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  1. Release - IFI Life Support. 10-2-2016 : Release VER 3,21 for 1.2 (on Curse of Github) (ModuleManager no longer required for this Mod) or Project Page on curse Source Code available at GitHub Released Under GPL3 License. Author : Stavell Bugs can be submitted in this thread or at GitHub. If plug-in seems not to be working right you can enable Debugging log entries via the right click menu on any pod (recommended to be left off unless you are experiencing problems.) Released Under GPL3 License. I know that there are a few Life support mods in development. They are too intense for my tastes. SO I designed my own. GOALS I have for my plug-in: Tracks life support use even when ships are not loaded into scene. Based on Realistic Life Support values on use and weight. based on information from Life Support Systems at wiki.org Low overhead and play-ability with KSP. Life support tracked and used on EVA. Use only one new resource to simulate O2-Food-CO2 Scrubbers and recyclers, and emergency power ( LS resource use figures in Waste recycling based on Tech tree advances) Currently the MOD is working with no game breaking bugs found yet. therealcrow999 - Thank you for contributing the nice Logo and Flag for Interstellar Flight Inc. Universal Storage - Has Created a wedge that holds Interstellar Flight Life Support Resource more info can be found here spiritplumber - Has created a Part cfg for using a greenhouse part for use with the system Can be found here Sandworm - Created Modmanager file for HGR Parts -Thread is here Akinesis - Created more tanks for use with the mod Thread is here maxrsp - Has made a video featuring IFILS, thank you. Video Here Current Working Features: Kerbal going on Eva takes Life Support from pod/vessel. Boarding a pod returns unused Life support to pod/vessel. Running out of Life Support can kill crew All pods have LS Resource and plug-in installed using Module Manager. 2 Custom parts a radial and a inline tank for Life-support resource storage. Universal Storage has created a wedge to hold Life-support giving you 3 options for extra LS storage. Plug-in Operation Info: Currently there are several Status LS system can be in: Pod Standby - No demand for LS and no resources consumed. Life Support tag for days / hours of LS remaining is hidden. Active - Demand for LS and resources consumed. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel. Visor - Kerbal on EVA breathing outside air decreased Resource consumption. Life Support tag for days / hours of LS remaining will read how much LS remains once active again (fixing). Intake Air - Pod using air intakes to provide O2 to crew - decreased Resource consumption. Life Support tag for days / hours of LS remaining will read how much LS remains once active again. CAUTION - Less than 2 days pod or 1 hour EVA of LS remaining. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel. Warning! - LS at 0. Kerbals will start dying if immediate action not taken. Life Support tag for days / hours of LS remaining will read 0. Each unit of Life-Support should provide 1 Kerbin Day (6 hours) of Life support for 1 Kerbal. In Career and Scince game modes this goes up and down based on Tech tree. Mod uses the time as set in settings menu so it will track 6 or 24 hour days depending on setting in main menu. Days remaining on RT click menu are accurate based on this setting. Only change in mod is that if not using kerbin time each Kerbal requires 4 units of LS per day. Screen Shots Crew Pod Life Support Eva Life Support: Parts for system
  2. Hi all, Whilst I really like IFILS for its total simplicity, I would like to add in a possible 'extension' mechanic for it. What I am looking for is a plugin that has the ability to generate a resource (or multiple resources) specified by a cfg file. The amount and name of the resource(s) would be generated per kerbal in a craft, would begin at launch. Kind of a IFILS in reverse I guess but without the ability to kill any kerbal as excess resources would be dumped overboard. Simple life support mods such as CLLS or IFILS could then be extended by modders. I don't think it would need a GUI - it would be something that just sat in the background doing its thing. Another way of thinking about it would be to consider kerbals being little RTGs, producing a different resource to electricity (hopefully specifiable). Would anyone please be able to create this for me , or point me in the right direction to a mod that already does this? I've tried fudging this using the ModuleResourceConverter/Harvester/ Generator but can't get it to work in a meaningful way. Thanks, and thanks @linuxgurugamer and thanks @-MM- for ensuring that the simple LS mods are awesome! Peace.
