Jump to content

TaranisElsu

Members
  • Posts

    643
  • Joined

  • Last visited

Everything posted by TaranisElsu

  1. Warning: it looks like the ModularFuelTanks mod changed something that makes my compatibility configs not work with it anymore. A fix will be coming soon. Thanks to @AccidentalDisassembly and others for bringing it to my attention. Kerbals on EVA are given 6 hours worth of electricity. The only way to change that is to change the consumption rate (EvaElectricityConsumptionRate) or the amount given (EvaDefaultResourceAmount) but that will affect food and water supplies also. Very close, but the total consumption rate (for ships) is actually just: BaseElectricityConsumptionRate * number of occupied parts + ElectricityConsumptionRate * number of kerbals. The total consumption rate for Kerbals is just EvaElectricityConsumptionRate. I changed it a while back so that running out of electricity does not kill if on Kerbin below a reasonable altitude. Oxygen is not required in that situation either. Kerbals do always need food & water because they could be in the desert, or at one of the poles, or deep in a jungle, or some place where there aren't any grocery stores around. It is easy enough to give them years worth of resources so I have not addressed that. Maybe someday. As others have said, you do not need much more than what is contained in the command pod for a quick trip to the Mun and back. Minmus will require more, and an interplanetary mission will require a lot more -- especially if you are nice and don't send a single Kerbal on such a long trip all by himself . The mod will recreate the file for you with default values if you: rename the file (to get it out of the way), launch KSP to the Space Center scene and exit. Sorry for the late reply. I do not see anything wrong in that picture. The main Life Support Monitoring window shows the amount of each resource that is remaining. The Life Support Crew Roster shows the time since the Kerbal last consumed the resource. Note that the "Last food" and "Last water" values should always match "Last updated", otherwise they have no food/water available and are going to die at some point. If you ever see the mod kill off your crew when you think it should not have, then please immediately alt+tab out of the game, make a copy of the log file, and upload the log file to Dropbox or somewhere that I can look at it? See my signature for instructions on where to find the log file. I have not seen or heard of that happening in a long time, but if you hit a special case then I would really like to know about it. You are correct, ships have to be loaded into the current scene (i.e. be within 2.5 km) before the mod does anything with them. It does not matter where your other ships are, do not get within 2.4 km of them without supplies. That is when the mod "detects" the other ship and starts calculating consumption. Nothing is done with the ship until then. @Aedile, @Rayder, @panarchist, @Maelztrom Have you seen my spreadsheet where I did all the calculations? https://docs.google.com/spreadsheet/ccc?key=0Aioc9ek3XAvwdGNsRlh3OVhlbTFBR3M4RW0zLUNTRFE&usp=sharing#gid=0 Note that I assume the food is not completely dehydrated, so there is some water contained in the food. Similar to what they currently ship to the ISS. See the spreadsheet for calculations and sources. Looks like an install problem. Please completely remove the mod, make sure that you downloaded the version from the Dropbox link in the thread OP (the file should be TacLifeSupport_0.10.1.1320.zip), and reinstall using these instructions. That should fix it. Let me know if it doesn't.
  2. Looks like an install problem. Please completely remove the mod, make sure that you downloaded the version from the Dropbox link in the thread OP (the file should be TacLifeSupport_0.10.1.1320.zip), and reinstall using these instructions. That should fix it. Let me know if it doesn't.
  3. Might this be the problem? http://forum.kerbalspaceprogram.com/threads/64117-0-90-Modular-Fuel-Tanks-v5-4-0?p=1621816&viewfull=1#post1621816 The NEEDS[!modularFuelTanks&!RealFuels] is there because there is a second file that adds the resources in a way that is better compatible with those mods. Log file? (As I requested on your Github issue.) Working on it, but it requires a big change. As Ippo said, someone already wrote a CKAN file for the mod. CKAN should automatically pick it up when I package the official release.
  4. I updated the note in the OP to reflect the current status. Basically, it looks like the fixed version is working fine in 0.90 and will become the official release when I get a chance. Log file? See my signature. I assume from your description that it is a mod conflict but I don't know, and cannot help any more until I see a log file.
  5. FYI: Ferram (creator of FAR and NEAR) made a new mod: Better Bouyancy! Not sure how well it interacts with the submarines in this mod, but I am excited to try (soon-ish, I hope, we'll see when I have time).
