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


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Question.  Is TAC - Life Support v0.15.0 supported with KSP 1.10.1 or is a new release planned for it.  If 0.15.0 is supported with KSP 1.10.1, then can I use the 1.10.1 version of Kerbal Planetary Base System (1.6.12) with the CommunityResourcePack and CommunityCategoryKit that comes with KPBS 1.6.12?

 

 

Edited by histalonia
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Walking EVA on Mun I see:

-INFO- Tac.LifeSupportController[FFEA38D2][172.42]: Vessel situation change

Repeating with every step taken.
Granted the Kerbal is briefly leaving the surface, but do we really need to log this multiple times per second? Pretty sure it's at least part of what's hammering performance in this situation....

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I have seen others here post problems with Kopernicus causing craft to run out of EC.  I found a partial solution that I found elsewhere and I wanted to share it here.

Disclaimer:  Entering High timewarp (>x1,000) will still kill Kerbals on loaded craft.  

What this fix did for me, was it made solar panels work for non-loaded craft, even at high time warps (though I have not tested extensively).

Paste this into a .cfg file in your GameData folder:

@PART:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL
{
    useKopernicusSolarPanels = False
}

Source:

https://forum.kerbalspaceprogram.com/index.php?/topic/194936-191-kopernicus-continued/&do=findComment&comment=3841496

My KSP version and mods:

Spoiler

KSP 1.9.1.2788

Principia (galois)

Background Resources (BackgroundResources 1:V0.15.0.0)
Breaking Ground (BreakingGround-DLC 1.4.1)
Community Resource Pack (CommunityResourcePack 1.3.0.0)
Kopernicus Planetary System Modifier (Kopernicus 2:release-1.9.1-2)
KSC Switcher (KSCSwitcher v1.8.0.0)
Making History (MakingHistory-DLC 1.9.1)
ModularFlightIntegrator (ModularFlightIntegrator 1.2.7.0)
Module Manager (ModuleManager 4.1.4)
Real Solar System (RealSolarSystem v18.1.3)
Real Solar System Textures - 8192 x 4096 (RSSTextures8192 v18.3)
RSS DateTime Formatter (RSSDateTimeFormatter 1.6.1.0)
SMURFF (SMURFF 1.9.1)
TAC Life Support (TACLS) (TACLS 1:V0.15.0.0)

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On 9/13/2020 at 12:40 AM, histalonia said:

Question.  Is TAC - Life Support v0.15.0 supported with KSP 1.10.1 or is a new release planned for it.  If 0.15.0 is supported with KSP 1.10.1, then can I use the 1.10.1 version of Kerbal Planetary Base System (1.6.12) with the CommunityResourcePack and CommunityCategoryKit that comes with KPBS 1.6.12?

 

 

No it's not. I'm working on an update.

Hopefully not too much longer. (TM)

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  • 3 weeks later...

I've been using the greenhouse modules from Nertea's Space Station parts mod, alongside TAC-LS.  They work fine, but I noticed they have in their description that they require "Minerals: 0.00/day".  They also have storage for Minerals.  But they don't seem to need any to function, and don't use any if present?  Any thoughts?

 

Thanks

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  • 2 weeks later...

V0.16.0 published for KSP 1.10.x

  • Re-compile for KSP 1.10.x.
  • Background resources can now track any mod part that uses stock resource converters to generate EC. This can be turned on via the Difficulty Settings (off by default).
  • Fixed potential null reference errors on solar banels in background resources if the solar panel is missing transform definitions.
  • Removed "Vessel situation change" log spam.
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Hi,

I'm having the same issue with electricity running out on timewarp.

I've tried using both stock and nonstock panels but the problem persists

Ive also ensured positive charge when moving back to KSP or another ship before i leave the affected ship but the problem still presents.  

It appears as though installing Kopernicus (latest version on CKAN) is what creates the problem.  I had all the mods attached except Kopernicus and panels were charging on timewarp.  After installing Kopernicus problem started..