  3. So since I've started playing I've somehow never launched a proper mission to other planets (other than the odd probe). I got back into KSP a while ago thanks to adding a pile of mods that add the depth I was after (mainly everything and anything USI and Near Future) and I've now decided that a massive mission to Duna sounds like a plan to step up from my multiple 20 kerbal colonies on the Mun and Minmus. Currently I'm figuring something along the idea of a Martian style mission - probe dropped supplies ahead of the mission with a minimum duration on the surface of 30 days (just cause). Basically this all boils to a rather simple question - assuming the stock solar system - roughly how long sounds like a good budget for life support supplies / habitation? I reckon I need to allow at least 300 days for the transfer there plus surface mission time (30 days) but when is the best launch window for return? Is this going to be the expeditionary mission I'm planning on or should Jeb and co be planning for a year or more sat there?
  4. Hi guys, Can someone look at this image and tell me if TAC is glitching or I just don't understand how it works? I have Electric Charge in the command module, but TAC says I'm out of electricity. Is TAC Electricity a different thing? Wasn't finding any tutorials around with that detail. Thanks!
  5. As you can see from the title, I have been looking for a conversion and life support chart, for ksp 1.2.2. I was wondering if anyone has stumbled by them and can send me a link to the web page. Thank You!
  6. Well, if you have more than one life support mod installed, you might want to convert their respective resources. Here is a mod that lets you do so! Download: Here PLACEHOLDER TEXTURE/MODEL IN USE RIGHT NOW, LOOKING FOR SOMEONE TO DO THE TEXTURE/MODEL (I'm no good at that stuff) Snacks, USI Life Support, and Kerbalism are currently supported. Note: The LSStuff resource is a buffer. Yeah, I should probably add a license, which one is applicable? All Rights Reserved, All that stuff. If you want to use my code, just ask nicely.
  7. Thunder Aerospace Corporation Life Support (TACLS) update and development Mod License: Attribution-NonCommercial-ShareAlike 3.0 Creative Commons License TACLS originally by Taranis Elsu TAC Life Support is under new management in conjunction with the Realism Overhaul team! We are glad for the opportunity to keep this great mod alive. We are also very grateful to @TaranisElsu for creating TAC Life Support. Our hats are off to him. What is TACLS? TAC Life Support is a mod which adds food, water, and oxygen as requirements for survival in space. Go without support for too long, and your Kerbals die a non-fiery death! Included are parts with storage for food, water, oxygen, waste products, as well as some recyclers for oxygen and water. It does not include support for growing food, but there are many mods which play well with TACLS to provide this functionality. While this thread held a brief caretaker spot as a release thread until our bigger release was going, it is now a dedicated development thread. Please find the release thread here. Source Development Plans: I intend to keep the scope of this mod narrowly focused on life support and building on the present mechanic. I would like to improve a few things: Better background processing of electric charge consumption MM-friendly configuration and settings Adding switch functionality (container contents, textures/meshes) along with parts overhaul to reduce editor clutter Working with @TMS for improved part models and textures. We'll discuss this in detail, but we're now ready to do so. 3.75m parts (next update for sure) Additional suggestions for features are welcome! We can't guarantee they'll be integrated, but we're always open to good ideas. ----------------------------------------------
  8. I have tried out many life support mods in the past, but none of them were just right for me. Even USI-LS, with all its configurability, is a bit too unfriendly in Career mode, where often it ends up that probes are much more viable than crewed missions. I have no experience modding or coding in C#, but with interest, help, and a little more time on my hands I would love to try. My concept aims to encourage resupply missions without mandating them, as well as encouraging big, multi crew motherships without pesky hab requirements. My concept is here if anyone has feedback on it.
