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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021


JPLRepo

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I might be missing something, but the Carbon extractor and the Water Purifier are producing less than it tells in description.

I haven't checked the bigger ones, but the small ones are only converting at about 1% of the stated rate.

Fresh Install with only TacLS and its dependencies and Mechjeb2. Craft with no crew, water and oxygen tank, small Water Purifier and Carbon extractor, EC, and the storage of the converters full with CO2 and Waste Water. On Launchpad activate the Converters and warp for a day. 1.13 Oxygen and 0.01 water created - there should be a hundred times that.

Am I missing something?

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5 hours ago, r3fe said:

I might be missing something, but the Carbon extractor and the Water Purifier are producing less than it tells in description.

I haven't checked the bigger ones, but the small ones are only converting at about 1% of the stated rate.

Fresh Install with only TacLS and its dependencies and Mechjeb2. Craft with no crew, water and oxygen tank, small Water Purifier and Carbon extractor, EC, and the storage of the converters full with CO2 and Waste Water. On Launchpad activate the Converters and warp for a day. 1.13 Oxygen and 0.01 water created - there should be a hundred times that.

Am I missing something?

Welcome to the forums. I see the same thing. You need an engineer, or just comment out the specialist stuff at the bottom of the file if you don't want to mess with that.

@JPLRepo this was nerfed about a month ago. Don't the new numbers equate to 1% efficiency with no specialist, and with a specialist an additional 5% for each star?

SpecialistEfficiencyFactor = 0.05

SpecialistBonusBase = 0.01

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On 1/10/2017 at 2:32 AM, JPLRepo said:


Wouldn't say that either. What I'm saying is unless someone can give me a reliable reproduction steps. I can't reproduce it and debug it.
The steps you gave me I have tried and I did not get an issue. That is not to say there isn't an issue. It could be there are other factors that you are doing that you having told me....

I have the same problem.  I just accepted a rescue and recover mission and it immediately indicated that the piece needing rescue ran out of life support.  I was not flying any ship, I was still in the mission control room.  Sadly I have quite a few mods and I don't know how to force rescue contracts to attempt to recreate the issue.  Any suggestions?  How do I output a log file for you since this didn't cause a crash?

TAC LS is up to date.  As are all of my other mods, other than Precise Node which is the latest version but hasn't had the version file updated.

A bunch of aborted contracts later and I can determine that it only seems to occur on rescue and recover contracts titled "Recover so and so and his/her craft/debris".  Regular rescue contracts don't load life support until after you get within physics range of the derelict.  I don't recall seeing these missions in my stock playthroughs and I'm not sure which mod adds them.

Modlist:

Likely Culprits:

USI Konstruction, Freight Transport, Malemute, Exploration, Survivability, Sounding Rockets

CxAerospace

DMagic Orbital Science

Extraplanetary Launchpads

Infernal Robotics

Modular Rocket Systems

REKT Escape Pods

Station Parts Expansion

Station Science

Soylent

Universal Storage

Unlikely:

TAC-LS

Asteroid Day

CactEye

Community Tech Tree

Impact

Interstellar Fuel Switch

KIS/KAS

KER

KerbalHacks Wrapper Tanks

KerBalloons

HyperEdit

Kerbtrotter Feline Utility Rover

MechJeb

Mk1 Cabin Hatch

NanoKube (I edited this one for 1.2.2 but it only adds parts and sciencedefs)

Docking Port Alignment Indicator

Final Frontier Badges

Orbital Tug (A dev/helpful modder version but only part files are added so it's not adding the missions)

Planetary Base Inc

Precise Node

RealChute

Deep Freeze

US/Soviet Solar Panels (Updated by me again, but it only adds solar panel parts)

ScanSat

SETI Greenhouse

Trajectories

KAC

TweakScale

Edited by overkill13
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1 hour ago, overkill13 said:

I have the same problem.  I just accepted a rescue and recover mission and it immediately indicated that the piece needing rescue ran out of life support.  I was not flying any ship, I was still in the mission control room.  Sadly I have quite a few mods and I don't know how to force rescue contracts to attempt to recreate the issue.  Any suggestions?  How do I output a log file for you since this didn't cause a crash?

TAC LS is up to date.  As are all of my other mods, other than Precise Node which is the latest version but hasn't had the version file updated.

