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TaranisElsu

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Posts posted by TaranisElsu

  1. 1 hour ago, Nitrous Oxide said:

    My plane was flying fine in cruise mode @ 1600m now it's doing circles and dives and can't keep anything (heading or level)... nothing in the logs indicates anything went wrong, but has this happened to anyone else? Currently flies properly with SAS but, AA makes it all erratic and insists on deathspiraling to the ground. Losing patience for this game. I landed at Island Airport, fine, took off and AA doesn't work now, crashed into ocean.  :mad: Even FBW moderator wasn't acting as expected... is it because I took off again after landing?

    That happens to me almost every time I land and take off again (when farming biome science with a plane). My work-around is to quicksave/quickload after landing and before taking off again.

    If I don't do that, the autopilot will eventually figure things out again after flying for a little while but it is nearly impossible to control until then. I try using SAS to get enough altitude then turn back on the autopilot.

  2. 14 hours ago, problemecium said:

    Today as of this post I have yet to actually open KSP itself, but I've spent a solid chunk of time pondering transfer windows.

    Yeeeeaaaars ago, a few people made nifty transfer window calendars listing out all the major transfer windows for the first few years from the default start time of a game. These would have come in handy, as Kerbal Alarm Clock doesn't seem (unless I'm being dumb) to allow me to schedule transfer window alarms beyond the next one and thus I don't have this information at hand for deciding whether to postpone a mission. Unfortunately, they're so old that they predate KSP's in-game time readout and are thus written using Earth time, not to mention there's a fair chance at least one tweak to the planets' orbits has occurred in the meantime. Attempting to find a new one led me to several threads whose OPs asked for a new calendar only to be told to use AlexMoon's webpage or a mod such as KAC... which one can see puts me in a bit of a loop!

    Thus I dug up the CSV file KAC uses as its transfer window "model," imported it into a spreadsheet, and uhhhhh... the planets are numbers. "Aha!" I thought, "the numbers available here must represent objects between which transfers are straightforward to calculate, i.e. who share a parent body, thus I can eliminate the missing numbers to reveal the structure of the system and thus which planet is which number!" ...but this led me nowhere. I have no clue what's going on in there. I even looked up a bunch of phase angles and compared them to the ones in the spreadsheet to see which transfers corresponded to the phase angles that should match them, still with no luck. My dreams of using my genius intellect to forge a shiny new transfer calendar for the community appear untenable.

    So I gave up and resorted to dabbling about at https://alexmoon.github.io/ksp and seeing roughly vaguely how often Jool windows occur and, of more immediate importance, when the "second" one is. For those curious, it's on Year 2, Day 256 at 3:36 and windows appear to recur roughly every one year and 31 days.

    In conclusion: Should I postpone my Jool-5 Challenge mission until the next transfer window, allowing me to explore other destinations first and build up to it, but restricting me from doing any exploration of Jool in the meantime in the interest of maximizing Science yield when I do the challenge later on? A few opinions requested but please don't flood the thread because I'm not out to commandeer it here ^^;

    Do you know about the Transfer Window Planner mod? From TriggerAu (who also created KAC).

    It shows a Porkchop like Alex Moon's website (it is based on it) but pulls the data from the game and so is guaranteed to be up to date (and works with mod planets). You can also put in earliest and latest departure dates to find a transfer window during a particular time frame.

    Does that answer your question or were you looking for something else?

     

  3. On 3/30/2016 at 6:02 PM, FITorion said:

    and the missions available to me should support this learning without me having to do launches with no missions associated with them...

    I know that I disagree with that statement. You get so much money doing contracts in Normal difficulty that it is easy to do some missions without needing a contract for it.

    The way I play (which is not for everyone) is:

    My "space company" is trying to gather science from all the planets and moons in the system. Science missions are my priority, and I do them in an order that I think would be a normal progression for a real company. Contracts are a way to earn money to fund the next science mission. It is not important to me that my science missions complete any contracts, only that they bring back science. I also don't take any tourists anywhere until I prove that I can take and return a Kerbal safely, in the exact rocket that will be taking tourists. I know that I am not maxing out the money that I could earn, but that doesn't matter to me.