  9. In MKS, you need electric charge, mulch and fertilizer to make supplies for your Kerbals. Electric charge is easy to get using solar panels and mulch is created by kerbals. However, fertilizer is the one where i cant seem to think of a way to get other than shipping it from kerbin. Is there a way to get Fertilizer when on a ground base? (there is mining in KSP now but i havent touched it much as i recently started a new modded playthrough so im yet to encounter mining). Maybe certain resources can produce fertilizer, but im not sure which ones do and what machine is needed to extract and process this into fertilizer. This might be a noobish question but like i said i recently started a new profile with life support and therefore havent had much to do with mining yet. Thanks.
  10. Assuming that you agree that Life Support should be at least a toggle-able difficulty option in stock, which mod would serve the feel and tempo of the game best? The inclusion of well-made mods into the vanilla experience is something we have seen before. Should @SQUAD begin considering candidate mods for Life Support, which one(s) would you prefer they look at? Why? And in connection with your choice, what changes -if any- would the stock mechanics need to maintain balance?
  11. Bring some new real world inventions and ideas to KSP... Planes have many different landing gears and I feel that spamming small landing legs is wrong, so maybe we could use some SpaceX like landing legs ideas for larger landers? Draco like engine (with pretty shell that is on Dragon V2) with thrust between 24-77 "Twitch" Liquid Fuel Engine and Mk-55 "Thud" Liquid Fuel Engine, because there is huge gap between those engines. This engine would be very useful for development of medium weight landers/crafts. Anyone heard about this huge airship? It could be fun to have those in KSP, with ability to hover on few kilometres above land or sea... It is 1.2 version of KSP and still no pressurised rover cabin... guys it is wrong! Since we have water pressure, can we have proper submarines parts? That would allow to submerge just like in real world? Also jet engine for sea ships or submarines doesn't look good Kerbals should have at least one oil ring, barge or some ship on the planet... so we could use it as landing pad. In carrier mode recovering craft from this spot could be cheap, but not as cheap as recovering it from KSC. We could also use some very large structural parts, some of them could be flat as barge landing pad. Ramps... this is not new technology, so why we still have no simple ramps? Another not new technology, but still not available for Kerbals... tracks. Planet could be covered with few railroads, Russians use them to transport their Soyuz? So why we can't use it to transport our rockets or planes on different parts of planet? We would also need special wheels that would stick on tracks. Life Support: I've read few ideas about life support and almost everywhere people were afraid that this would make game too much repeatable. In 1.2 I can see "hibernate" option for probes, maybe we could have hibernation option for Kerbals? So once we are focused on other missions our space station/base is draining less resources that on normal use. It could require additional part, something like "hibernation compartment". Once kerbals are in hibernation they should lose all experience, but not permanently, they would recover it slowly once you awake them. After being awake recovery of experience points should be slow and take day or two. Also making kerbals uncontrollable for some time after being awake should force players to plan ahead and do not use hibernation for every time they are going to manage super short missions elsewhere.
  12. Hello. I have been working on a simple life support mod and I was wondering, how much EC should a Kerbal consume while on EVA per minute? How much should they store? I am looking for something slightly realistic. The mod will only use EC as it is a no part-very simple life support mod. Thanks, Benji13.