Save File https://www.dropbox.com/sh/2fg0qstjdn5u8i7/AABppdj9UbxW5zLzqF5DcyG1a?dl=0

Logs https://www.dropbox.com/s/4wh9ywytydjkcx7/KSP.log?dl=0

Mods https://www.dropbox.com/s/0xm5g8cs010n1l2/KSP 1.9.1 Mods.PNG?dl=0

 

Any help appreciated

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1 hour ago, jebalicious said:

Hi,

I'm having the same issue with electricity running out on timewarp.

I've tried using both stock and nonstock panels but the problem persists

Ive also ensured positive charge when moving back to KSP or another ship before i leave the affected ship but the problem still presents.  

It appears as though installing Kopernicus (latest version on CKAN) is what creates the problem.  I had all the mods attached except Kopernicus and panels were charging on timewarp.  After installing Kopernicus problem started..

Save File https://www.dropbox.com/sh/2fg0qstjdn5u8i7/AABppdj9UbxW5zLzqF5DcyG1a?dl=0

Logs https://www.dropbox.com/s/4wh9ywytydjkcx7/KSP.log?dl=0

Mods https://www.dropbox.com/s/0xm5g8cs010n1l2/KSP 1.9.1 Mods.PNG?dl=0

 

Any help appreciated

Yep so I see lots of these:

EXC 07:57:23.599] NullReferenceException: Object reference not set to an instance of an object
	BackgroundResources.SolarPanel.ProcessHandler () (at <5091cf6c7dfe48e7ad95ce0493f04787>:0)
	BackgroundResources.UnloadedResources.ProcessInterestedModules (BackgroundResources.InterestedVessel vessel) (at <5091cf6c7dfe48e7ad95ce0493f04787>:0)
	BackgroundResources.UnloadedResources.FixedUpdate () (at <5091cf6c7dfe48e7ad95ce0493f04787>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

What's that? a bug in Background Processing code that I have fixed in V0.16 for KSP 1.10.x
Doesn't help you running on KSP 1.9.x and TAC 0.15.

But the good news it's fixed for the latest version.
What can you do still on 1.9 and 0.15?
Move forward into the light of KSP 1.10. :P (Yes I know it's not that simple). It's a joke.
About all you can do if you are using solar panel parts that are affected by this bug, Turn OFF background processing in the difficulty settings and just live without it for KSP 1.9.

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Thanks for your time JPL.  Okay well i went back to basics, installed the latest Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 42 with KSP 10.1 and minimal mods and still getting the same problem.

Mods https://www.dropbox.com/s/noylam7tgfx500m/KSP 1.10.1 Mods.PNG?dl=0

Savefile https://www.dropbox.com/sh/cjooj8ipnxbc1km/AADHL9ajXtaKyGpEeoGG3YwEa?dl=0

Logs https://www.dropbox.com/s/xiu1vbaj7mguogj/KSP.log?dl=0

Not really sure where to go now.

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hey there. i just got this mod and am having a fun time learning it.

quick question though: i just went on my first mission which was to stay in orbit for 12 days. i threw in a single life support hex can and blasted off. i began to fast forward in time after i was in orbit, when all the sudden i got a message saying my Kerbal died of air toxicity :( why did this happen?

i read the instructions thoroughly before use and it says:

  • Filling up with waste resources (Carbon Dioxide, Waste, Waste Water) has no effect. Any excess is dumped overboard, and you lose the opportunity to convert them back into good resources.

This conflicts with my dead Kerbal's understanding of how it all works. Thanks for any help!

Edited by dresoccer4
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I know this would be a minor detail, but... if i were to like run out of energy like 1.5km above the surface of Kerbin, and i wanted to check a setting inflight, i cant change settings, and it doesnt show them. it would be a litle nice if it were to show the settings, but the sliders cant be moved because if being in flight. or just show the settings and not the sliders? hmmm

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On 10/7/2020 at 9:25 AM, eatU4myT said:

I've been using the greenhouse modules from Nertea's Space Station parts mod, alongside TAC-LS.  They work fine, but I noticed they have in their description that they require "Minerals: 0.00/day".  They also have storage for Minerals.  But they don't seem to need any to function, and don't use any if present?  Any thoughts?