  6. Pre-existing vessels are actually handled similarly to rescue Kerbals. A vessel has to be loaded before my mod will start tracking life support for it. So you have time to send a resupply ship to a station around Laythe (for example) as long as you don't load the vessel in any way before rendezvousing and docking. So don't jump to it through the tracking station or the map. Or fly any other ship near it. Or do as Sp33d3h said. It is not cheating if you just installed my mod. Because I say so . batuhantasli is correct that this mod works fine in the Linux 64-bit KSP (as far as I know). I only do not support the Windows 64-bit KSP because it is so buggy and inconsistent that it is impossible to figure out which are mod issues vs stock issues. Your experience may be different so I do not disable the mod, but I will not accept problem reports unless you can reproduce the issue in the Win32, Linux, or Mac versions. And I cannot waste time helping you debug it, sorry. I need a log file before I can do anything to help. Do you happen to have Tarsier Space Technology? If so, TriggerAu uploaded a fix on its thread. I also helped someone else debug and fix the conflict several pages ago (in this thread). If you don't have Tarsier, then please follow the instructions in my signature.
  7. Did you figure it out? What did the Build Aid window say in the editor? When I throw together a vessel with those parts, it says that I'd have 3033 days of Food, and only 25 days each of Water and Oxygen. I don't think that is enough Water or Oxygen, even with recycling. Since you were between the orbits of Duna & Dres, you might have simply run out of Oxygen. I notice that you have no CarbonDioxide, so the carbon extractors would not be able to replenish your oxygen supply. Any idea where it all went? I also noticed that you have no Waste but you should be generating tons of it from the recyclers and the Kerbals themselves. Note that for 4 Kerbals, you would only need one each of the carbon extractors and water purifiers. They should work for up to 8 Kerbals (which it should say in the parts' descriptions). Thank you for doing that, and especially thanks for putting it in a Github pull request. I will look at including that in the next release.
  8. In the testing that I have done, my quick fix seems to be working fine in 0.90. Expect it to become the official release soon. The only problem that I ran into was compatibility with ModularFuelTanks. It looks like the KSPAPIExtensions.dll was left out of version 5.3.0. I downloaded the current KSPAPIExtensions file and that fixed it. When Kerbals go on EVA, they take as much of all the supplies as their suit can hold unless there are more Kerbals left in the ship. If one other Kerbal is there, the Kerbal going on EVA will only take up to half the remaining supplies. Two Kerbals left means up to one third, etc. If nobody else is there, then the Kerbals are greedy and take what they can. If they (I didn't write the human-rate config file) changed it so that Kerbals need more electricity, then the Kerbal will take with him an appropriate amount. The easy solution is to put more batteries on the vessel. This is correct: Kerbals don't start using resources until the first time that you get within 2.5 km (when the game loads them into the current scene). When they are loaded for the first time, they are given a random amount of resources so they should last for a variable amount of time plus the two hours after they run out of resources. The orbital period in low Kerbin orbit is around 30-40 minutes, so you should have time for almost four full orbits, but try to time it so that you close the last distance quickly when rendezvousing. I hope you got it figured out? I assume that your download was getting corrupted because I have not had anyone else report a problem. And I use 7-zip to make the archive. Since the contracts don't specify a duration, you could put the station or base in place, complete the contract, then move it or the Kerbals off to somewhere else. I have found it fairly easy though to make stations or bases with a year's worth of supplies, so I do that. And if the station/base is somewhere that I would want a more permanent setup, then I would do the full ISRU route -- I have not yet because I don't get much time to play . I have yet to set up a station outside the Kerbin system and have not built any bases.
  9. Just a few quick replies. More coming later. You are welcome to make one. I have too much on my plate right now, so it will be a while if you wait for me to do it. Thank you for the log file. I notice that you have Tarsier Space Technologies installed. Do you have the latest version? It was causing some problems for other mods (including mine), similar to what you described. Because when Kerbal Spaceport was shut down, Kerbal Stuff was not very big or well established. And I am hesitant to upload my mod to yet another place and add to my long checklist of things that I have to do when releasing a new version. Of course I am . I just have a lot going on so updates will be slow.
  10. Seemed to work okay in the new version, but I made a barely tested build that includes some changes that I was working on. Use at your own risk. No guarantees. I will upload a new version after I have had a chance to fully test it. Change log I was apparently wrong about rover compatibility. It should work now, and should also control airplane wheels. Added position scaling and a deadzone. This makes it so that the controls will move a small amount per increment when close to neutral, and a larger amount when close to maxed out. The deadzone allows you to have several increments in the middle where the controls have no effect. Completely configurable. Resets the control movement speed when crossing the neutral point.
  11. Has issues in the new version, including the Build Aid window not showing up at all. I uploaded a quick fix. Use at your own risk. No guarantees. I will upload a new version after I have had a chance to fully test it.