A bunch of aborted contracts later and I can determine that it only seems to occur on rescue and recover contracts titled "Recover so and so and his/her craft/debris".  Regular rescue contracts don't load life support until after you get within physics range of the derelict.  I don't recall seeing these missions in my stock playthroughs and I'm not sure which mod adds them.

Modlist:

Likely Culprits:

USI Konstruction, Freight Transport, Malemute, Exploration, Survivability, Sounding Rockets

CxAerospace

DMagic Orbital Science

Extraplanetary Launchpads

Infernal Robotics

Modular Rocket Systems

REKT Escape Pods

Station Parts Expansion

Station Science

Soylent

Universal Storage

Unlikely:

TAC-LS

Asteroid Day

CactEye

Community Tech Tree

Impact

Interstellar Fuel Switch

KIS/KAS

KER

KerbalHacks Wrapper Tanks

KerBalloons

HyperEdit

Kerbtrotter Feline Utility Rover

MechJeb

Mk1 Cabin Hatch

NanoKube (I edited this one for 1.2.2 but it only adds parts and sciencedefs)

Docking Port Alignment Indicator

Final Frontier Badges

Orbital Tug (A dev/helpful modder version but only part files are added so it's not adding the missions)

Planetary Base Inc

Precise Node

RealChute

Deep Freeze

US/Soviet Solar Panels (Updated by me again, but it only adds solar panel parts)

ScanSat

SETI Greenhouse

Trajectories

KAC

TweakScale

Can anyone supply a save file? from before the contract is accepted?

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6 hours ago, Jso said:

Welcome to the forums. I see the same thing. You need an engineer, or just comment out the specialist stuff at the bottom of the file if you don't want to mess with that.

@JPLRepo this was nerfed about a month ago. Don't the new numbers equate to 1% efficiency with no specialist, and with a specialist an additional 5% for each star?

SpecialistEfficiencyFactor = 0.05

SpecialistBonusBase = 0.01

Yes they were nerfed. Probably what is missing here is I neglected to update the part descriptions.
https://github.com/KSP-RO/TacLifeSupport/issues/74
With no specialist (in this case all the TACLS converters now need an Engineer specialist) the base efficiency is 0.05%
With an Engineer that goes up to 10% for a one star.Then +5% for each additional start.
if you don't want the specialist function you can change the part configs to : UseSpecialistBonus = false for the converter parts.

 

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3 hours ago, JPLRepo said:

Yes they were nerfed. Probably what is missing here is I neglected to update the part descriptions.
https://github.com/KSP-RO/TacLifeSupport/issues/74
With no specialist (in this case all the TACLS converters now need an Engineer specialist) the base efficiency is 0.05%
With an Engineer that goes up to 10% for a one star.Then +5% for each additional start.
if you don't want the specialist function you can change the part configs to : UseSpecialistBonus = false for the converter parts.

Wait, so capped at 30% of the old efficiency?

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10 hours ago, JPLRepo said:

Can anyone supply a save file? from before the contract is accepted?

Before accepting the contract

https://drive.google.com/open?id=0B9bTL0WKpN4IMmpMTWpBX3l0bnM

After accepting

https://drive.google.com/open?id=0B9bTL0WKpN4IbFdFNUNTMFBwZjA

Contract titled: Recover Berllian and her scrap from orbit of Kerbin

Accept the contract and leave Mission Control back to the space center overview.  The life support will report exhausted and begin the countdown.

Edited by overkill13
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11 hours ago, damerell said:

Wait, so capped at 30% of the old efficiency?

That doesn't sound right does it.
I must admit to not spending a lot of time looking at it. I'll check it again.
In the meantime you can change the part configs to : UseSpecialistBonus = false for the converter parts.

5 hours ago, overkill13 said:

Before accepting the contract

https://drive.google.com/open?id=0B9bTL0WKpN4IMmpMTWpBX3l0bnM

After accepting

https://drive.google.com/open?id=0B9bTL0WKpN4IbFdFNUNTMFBwZjA

Contract titled: Recover Berllian and her scrap from orbit of Kerbin

Accept the contract and leave Mission Control back to the space center overview.  The life support will report exhausted and begin the countdown.

Thank You. I'll be able to debug it now.

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On 27.1.2017 at 7:23 AM, damerell said:

Wait, so capped at 30% of the old efficiency?

19 hours ago, JPLRepo said:

That doesn't sound right does it.
I must admit to not spending a lot of time looking at it. I'll check it again.
In the meantime you can change the part configs to : UseSpecialistBonus = false for the converter parts.