 

Thanks

Sorry to self-reference, but after reading around it seems as though this is definitely not working as intended, and I'm wondering what I've got wrong. Don't want to end up at Duna before finding out I'm missing something crucial! :rolleyes: Anyone know how it should look?

Thanks

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On 10/19/2020 at 10:14 PM, dresoccer4 said:

hey there. i just got this mod and am having a fun time learning it.

quick question though: i just went on my first mission which was to stay in orbit for 12 days. i threw in a single life support hex can and blasted off. i began to fast forward in time after i was in orbit, when all the sudden i got a message saying my Kerbal died of air toxicity :( why did this happen?

i read the instructions thoroughly before use and it says:

  • Filling up with waste resources (Carbon Dioxide, Waste, Waste Water) has no effect. Any excess is dumped overboard, and you lose the opportunity to convert them back into good resources.

This conflicts with my dead Kerbal's understanding of how it all works. Thanks for any help!

bumpin' my question. Will excess waste kill you?

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On 10/25/2020 at 2:09 AM, dresoccer4 said:

bumpin' my question. Will excess waste kill you?

I'm not the expert, as you can see from my question above yours, but my experience so far is that no, excess waste won't kill you. The only ill effect you suffer is that you loose the option to recycle that waste back into something useful.

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8 minutes ago, eatU4myT said:

I'm not the expert, as you can see from my question above yours, but my experience so far is that no, excess waste won't kill you. The only ill effect you suffer is that you loose the option to recycle that waste back into something useful.

that's what I thought...until my kerbal died of air toxicity from the co2 bar filling up
what the heck

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Ok... hmm.. So, a rescue contract had a kerbal in lko, and when i went to the pod, i realized there was nothing i could do since the pod had no hatch, and i set it so kerbals hibernate, and when i went to rescue, the kerbal was still hibernating, but could somehow crew transfer, and i recovered the craft. and now..... theyre a tourist and on the tac life support tab, it says they arent hibernating

Edited by JcoolTheShipbuilder
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10 hours ago, dresoccer4 said:

that's what I thought...until my kerbal died of air toxicity from the co2 bar filling up
what the heck

Unless something has changed, "Air Toxicity" is what happens when you run out of EC. It has nothing to do with excess CO2

 

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15 hours ago, eightiesboi said:

Unless something has changed, "Air Toxicity" is what happens when you run out of EC. It has nothing to do with excess CO2

 

ok ill see if i can rereate. i had solar panels and lots of batteries but its possible i made a newb mistake

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23 hours ago, JcoolTheShipbuilder said:

the pod had no hatch

You definitely need this mod:

...but it won't help with the existing Kerbal. Probably Alt-F12 them back to the appropriate specialisation? Or maybe just boot them out of the space program - they didn't have what it takes...

 

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2 hours ago, JcoolTheShipbuilder said:

soo is that why the kerbal turned into a tourist?

I don't know. I was answering @dresoccer4.

 

55 minutes ago, dresoccer4 said:

ok ill see if i can rereate. i had solar panels and lots of batteries but its possible i made a newb mistake

Keep in mind that you can experience issues with EC loss during high time warp.

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I see this exception repeatedly if I activate a recycler module while in the VAB:

[EXC 21:59:19.833] NullReferenceException: Object reference not set to an instance of an object
	BaseConverter.HasSpecialist (System.String effect) (at <c1858a3f77504bd1aaa946fdccf84670>:0)
	BaseConverter.GetCrewEfficiencyBonus () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
	BaseConverter.GetEfficiencyMultiplier () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
	BaseConverter.FixedUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

 

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Any news on when this is going to be compatible with kopernicus again??  

 

Kppernicus  - KopernicusBE_1101_Release45

Tac Life Support - TAC+Life_Support-V0.16.0.0

 

Cheers

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  • 2 weeks later...
On 11/4/2020 at 12:31 AM, Skarlinger said:

Any news on when this is going to be compatible with kopernicus again??  

 

Kppernicus  - KopernicusBE_1101_Release45

Tac Life Support - TAC+Life_Support-V0.16.0.0

 

Cheers

@Skarlinger i went back to basics like you and have the same problem. Gunna post in kopernicus and also ask rtb if he can offer anything additional

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