    Note that this is just the way that I play, and it seems to work fairly well for me. I am not saying anyone has to play this way. There are a number of ways to play, and none are wrong. My point is that you don't need contracts to progress. Make up a reason to do a mission anyway!

    Also, once you upgrade the Mission Control, there is nothing wrong with accepting missions that you cannot complete right away (like tourist missions). Take their down payment and use it to finish developing your rocket -- including launching some test flights before actually attempting the contract. That is something that real companies do*.

     

     

    * Examples:

    1) Virgin Galactic has already collected over $80 million? https://en.wikipedia.org/wiki/Virgin_Galactic#SpaceShip_Two

    2) SpaceX and Boeing have received millions of dollars from NASA to develop their rockets as part of the Commercial Crew Program.

  4. 16 hours ago, munseeker said:

    Oh wow - I missed the update to TAC LS 0.11.2.1 for 1.0.5! Thanks, TaranisElsu!

    Sorry, my fault.

    Version 0.11.2.1 is now available for KSP 1.0.5!

    Changes

    • Built for KSP 1.0.5
    • Shows the Life Support Monitoring window in the Tracking Station [thanks Henry!]
    • Sorts the Life Support Monitoring window by who's going to run out of resources first, though the active vessel is still always listed first. [thanks Henry!]
    • Times shown now show the number of years instead of a huge number of days.
    • Fixes for better compatibility with RealFuel: no longer patches RF tanks, and converters no longer force_activate() [thanks NathanKell and Thomas!]

    Download

  5. If you want to make your parts balanced to real life, you can see all of my math, and how I derived it, here: https://docs.google.com/spreadsheets/d/1DkWf210viRSNcV8tvDv30vZ_iACj6GeY1Lf_4JdZYds/edit?usp=sharing . Information about resource conversion starts around line 313.

    Also, take a look at ModuleResourceConverter, which is in Stock. See the ISRU parts for examples. My code predates that, and they added some neat functionality there.

    Have fun :cool:

  6. (I just skimmed the last several messages, so forgive me if I misunderstood anything.)

    @chrisl

    Try calculating the consumption over the entire time that you are away from your vessel, i.e. the entire 2 days.

    I think you will find that the converters are not behind by the entire amount, but only some time less than a 24-hour day (i.e. 84600 seconds or the MaxDeltaTime). The issue you are seeing is caused by multiple independent systems interacting*, with no way to determine which runs first. So the converter could end up running first, and trying to recycle a "days worth" of CO2 exhaled by the Kerbals except the calculation for the Kerbals has not run yet! So there is no CO2 yet to be recycled. Then the Kerbal calculations run, and they breath in the Oxygen and exhale the CO2. Then the converter runs again, but it already calculated for a days-worth so it just calculates for the remaining time minus the days-worth (again limited to MaxDeltaTime).** You should never see anything get more than MaxDeltaTime seconds out of sync.

    You can try changing the MaxDeltaTime in the configuration file and see how that effects everything. Just keep in mind that you can set the MaxDeltaTime too low such that it cannot keep up when time warping and it can take too long to catch up if you were away for a significant of in-game time.

    • At 100,000x time warp, 100,000 seconds pass per real-time second, or 4,000 seconds per physics frame (0.04 seconds). If MaxDeltaTime is set below 4000, then the mod will not be able to keep up with the time warp rate.
    • An in-game Kerbal year is 9,201,600 seconds long (426 days * 6 hours). The default settings (86,400 seconds per physics frame) will make it take 4.26 seconds per year to catch up. At 4000, it will take 92 seconds (~1.5 minutes) to catch up per year.

    If you do change MaxDeltaTime, please share your findings with everyone.

    I could fix this by making all of the calculations run from one central "controller", but that limits the ability for other people to make a part and have it "just work" with my mod. They would have to use one of my classes (TacGenericConverter) or use some complicated "registration" technique. None of the stock parts (i.e. converters or drills) would work.

    BTW, DBowman pretty much answered your question on 5 Oct. Thanks DBowman and damerell and everyone else for helping answer questions! Sorry I have not been around much lately.

    Also, Thank You to everyone for expressing your support for this mod. I am not abandoning it, but I will be asking for some help soon because I do not have the time to keep up.