I did test it in Sandbox. with a Level 5 engineer the Small Carbon Extractor did put out about 37 units of Oxygen, And thats about 30% of what it should be. Since I was on the Launchpad, Bill didn't use any of the Oxygen.

 

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Couple questions.

Has the issue with TAC-LS and Deepfreeze been fixed?  I assume yes since you are maintaining both now, but just to confirm.

Any particular reason the patches only add LS resources to pods with a required pilot?

Also, assuming those rescue and recover contracts are not stock and that the active one will disappear without the correct mod (do contracts work like ships when a part from a mod is removed?), let me know if you want me to start systematically removing mods to find the culprit.

Edited by overkill13
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33 minutes ago, overkill13 said:

Couple questions.

Has the issue with TAC-LS and Deepfreeze been fixed?  I assume yes since you are maintaining both now, but just to confirm.

Any particular reason the patches only add LS resources to pods with a required pilot?

Also, assuming those rescue and recover contracts are not stock and that the active one will disappear without the correct mod (do contracts work like ships when a part from a mod is removed?), let me know if you want me to start systematically removing mods to find the culprit.

What issue with Deepfreeze and TAC LS?

yes I wrote Deepfreeze and now maintaining TACLS.

LS is only added to crewed parts as crew are the only things that consume LS resources. 

The rescue contracts is a bug with knowing which contracts are rescue contracts. It's a stock thing and I have save files that you supplied (thanks)but have not had the time to investigate yet.

On 24 January 2017 at 0:43 PM, tjsnh said:

Question.
From the wiki :


"A greenhouse part that allows growing Food is planned, but is not included yet."

Is it possible to add lines to some existing part to manufacture "food" from "electriccharge" the same way the refinery stuff makes fuel out of ore, or the fuel cells make electricity out of fuel?

Or will this feature need more source to be written into the TAC library?

If the resources are the same ones TAC LS supports then you can. In fact there are other mods that do this already and are linked in the wiki and discussed previously in this thread. That comment about a greenhouse part from the wiki was written by the original author of this mod. I didn't know it was there.

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4 hours ago, JPLRepo said:

What issue with Deepfreeze and TAC LS?

yes I wrote Deepfreeze and now maintaining TACLS.

LS is only added to crewed parts as crew are the only things that consume LS resources. 

The Deepfreeze page makes mention of a known issue with TAC-LS when thawing Kerbals.  I think you mentioned that the original creator of TAC-LS needed to make a change but you hadn't heard from him/her.  The specifics of the issue I wasn't able to determine with a quick lookover some of the posts.

The patch (MM_AddResources) within TAC-LS only adds LS resources to components that BOTH have a crew capacity AND require a pilot.  Hitchhiker, MK1, MK2 and MK3 crew modules located in the utility tab are excluded from this as they have crew capacity but do not require a pilot.  I kinda like it that way, say perhaps crew modules are built for comfort not space exploration so supply your own supplies and power, but I was curious as to why it was the case.

Also the second patch (MM_StockPartChanges) only adds electrical charge to the stock pods.  I moved that code to the AddResources patch so that all my pods from all the mods at least have the basic resources.  Just curious about the choices I guess.

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2 hours ago, overkill13 said:

The Deepfreeze page makes mention of a known issue with TAC-LS when thawing Kerbals.  I think you mentioned that the original creator of TAC-LS needed to make a change but you hadn't heard from him/her.  The specifics of the issue I wasn't able to determine with a quick lookover some of the posts.

The patch (MM_AddResources) within TAC-LS only adds LS resources to components that BOTH have a crew capacity AND require a pilot.  Hitchhiker, MK1, MK2 and MK3 crew modules located in the utility tab are excluded from this as they have crew capacity but do not require a pilot.  I kinda like it that way, say perhaps crew modules are built for comfort not space exploration so supply your own supplies and power, but I was curious as to why it was the case.

Also the second patch (MM_StockPartChanges) only adds electrical charge to the stock pods.  I moved that code to the AddResources patch so that all my pods from all the mods at least have the basic resources.  Just curious about the choices I guess.

Can you tell me where you see that? The OP and download pages do not mention any issue between DeepFreeze and TAC-LS. There was one a while back. But I fixed it some time ago and removed it from the known issues.