  13. After completing a pretty successful (So far, we'll see how the return goes :/) interplanetary mission with USI Life Support and UKS, (Partially based on SpaceX's Interplanetary Transport System) I decided to post a few things that are in my mind pretty much essential for a successful mission. Lower the consumption rate. This one is not completely necessary, but it's a good idea if it's you first time or, you've had trouble in the past. I did it, and my justification for it is that by default a Kerbal consumes 16.2 kg of supplies per day, whereas a human consumes about 3 kg of food and water per day. That seems a bit excessive. I know that they include water for bathing, and other things, but I think they would be able to clean the water and re-purpose it if they were sending Kerbals into space. This can be done by going into the USI Life Support Settings.cfg and changing SupplyAmount (and WasteAmount respectively). I changed it to 0.0025, but it's up to you. Also, if you are using UKS then you need to do this in USI-LS.cfg. On that note: Use UKS. Believe me, this is a game changer. Using UKS, you have access to inflatable modules, which means you don't have to launch all these crazy shaped structures and land them, just to have a semi good looking base. Other than that, it will give so many more features to your base, allowing you to eventually turn it into a whole colony. Plan ahead. This is a big one, and it's straightforward. This can vary from an intricate spreadsheet, to just making sure in the VAB that you're sending enough supplies. On top of Supplies, make sure that you're vessels can do everything that you need them to do. Multiple launches. This may be annoying, but sometimes it's the only way to go. My mission had 4 vehicles that landed on the surface before the crew even got into space: A habitation module, A greenhouse/storage module, a huge lander with a crap ton of supplies, and an ore processor to make fuel. Make it pretty. This is not necessary, but it will make your base more awesome. If you do these things than you might have something like (or probably better) than this:
  14. Currently in the new Devnotes Thursday, there is a debate going on about the addition of life support to stock. There are some very good points, and if you want to check it out, go ahead. But this is about that too. I have one question to ask. Should Life Support be stock?
  15. This thread has been superseded by a new release thread from JPLRepo: Find it here Thunder Aerospace Corporation Life Support (TACLS) update and development Mod License: Attribution-NonCommercial-ShareAlike 3.0 Creative Commons License TACLS originally by Taranis Elsu TAC Life Support is under new management in conjunction with the Realism Overhaul team! We are glad for the opportunity to keep this great mod alive. We are also very grateful to @TaranisElsu for creating TAC Life Support. Our hats are off to him. What is TACLS? TAC Life Support is a mod which adds food, water, oxygen, and electric charge as requirements for survival in space. Go without support for too long, and your Kerbals die a non-fiery death! Included are parts with storage for food, water, oxygen, waste products, as well as some recyclers for oxygen and water. It does not include support for growing food, but there are many mods which play well with TACLS to provide this functionality. It also integrates well into Realism Overhaul! No pics right now, but they'll be posted soon! SUPPORT REQUESTS - PLEASE READ I've been noticing two different kinds of support requests. The first kind involves errors (buttons don't work, kerbals don't die like the kerbals they are, parts aren't available in editor, and so on). This is the kind we like to solve and help you get past. Please include detailed descriptions of the issue, screenshots, logs, mods installed, and so on, and we'll get it straightened out. The second kind is less concrete and involves requests for assurance that this mod works. It works. If you're unsure about how it works, make a new sandbox save and kill kerbals to your heart's content there. Any additional posts of the "I'm afraid to try this" variety will be referred back to this OP. Installation and Dependencies Please delete any previous installations of GameData/ThunderAerospace/TacLifeSupport before installing this. Module Manager and Community Resource Pack are both required dependencies. They are included in the download for your convenience. DOWNLOAD v0.12.2 Source Changelog: Development Planning Thread
  16. When is TAC Life Support going to be available for 1.1.2? Link discussions about it if there are any.
  17. Hey guys. I've been looking at some life support mods and I was wondering if there where any with only Oxygen with 1 or 2 tanks and some sort of way to produce it for stations. I don't want too many parts. If there is a mod that has more than that (like food, waste, CO2) that I could modify, that would be fine. Thanks in advance.
  18. Sorry if this question was posted before, couldnt find anything like this. I love Kerbalism, the real time simulation that calculates every ships resources, food, oxygen in the background. But I just cant play without RemoteTech. So my question: Is there anything I can do to make a system that work like the combination of the two mods above?
  19. This is a request to all life support (USI, TAC, Snacks) to change the way they are. Reasons: Kerbals are green. Green implies photosynthesis. This means they should use water, sunlight, and CO2, and Oxygen (for cellular respiration) Biproducts are a water (from cellular respiration), and Oxygen. So basically all Kerbals need to survive is sunlight. Just look up the process of photosynthesis if you want to know why it would be an infinite cycle.
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