    * The other mods you are comparing to, like the fuel boil-off, only have one system to worry about and so do not have to deal with the complexity of multiple independent systems interacting.

    ** The opposite could also happen: the Kerbal calculations run first, so they consume O2 and generate CO2. Then the converters run, and they recycle the CO2. If you have at least a days worth of O2 for the Kerbals, then everything is fine. But if you do not, then the calculations would think the Kerbals have been deprived of oxygen and could be killed before the converter has a chance to run! (Note the Kerbals are not actually killed until the next physics frame to give the converters an extra chance to run so I don't erroneously kill the Kerbals.)

    - - - Updated - - -

    Can anyone explain why TAC LS's so-called Sabatier CO2 and only outputs oxygen, and why water and energy are required as an input instead of being the product? Because according to online sources, the Sabatier process is:

    CO2 + 4 H2 → CH4 + 2 H2O + energy ∆H = −165.0 kJ/mol

    Or,

    Input carbon dioxide and molecular hydrogen, out comes methane and water and the reaction releases energy.

    Out of all the life support mods, I like TAC LS most for it's attention to realism. So it strikes me as a bit incongruent, that or I'm missing something.

    See my spreadsheet, especially the section about Recycling, starting at line 313: https://docs.google.com/spreadsheet/ccc?key=0Aioc9ek3XAvwdGNsRlh3OVhlbTFBR3M4RW0zLUNTRFE&usp=drive_web#gid=0

    The short explanation is: to avoid dealing with intermediate resources, my recyclers combine multiple reaction steps or reverse the order.

    • Sabatier reaction: First split some water to get oxygen and hydrogen gas. Then use the hydrogen in the Sabatier reaction to recover the O2 (as water) from the CO2. This uses twice the water that it generates and generates methane gas as waste. 4H2O -> 2O2+4H2, then 4H2+CO2 -> CH4+2H2O
    • Bosch reaction: CO2 + 2H2 --> C + 2H2O, then H2O --> 2H2 + O2, C is waste

    Note that in your equation, you still need to split the water to get the oxygen (for breathing).

    Also note: I did not find good values for the energy required or generated by the different reactions, so the power usage may be off, but the rest of the calculation should be correct.

  7. I am still around. Been busy with other things though, so I have not been spending as much time on Kerbal stuff. I do have some changes and improvements that I have been working on, so there should be a new release eventually :cool:.

    Hi! First of all thank you for this great mod! :)

    I just encountered an odd bug related with the root parts. If I set as root part a Life Support Waste Container Large (or a TACLS Water Purifier Large or probably any other large TACLS parts) the first time I save and reload the game then... the part looks smaller!

    For example: I create a test vessel like this one and I set the upper Large Waste Container as root. On the launch pad everything seems ok.

    http://www.nopanic.it/vv/ksp-tac1.png

    Then I come back to the Space Center and then I select and come back to the vessel again: now the root part has shrunk up and the OKTO2 is floating in the air.

    http://www.nopanic.it/vv/ksp-tac2.png

    It looks like a standard size container, but actually it is still a "large" part.

    I'm using TacLifeSupport v0.11.1.20 and KSP 1.0.4. Thanks in advance!

    I will need a full log file (see my signature for instructions). There are several other mods that can cause interaction issues like that.

  8. @Amedee

    Looks like a bad mod interaction. Which mod adds the dialog asking you if you want to load a tourist?

    My KSP.log: https://www.dropbox.com/s/z2krz26jg71rwg6/KSP.log.xz?dl=0

    (Extract with unxz KSP.log.xz on Linux or use 7Zip on Windows - it's just LZMA compression, it's the default compression format on kernel.org, and if it's good enough for Linus then it's good enough for me.)

    I use 7Zip, which seems to be able to open everything so no problems with the file format. That is the wrong file though. I need the Player.log file since you are on Linux (KSP_Data/output_log.txt if on Windows). Not sure why KSP even has the KSP.log file :huh:.

    Since the error message from my mod only shows up once, I don't think it is my mod causing the problem. I didn't think that situation could ever happen, but it looks like it trapped the error successfully and didn't blow up.

    You do have errors from other mods, so I suggest making a test install of KSP with just this mod, ModuleManager, and the mod that adds that dialog. See if you can recreate the issue and upload a log file from that. Otherwise, just get me the Player.log file from your current install.

    Also, thank you for a very good description of the problem! I appreciate it!

    Am I correct in guessing this mod requires you to start a new game? I don't see any mention of requiring a new game start in the OP, nor any of the help or tutorial pages. Yet after installing this and running the game, as soon as I click "resume saved" a window pops up that says I have incompatible saves and asks if I want to delete them...

    Kerbals on vessels do not start consuming resources until you get within loading range (about 2.4 km), so you have a chance to send supply ships after installing the mod without worrying about your Kerbals dying. You do need to make sure that you close that last 2.4 km quickly though, because you only have 2 hours once the timer starts.

    I'm pretty sure "killed by CO2 toxicity" is the message for running out of EC. If you look at the OP, it says that Kerbals need electricity "for air quality and climate control." Basically, to run the fans/CO2 scrubbers.

    Incidentally, you don't need storage for any of the waste types, and it's pointless unless you have a recycler part. If you don't have waste storage it's 'vented into space' and you don't have to worry about it.

    ^ What Sabazi said: "air toxicity" means you ran out of ElectricCharge. Make sure that you have plenty of EC storage even with solar panels and RTGs. KSP's EC generation can get weird at high warp rates.

    ^^ The second part was also correct: you don't need storage for any waste. Excess is dumped overboard with no consequences -- except that you won't have it available to recycle. That is why capsules are only given a trivial amount of storage, but the recycling parts come with lots of storage.

    Is this mode still working for v1.04 or should I until is updated

    It works - you can ignore the warning when you load the game.

    Sorry, I will get that updated as soon as I can.

    On CKAN, what is the difference between the RSS config and the stock one?

    The RSS config uses human consumption rates, instead of using my scaled rates for Kerbals. It should cause them to consume supplies roughly four times faster.

    I cannot find food modules? I only have 3 days of food?

    Did you figure it out? If not, please upload your log file (see the link in my signature for instructions).

    Can I make the kerbals not die when a resource runs out?

    Working on it. Several pages back you will see a teaser image for the new settings dialog.

    I have an issue with electricity consumtion. It is simply not consumed if I am timewarping in KSC, i. e. not in any active flight.

    That is intentional. Solar panels and RTGs do not generate any electricity while the vessel is unloaded, nor do they "catch up" when the vessel is loaded again, so it is not fair to require you to have enough electricity to cover those times.

    For those interested, electricity consumption while unloaded is limited by ElectricityMaxDeltaTime. Set it to the same value as MaxDeltaTime to make it consume normally. Otherwise, it will only consume ElectricityMaxDeltaTime/MaxDeltaTime (default = 1/86400) of the electricity when the vessel is loaded again.

  9. Question: I thought that I could override the local version file's compatible version numbers using the remote file. Does this not work the way that I think? Did I do something wrong? Or is it related to issues that others have had?

    The remote file

    The local file:


    {
    "NAME": "TAC Life Support",
    "URL": "http://ksp-avc.cybutek.net/version.php?id=9",
    "DOWNLOAD": "",
    "VERSION": "0.11.1.20",
    "KSP_VERSION": {
    "MAJOR": 1,
    "MINOR": 0,
    "PATCH": 2
    }
    }

    MiniAVC.log:


    Executing: MiniAVC - 1.0.2.4
    Assembly: C:\Games\KSP_win-1.0.4\GameData\TacFuelBalancer\MiniAVC.dll