For the two MM patch queries.
As to why - that is in time forgot as that was something the original author did.
I think having LS resources including EC only on command pods makes sense.

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Uses:When kerbals are frozen they do not consume life support resources (known issue when thawing Kerbals with TACLS see below). If you don't use life support mods, this mod doesn't really do much, except provide a few cool parts and ability to thaw and freeze kerbals.

That line is included on the front page of the forum post for Deepfreeze as well as Curse, SpaceDock and GitHub.

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58 minutes ago, overkill13 said:

Uses:When kerbals are frozen they do not consume life support resources (known issue when thawing Kerbals with TACLS see below). If you don't use life support mods, this mod doesn't really do much, except provide a few cool parts and ability to thaw and freeze kerbals.

That line is included on the front page of the forum post for Deepfreeze as well as Curse, SpaceDock and GitHub.

Thanks for that. Removed.

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6 hours ago, GrzesiekB said:

Are the waste water tank, waste tank and carbondioxide tanks being removed? I see only combined waste tanks in game. :(

I was sure they existed, but it seems I'm wrong.  There are no files for individual waste tanks in the TAC-LS basic system.  I only have them in Universal Storage and Planetary Base Systems addons.

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I'm running into a serious issue with Kerbal EVAs which I *think* might be resulting from either an error or a conflict with TACLS. Basically, when I send a Kerbal on EVA, I lose all ability to control that Kerbal as well as losing the ability to input game commands through the keyboard (can't let go, re-board, quicksave / load, change to map view, use esc menu, etc), ultimately forcing me to Alt-F4 to force close the game. The reason I think it might be TACLS causing this issue is because I get the following errors when sending a Kerbal on EVA:

-INFO- Tac.LifeSupportModule[FFE45630][213.32]: OnAwake
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

-INFO- Tac.LifeSupportController[FFE6724E][213.32]: Vessel situation change
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Input is null for field 'initialName' in config node 'MODULE'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at BaseFieldList.Save(.ConfigNode node)
   at PartModule.Save(.ConfigNode node)
   at ProtoPartModuleSnapshot..ctor(.PartModule module)
   at ProtoPartSnapshot..ctor(.Part PartRef, .ProtoVessel protoVessel)
   at ProtoVessel..ctor(.Vessel VesselRef)
   at ContractConfigurator.Extensions+<GetHashes>d__5.MoveNext()
   at ContractConfigurator.Parameters.VesselParameter.OnVesselCreate(.Vessel vessel)
   at EventData`1[[Vessel, Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].Fire(.Vessel data)
   at Vessel.Initialize(Boolean fromShipAssembly)
   at FlightEVA.onGoForEVA()
   at FlightEVA.spawnEVA(.ProtoCrewMember pCrew, .Part fromPart, UnityEngine.Transform fromAirlock, Boolean tryAllHatches)
   at FlightEVA.SpawnEVA(.Kerbal crew)
   at KSP.UI.Screens.Flight.KerbalPortrait.ClickEVA()
   at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args)
   at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

2/2/2017 4:28:00 PM,AmpYear,OnVesselCreate
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

RemoteTech: SatelliteManager: OnVesselCreate(00000000-0000-0000-0000-000000000000, )
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

-INFO- Tac.LifeSupportController[FFE6724E][213.32]: Vessel Modified:  (00000000-0000-0000-0000-000000000000)
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Input is null for field 'initialName' in config node 'MODULE'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at BaseFieldList.Save(.ConfigNode node)
   at PartModule.Save(.ConfigNode node)
   at ProtoPartModuleSnapshot..ctor(.PartModule module)
   at ProtoPartSnapshot..ctor(.Part PartRef, .ProtoVessel protoVessel)
   at ProtoVessel..ctor(.Vessel VesselRef)
   at Vessel.Initialize(Boolean fromShipAssembly)
   at FlightEVA.onGoForEVA()
   at FlightEVA.spawnEVA(.ProtoCrewMember pCrew, .Part fromPart, UnityEngine.Transform fromAirlock, Boolean tryAllHatches)
   at FlightEVA.SpawnEVA(.Kerbal crew)
   at KSP.UI.Screens.Flight.KerbalPortrait.ClickEVA()
   at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args)
   at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

FF: kerbal status change: Valentina Kerman from Assigned to Available at time 55293494.4518729
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Here is the output_log.txt.

Thanks.