  12. Does not function at all in the new version. I uploaded a quick fix that includes some other changes. Use at your own risk. No guarantees. I will upload a new version after I have had a chance to fully test it. Includes changes dones by girka2k! Thank you! Change Log Fixed the issue where turning off a column disabled the total at the bottom. (girka2k) Visually distinguishes the Mass and Cost columns. (girka2k) Changed the color of the Resource (Res) and Dry/Empty columns (girka2k) Print "-" instead of "0" for Mass and Cost of parts that do not contain any resources (girka2k) Updated for KSP 0.90. Changed part highlighting to use edge highlighting like the game does. Added an option to include physics-less parts (the stock Craft Stats info includes them).
  13. Seems to be working okay in the new version, but I uploaded a quick recompile anyway. Use at your own risk. No guarantees. I will upload a new version after I have had a chance to fully test it.
  14. Seems to be working okay in the new version, but I uploaded a quick recompile anyway. Use at your own risk. No guarantees. I will upload a new version after I have had a chance to fully test it.
  15. Seems to be working okay in the new version, but I uploaded a quick recompile anyway. Use at your own risk. No guarantees. I will upload a new version after I have had a chance to fully test it.
  16. I like this way of doing mod packs (or mod lists). Neat idea.
  17. I like this. I was going to just use strategies to do it, but this gives an alternative method. I will check it out.
  18. Would you post your LifeSupport.cfg file (from KSP/GameData/ThunderAerospace/TacLifeSupport/PluginData/TacLifeSupport)? Also, your log file so that I can see what other mods you have installed and check for errors & conflicts. Nothing has changed in that GUI for a while, so it should have behaved the same as before. Did you restart KSP after changing the values? It is best if you do that. Since a restart is pretty much required (and is strongly recommended), I have been thinking of removing the ability to change those values in-game and require you to edit the config file instead. That also avoids the issue with the GUI only accepting well-formed numbers and not any half-typed ones .
  19. Log file? (See my signature) Log file? (See my signature)
  20. - After some usage I found that window is too wide for me and has added some reorganization: https://www.dropbox.com/s/p9xomsfdnqyrxtg/2014-11-14%2000-06-20%20Kerbal%20Space%20Program.png?dl=1- Also I got the impression that in English usually they use the expressions "wet mass" and "dry mass" to denote the mass of a part together with fuel (or other consumable resources) and without it correspondently (however, you might make already an impression about my knowledge of English ). Anyway, I made some changes in the text of the header. - The latest addition - I wanted to make the columns more different from each other and have not found anything better than make numerals colored. Can't say that the color scheme became better, but this is the best that I can. https://www.dropbox.com/s/1c0t9w1t816o7nn/2014-11-14%2000-17-49%20Kerbal%20Space%20Program.png?dl=1 https://www.dropbox.com/s/c6kuckg85qneadf/2014-11-14%2000-18-30%20Kerbal%20Space%20Program.png?dl=1 https://www.dropbox.com/s/eg96kj3gugrev3d/2014-11-14%2000-19-08%20Kerbal%20Space%20Program.png?dl=1 Thanks girka2k! I like what you did, especially the coloration. Good idea . I have some comments for the pull request that I will post on Github.
  21. As the title says, I was expecting to get some kind of e-mail notification when someone comments on one of my mods. I have not been receiving said notifications, and do not know how to turn them on. I may have missed something . For now, I have disabled comments on my Curse pages. Please let me know if/when comment notifications are added, or if I am just blind and missed how to turn them on. Thanks!
  22. Changes Updated for KSP 0.25 Displays each part's full, empty, and resource cost/mass information, along with totals. Added a settings window to allow changing which columns are displayed. Now ignores the mass of physics-less parts plus fuel lines, struts, and launch clamps. Now prevents click-through on the GUI. Reorganized the directory structure so that it is no longer placed in ThunderAerospace. Added support for the KSP Add-on Version Checker (KSP-AVC) and the KSP-AVC plug-in Includes contributions by girka2k. Thanks girka2k! Sorry for the long delay. I never did find the time to fix the following issue . Hopefully soon-ish. Known issue: hiding a column zeros the total for that column (displayed along the bottom). I am working on a fix but it will require extensive changes. Warning: make sure that you completely uninstall any previous versions. I moved everything from KSP/GameData/ThunderAerospace/TacPartLister to just KSP/GameData/TacPartLister.
  23. @somnambulist Cool. Added a link to the wiki. How does your TweakScale integration compare to my attempt? Glad you got it working , and thank you for replying back here for others that might be having the same issue. You might want to edit your post though to include information about where you found the fix. I don't like downloading random DLL's without a better idea of what it includes: i.e. what was changed or fixed, what code actually changed, and who did it. I know that the author, tobyb121, has been away/busy lately so he did not fix it.
  24. The game does not need to crash to get a log file. See instructions on where to find it.
  25. @criverod1988, that is a very nice bug report, thank you. Just missing one important piece: the log file. Please upload the output_log.txt file from KSP_Data. @Quorra, you are also missing the log file.
×
×
  • Create New...