    [Log 22:10:17.2058047]: Starter was created.
    [Log 22:10:17.6018274]: Starter was destroyed.
    [Log 22:10:18.1808605]: C:\Games\KSP_win-1.0.4\GameData\ThunderAerospace\TacLifeSupport\TacLifeSupport.version
    NAME: TAC Life Support
    URL: http://ksp-avc.cybutek.net/version.php?id=9
    DOWNLOAD: NULL
    GITHUB: NULL
    VERSION: 0.11.1.20
    KSP_VERSION: 1.0.2
    KSP_VERSION_MIN: NULL
    KSP_VERSION_MAX: NULL
    CompatibleKspVersion: False
    CompatibleKspVersionMin: True
    CompatibleKspVersionMax: True
    CompatibleGitHubVersion: True
    [Log 22:10:18.1828606]: http://ksp-avc.cybutek.net/version.php?id=9
    NAME: TAC Life Support
    URL: http://ksp-avc.cybutek.net/version.php?id=9
    DOWNLOAD: https://github.com/taraniselsu/TacLifeSupport/wiki/Download
    GITHUB: NULL
    VERSION: 0.11.1.20
    KSP_VERSION: 1.0.2
    KSP_VERSION_MIN: 1.0
    KSP_VERSION_MAX: 1.0.10
    CompatibleKspVersion: False
    CompatibleKspVersionMin: True
    CompatibleKspVersionMax: True
    CompatibleGitHubVersion: True
    UpdateAvailable: False

    [Log 22:10:18.1828606]: IssueGui was created.
    [Log 22:10:18.4718771]: C:\Games\KSP_win-1.0.4\GameData\TacFuelBalancer\TacFuelBalancer.version
    NAME: TAC Fuel Balancer
    URL: http://ksp-avc.cybutek.net/version.php?id=20
    DOWNLOAD: NULL
    GITHUB: NULL
    VERSION: 2.5.1.7
    KSP_VERSION: 1.0.2
    KSP_VERSION_MIN: NULL
    KSP_VERSION_MAX: NULL
    CompatibleKspVersion: False
    CompatibleKspVersionMin: True
    CompatibleKspVersionMax: True
    CompatibleGitHubVersion: True
    [Log 22:10:18.4718771]: http://ksp-avc.cybutek.net/version.php?id=20
    NAME: TAC Fuel Balancer
    URL: http://ksp-avc.cybutek.net/version.php?id=20
    DOWNLOAD: http://forum.kerbalspaceprogram.com/threads/25823
    GITHUB: NULL
    VERSION: 2.5.1.7
    KSP_VERSION: 1.0.2
    KSP_VERSION_MIN: 1.0
    KSP_VERSION_MAX: 1.0.10
    CompatibleKspVersion: False
    CompatibleKspVersionMin: True
    CompatibleKspVersionMax: True
    CompatibleGitHubVersion: True
    UpdateAvailable: False

    [Log 22:10:20.1329721]: IssueGui was destroyed.
    [Log 22:10:20.1369724]: IssueGui was created.
    [Log 22:10:21.1020276]: IssueGui was destroyed.
    [Log 22:10:21.1050277]: Starter was destroyed.

  10. I just did the first full release version of DeepFreeze Continued...

    EDIT: I have forked TAC LS and made changes to make this mod compatible with DeepFreeze and submittted a pull request. Details of the DeepFreeze API can be found here.

    I saw your message, and thanks for sending me the pull request. I will look at it when I get a chance.

    UPDATE: Found out the problem - it was seriously conflicting with Modular Fuel Tanks mod....after removing it, all of a sudden I have a ton more modules in my Tacs menu, and everything works just great!

    Sorry, this should work with MFT. I made some compatibility configs for it, but it looks like I need to do more testing. You wouldn't happen to have a log file would you, from when you were having the problem? Also, make sure that you do not have an old version of the KSPAPIExtensions dll. I saw something that seemed to indicate that an old version could cause problems, and that is bundled with a lot of mods, including MFT.

    Hi - Been through this whole thread and also the FAQ on github, and the installation instructions and I cannot find the answer. I don't have any logfiles available as I am in work, but I installed this Mod at the weekend and I am in career mode - all of the available containers are showing in the VAB, and the Kerbals are now showing as having resources (Oxygen, Food, Water, CO2, Waste etc) - but they are not consuming anything.

    <snip>

    Can I get a log file? Gryphon suggested that to you, and even linked to the support forums where it details where to find it. You can also find the link in my signature.

    I need more information before I can help figure out what is going on. One question though: are you using Tarsier Space Technology? If so, get the latest version. An old version caused symptoms similar to what you describe. The original author has not been around for a little bit, and it was picked up by someone else, so make sure that you get that version.

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