Edited by SpacedInvader
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12 hours ago, SpacedInvader said:

I'm running into a serious issue with Kerbal EVAs which I *think* might be resulting from either an error or a conflict with TACLS. Basically, when I send a Kerbal on EVA, I lose all ability to control that Kerbal as well as losing the ability to input game commands through the keyboard (can't let go, re-board, quicksave / load, change to map view, use esc menu, etc), ultimately forcing me to Alt-F4 to force close the game. The reason I think it might be TACLS causing this issue is because I get the following errors when sending a Kerbal on EVA:


-INFO- Tac.LifeSupportModule[FFE45630][213.32]: OnAwake
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

-INFO- Tac.LifeSupportController[FFE6724E][213.32]: Vessel situation change
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Input is null for field 'initialName' in config node 'MODULE'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at BaseFieldList.Save(.ConfigNode node)
   at PartModule.Save(.ConfigNode node)
   at ProtoPartModuleSnapshot..ctor(.PartModule module)
   at ProtoPartSnapshot..ctor(.Part PartRef, .ProtoVessel protoVessel)
   at ProtoVessel..ctor(.Vessel VesselRef)
   at ContractConfigurator.Extensions+<GetHashes>d__5.MoveNext()
   at ContractConfigurator.Parameters.VesselParameter.OnVesselCreate(.Vessel vessel)
   at EventData`1[[Vessel, Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].Fire(.Vessel data)
   at Vessel.Initialize(Boolean fromShipAssembly)
   at FlightEVA.onGoForEVA()
   at FlightEVA.spawnEVA(.ProtoCrewMember pCrew, .Part fromPart, UnityEngine.Transform fromAirlock, Boolean tryAllHatches)
   at FlightEVA.SpawnEVA(.Kerbal crew)
   at KSP.UI.Screens.Flight.KerbalPortrait.ClickEVA()
   at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args)
   at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

2/2/2017 4:28:00 PM,AmpYear,OnVesselCreate
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

RemoteTech: SatelliteManager: OnVesselCreate(00000000-0000-0000-0000-000000000000, )
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

-INFO- Tac.LifeSupportController[FFE6724E][213.32]: Vessel Modified:  (00000000-0000-0000-0000-000000000000)
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Input is null for field 'initialName' in config node 'MODULE'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at BaseFieldList.Save(.ConfigNode node)
   at PartModule.Save(.ConfigNode node)
   at ProtoPartModuleSnapshot..ctor(.PartModule module)
   at ProtoPartSnapshot..ctor(.Part PartRef, .ProtoVessel protoVessel)
   at ProtoVessel..ctor(.Vessel VesselRef)
   at Vessel.Initialize(Boolean fromShipAssembly)
   at FlightEVA.onGoForEVA()
   at FlightEVA.spawnEVA(.ProtoCrewMember pCrew, .Part fromPart, UnityEngine.Transform fromAirlock, Boolean tryAllHatches)
   at FlightEVA.SpawnEVA(.Kerbal crew)
   at KSP.UI.Screens.Flight.KerbalPortrait.ClickEVA()
   at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args)
   at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

FF: kerbal status change: Valentina Kerman from Assigned to Available at time 55293494.4518729
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Here is the output_log.txt.

Thanks.

Yeah so I'm not sure why you think this is anything to do with TAC LS? Because of the info msg above the error? It's not related. The stack trace is indicating something is broken in the KerbalEVA part module or a module attached to the kerbal vessel (yes kerbals on Eva are vessels) Given the gigantic list of mods you have and the fact no one else has reported this on this thread I'd be thinking it's another mod. But I have been wrong. as its late here and I can't even open the log properly on my phone I'd suggest you start trying to narrow the field of mods you have installed to find the culprit. Copy your install. Remove TAC LS, start a new game and repeat the steps to see if it still occurs. Let me know if with all those other mods but no TAC LS installed if it doesn't occur any more. Otherwise it's one of all those other mods you have installed. Half the number of mods installed and keep trying until you find the culprit.

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On 2/1/2017 at 0:46 PM, overkill13 said:

I was sure they existed, but it seems I'm wrong.  There are no files for individual waste tanks in the TAC-LS basic system.  I only have them in Universal Storage and Planetary Base Systems addons.

 

On 2/1/2017 at 6:03 AM, GrzesiekB said:

Are the waste water tank, waste tank and carbondioxide tanks being removed? I see only combined waste tanks in game. :(

I believe the individual waste tanks were removed some time ago before I took over maintenance of the mod.
I *think* about the time the current textures were done, but I could be wrong.

