement. I assume that all crew capsules come with them, in addition to things for: temperature control, air circulation, humidity removal, CO2 removal, and air filtration. When electricity runs out, the scrubbers and other systems stop working and air quality deteriorates -- eventually killing the crew.

    Recyclers are on my list. Coming soonTM.

    Also note that waste and waste-water are not just from Kerbals. They include wrappers and other in-edible trash from food products, hair and fingernail clippings, etc. And waste water also comes from hygienic needs: washing hands, bathing, etc.
    Lead Engineer, Thunder Aerospace Corporation
    Products: Fuel Balancer, Atomic Clock, Self-Destruct, Part Lister, Life Support, Sticky Controls

    Is KSP crashing? Something not working right? Get some help for modded installs or unmodded installs. Help us help you

  7. #7
    Some other mods that would dovetail into this are nothke's KASPAR system if/when it is released http://forum.kerbalspaceprogram.com/...ghlight=KASPAR and mauriciolisco's ck 0.82 container system http://forum.kerbalspaceprogram.com/...584-ck-0-82%21
    Last edited by Gristle; 17th July 2013 at 14:25.
    ....just another tricky day...

  8. #8
    Junior Rocket Scientist
    Join Date
    Apr 2013
    Posts
    560
    Blog Entries
    1
    Yes but your saying the CO2 waste just builds up at present, correct? You need to make it so CO2 disappears unless electricity is cut off or run out of absorbent, then CO2 levels rise to a certain level and then the kerbals die.

    Remember FULL recyclable needs to be an option (costly option but possible none the less) or else space colonies are no longer possible. You can add "trash incinerator" as a part to recycle solid waste into soot that the greenhouses/green panels/electrobiosythesis reactors can recycle. I know IRL 100% recoverability is impossible but for KSP it needs to be possible, either that or unlimited auto extraction of resources on a planet, either way I don't want to activate a colony to find them all died.

  9. #9
    Quote Originally Posted by Gristle View Post
    Some other nods that would dovetail into this are nothke's KASPAR system if/when it is released http://forum.kerbalspaceprogram.com/...ghlight=KASPAR and mauriciolisco's ck 0.82 container system http://forum.kerbalspaceprogram.com/...584-ck-0-82%21
    This would actually couple very well with both of those mods and I'd love to see some collaboration between them. Or at least compatibility fixes for those parts.

  10. #10
    can it be configured such that Kerbals only become catatonic (or their crew pod unresponsive, same thing really).?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •