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Question seems to get asked relatively often after each update but has anyone tried and tested any greenhouse mod for TAC which is compatible with 1.3. Old posts in the TACLS mod forum suggests a couple, but they seem to still be for 1.2.x. Do any if these still work in anyone's experience? Asked in this forum as TACLS forum page is, well, for TACLS not these other mods. Cheers XrayLima
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. ----------------------------------------------
This thread has been superseded by a new release thread from JPLRepo: Find it here Thunder Aerospace Corporation Life Support (TACLS) update and development Mod License: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
I am working on a mission to Mars in RSS/RO. My planned mission architecture is most similar to Mars Direct. http://www.marspapers.org/papers/Zubrin_1991.pdf I am aiming to perform each mission using 2 SLS-like launchers. The primary hurdles I have found to carrying this out are the Mars Entry, Decent, and Landing (EDL) and in-situ resource utilization (ISRU) production and storage. Both of these challenges break down into a number of separate issues, most of which I have made at least a cursory attempt to resolve. I intend to lay out each of those challenges and note down my solutions to them as they are resolved. I also plan to store and organize a number of documents pertaining to these challenges here. At first, I will be focus on the workings of the craft that will land unmanned, fill its tanks using fuel made on Mars, and fly back to Earth with a crew. This craft is similar to the MAV as seen in 'The Martian', except it is expected to go all the way from Mars' surface to Earth. A: Mars EDL (Entry, Decent, and Landing): Lifting entry body design Propulsive final decent Possible HAID/Ballute usage Direct entry Site targeting: FAR, Mechjeb & Trajactories? So, I plan to leaf each of these out at a later time, but for now I will lay out the basics. My craft will be 30-60T when it reaches Mars. Some of that will make up the bus for powering and controlling the craft between the Trans-Mars Injection (TMI) and this point. To save on mass, I intend to enter the atmosphere directly from this trajectory, rather than braking into Mars orbit first. Most of my tests have been performed with a decent from Mars orbit, but I have performed some as well from this trajectory (thanks Hyperedit!) By offsetting the payload mass slightly and leading with a heat shield (not at max ablator capacity) I will be able to generate some lift, allowing the craft to slow down before entering propulsive decent. I have had success in achieving an L/D factor of 0.15 - 0.35 with this method. I expect fitting my final craft into a shape that can fit on this shield will be quite challenging. I predict that targetting will be the greatest challenge. I may need to learn and use kOs in order to accomplish 2 landings within 100m of each other I have performed some tests using the ballute from Inline Ballutes by riocrokite. I have found them to be quite functional, but further testing is required to see what value they might provide above that of just a blunt lifting body. I found found a few very useful and interesting videos on this topic, including this one from a Langley Research Centre presentation on Mars Entry, Descent and Landing with Humans. B: Mars ISRU (In-Situ Resource Utilization): Feedstock - LH2 from Earth, CO2 from Mars' atmosphere Conversion - Sabatier & RWGS Storage - Tanking & Cryogenic Cooling Energy - Radioisotope thermoelectric generator (RTG) There are many pathways to produce rocket fuels by leveraging native martian resources. A few of those paths are detailed in this paper by Pioneer Astro. I have added some parts to the RealISRU mod to represent the RWGS pathway as shown on page 15 of this document. To produce 1 tonne of methane & liquid oxygen (LO2) fuel per day will require a 375 kW power source. I currently plan to use a RTG to generate this energy, but I have yet to find a source for what such a large RTG would weigh. In this process, liquid hydrogen is brought from Earth to be used as feedstock for methane (LCH4) fuel. The hydrogen could potentially be sourced from local martian water, but I don't plan to add that functionality to RealISRU right now. My understanding is that substantial amounts of water would need to be taken from the ground, which would further require a ground distribution map of this resource on Mars. My intended fuel path could be carried out from any landing site, regardless of the availability of ground resources. My greatest challenge at the moment is the tanking and cryogenic cooling of fuel produced. Due to liquid hydrogen's (LH2) low density, it takes a not insubstantial amount of tank volume to bring enough LH2 to Mars The required hydrogen doesn't have a great deal of mass, but the additional tanks required to bring it might. To combat this, Pioneer Astro suggests that some tanks be used to carry LH2 from Earth, and then later be filled with LO2 or LCH4 as fuel is produced and LH2 is consumed. Currently, RealFuel tanks do not support changing the contents while in flight. Secondly, the stock thermal system & radiators appear unable to chill fuels to their cryogenic point. LO2 boils at 90.2K and LCH4 boils at 111.7K, LH2 at 20.3K. HeatPump appears capable of providing cooling, but so far I can only get it to chill tanks when the radiators are surface attached. Starwaster mentioned that it is capable of cooling a non-surface attached part, but it sounded like it would be a targeted part, and not the dozen or so RealFuel tanks I intend to use in the craft. When I setup the RealISRU parts I disabled boiloff for the realfuel tanks. In case you want to do something similar, by setting this value to 190 or something, I will be disabling LOX boiloff on that specific tank as long as the ambient temperature is below 190K. Example. Since the point of this project is to research the real life challenges of a human Mars mission and utilize realistic and probable solutions, I choose not to continue wasting time right now fighting with the issues of both stock and HeatPump radiators. Update March 9th: My RealISRU parts are live! Working nicely (with boiloff disabled) and a test craft made from stock/RO and procParts. Feel free to use it and create your own improved craft and mission profiles: https://github.com/jbengtson/RealISRU