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On 1/27/2017 at 5:23 PM, damerell said:

Wait, so capped at 30% of the old efficiency?

Try setting the following values and let me know if that seems right (sorry but just struggling to find the time to test things myself):
 

UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.5
SpecialistBonusBase = 1
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1	

 

On 1/27/2017 at 11:46 PM, overkill13 said:

Before accepting the contract

https://drive.google.com/open?id=0B9bTL0WKpN4IMmpMTWpBX3l0bnM

After accepting

https://drive.google.com/open?id=0B9bTL0WKpN4IbFdFNUNTMFBwZjA

Contract titled: Recover Berllian and her scrap from orbit of Kerbin

Accept the contract and leave Mission Control back to the space center overview.  The life support will report exhausted and begin the countdown.

and I've confirmed that I have a fix for this issue. Thanks for the save files that saved me a bunch of time.
Once someone can confirm the converter values seem more reasonable (as per prev) I can do an update.

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On 2/3/2017 at 4:12 AM, JPLRepo said:

Yeah so I'm not sure why you think this is anything to do with TAC LS? Because of the info msg above the error? It's not related. The stack trace is indicating something is broken in the KerbalEVA part module or a module attached to the kerbal vessel (yes kerbals on Eva are vessels) Given the gigantic list of mods you have and the fact no one else has reported this on this thread I'd be thinking it's another mod. But I have been wrong. as its late here and I can't even open the log properly on my phone I'd suggest you start trying to narrow the field of mods you have installed to find the culprit. Copy your install. Remove TAC LS, start a new game and repeat the steps to see if it still occurs. Let me know if with all those other mods but no TAC LS installed if it doesn't occur any more. Otherwise it's one of all those other mods you have installed. Half the number of mods installed and keep trying until you find the culprit.

The assumption comes from the fact that most, if not all, times in the past, errors in the log have been generally related to the lines immediately preceding them. I will spend time this weekend verifying as you've suggested.

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On 1/27/2017 at 8:20 PM, JPLRepo said:

 

On 1/27/2017 at 8:23 AM, damerell said:

Wait, so capped at 30% of the old efficiency?

That doesn't sound right does it.
I must admit to not spending a lot of time looking at it. I'll check it again.
In the meantime you can change the part configs to : UseSpecialistBonus = false for the converter parts.

 

@JPLRepo I just tested UseSpecialistBonus = false and it works like a charm (that is, you get what seems to be the "intended" efficiency out of the converters). A few notes while I was in there:

  1. Recycler_CarbonExtractorLarge375, Recycler_WaterPurifierLarge375 and Recycler_SabatierCarbonRecyclerLarge375 have the wrong conversionRate / mass ratio, which seems to be 6.375. All these 3.75m parts have conversionRate / mass = ~4.3.
  2. Beyond the conversionRate / mass ratio, the actual mass of the the converters scales rather strangely across 1.25m / 2.5m / 3.75m. What's the assumption here for scaling?
  3. Regarding the updates for the part descriptions, wording it as "supports up to N Kerbals, with an efficiency multiplier of X" sounds incomplete, since the converters just work all the time with their , and you get more or less of a multiplier depending on how many Kerbals you have on board. Perhaps it could be updated to something like: "At full efficiency, with N or less Kerbals, your [resource] will last X times as much. With more Kerbals, your mileage may vary, but it's definitely worse.". N is the number where the number when the waste product output of those Kerbals equals the INPUT_RESOURCE * conversionRate of the converter.
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16 hours ago, entropy-- said:

Regarding the updates for the part descriptions, wording it as "supports up to N Kerbals, with an efficiency multiplier of X" sounds incomplete, since the converters just work all the time with their , and you get more or less of a multiplier depending on how many Kerbals you have on board. Perhaps it could be updated to something like: "At full efficiency, with N or less Kerbals, your [resource] will last X times as much. With more Kerbals, your mileage may vary, but it's definitely worse.". N is the number where the number when the waste product output of those Kerbals equals the INPUT_RESOURCE * conversionRate of the converter.

"With more Kerbals, your mileage may vary, but it's definitely worse" is frankly gibberish, and I don't see what's wrong with the original statement. "Supports up to N kerbals"; the converter can keep up with the CO2 (etc) generation from up to N kerbals. That seems entirely clear to me.

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