JPLRepo

[1.7.x] TAC - Life Support v0.13.13 - Release 29th Jun 2019

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Ah yes, that makes sense. I should have picked that up. Yes you do need CommunityResourcePack which is why it's included in the download and listed in the OP as a dependancy.
 

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Just now, JPLRepo said:

Ah yes, that makes sense. I should have picked that up. Yes you do need CommunityResourcePack which is why it's included in the download and listed in the OP as a dependancy.
 

Sorry to waste your time, i should have read the instruction more carefully. My bad

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1 minute ago, FlyingKiwibird said:

Sorry to waste your time, i should have read the instruction more carefully. My bad

No Probs. Enjoy.

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Hi @JPLRepo. Got a question for ya.

The "old way" that TAC-LS worked in the configs, that nice, compact code that was distinctly it's own ... that no longer works, does it. :( Has to be the "New KSP way" with MODULE TacLifeSupport and the substantially larger Converter code?

Edited by BetaguyGZT

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36 minutes ago, BetaguyGZT said:

Hi @JPLRepo. Got a question for ya.

The "old way" that TAC-LS worked in the configs, that nice, compact code that was distinctly it's own ... that no longer works, does it. :( Has to be the "New KSP way" with MODULE TacLifeSupport and the substantially larger Converter code?

If you are referring to Module TacGenericConverter?? then the answer is yes. I didn't see any reason to continue having inefficient mod code when the stock module now does everything TacGenericConverter did. The module is still TacGenericConverter as I have a couple of custom bits in there, but the Config setup for it has changed from it's old format to the stock ModuleResourceConverter format.
See the \GameData\ThunderAeroSpace\TacLifeSupportRecyclers\ folder for examples.

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Now that I've got the 1.2 update done I wanted to float an idea here.
1.2 supports part upgrades in the Tech Tree. What part upgrades would people like to see for the TAC LS parts?

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47 minutes ago, JPLRepo said:

What part upgrades would people like to see for the TAC LS parts?

Hi there,

At first, i like the mod very keep it up :)

 

As for upgrades, first thing that comes into my mind is the converter becoming more efficient over time (e.g. lighter, better conversion rates). As for balancing they could start of slightly worse than now and become slightly better than now.

Also i don't know if it possible to mess with resource behavior, but food could become more nutritious (from your packed lunch-bag to the handy all-you-need-a-day Soilent K bars) by providing more food units per mass.

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The latest Tac LS update changed all my difficulty settings in my save. I was wondering if you could post the default settings, or is there a way to fix this?

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59 minutes ago, ockidj said:

The latest Tac LS update changed all my difficulty settings in my save. I was wondering if you could post the default settings, or is there a way to fix this?

Can you explain a bit more what you are talking about? You say it changed your difficulty settings?
What settings were changed? eg: TAC settings or KSP settings? Which ones were changed?
What were the circumstances? eg: Did you install TAC LS and then load an existing save? or start a new save?

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17 hours ago, JPLRepo said:

Now that I've got the 1.2 update done I wanted to float an idea here.
1.2 supports part upgrades in the Tech Tree. What part upgrades would people like to see for the TAC LS parts?

 

Pretty much what Rantanplan 1986 said. Scaling compression for the resource containers and scaling efficiency for the converters seems like the most logical way to go. I don't know how many levels of upgrade are permitted but making all the parts function at 80% what they are now, then scaling to 100% and 120% of current doesn't seem too crazy.

Perhaps the converters could be terribly energy inefficient at base level, and then get progrtessively more energy efficient?

Also, if you have the time and inclination, it might be cool to have a food production/waste recycle thingy (Greenhouse?) with scaling efficiency that caps out at 50% in space and 75% on a planet. Not so that there is a closed loop, but so that launch mass and resupply are progressively easier/less frequent with each upgrade.

If/when CTT is 1.2'd, perhaps close the LS loop with costly upgrades at a very late tech? IDK, I haven't really looked at exactly how the upgrade system works TBH, but just some suggestions.

 

P.S. Thanks so much for taking on this mod.

 

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1 hour ago, JPLRepo said:

Can you explain a bit more what you are talking about? You say it changed your difficulty settings?
What settings were changed? eg: TAC settings or KSP settings? Which ones were changed?
What were the circumstances? eg: Did you install TAC LS and then load an existing save? or start a new save?

I started a new save and it changed the settings, but I fixed it. I started a new save and copied the settings

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21 hours ago, JPLRepo said:

If you are referring to Module TacGenericConverter?? then the answer is yes. I didn't see any reason to continue having inefficient mod code when the stock module now does everything TacGenericConverter did. The module is still TacGenericConverter as I have a couple of custom bits in there, but the Config setup for it has changed from it's old format to the stock ModuleResourceConverter format.
See the \GameData\ThunderAeroSpace\TacLifeSupportRecyclers\ folder for examples.

Hello, yeah that's what I meant. I never could get ModuleResourceConverter working, that's why I was using TAC-LS instead .. between that and the config code being easier to work with.

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1 hour ago, ockidj said:

I started a new save and it changed the settings, but I fixed it. I started a new save and copied the settings

That gives me not much to go on at all. So I'm not going to investigate until someone can give me step by step reproducible steps.

6 minutes ago, BetaguyGZT said:

Hello, yeah that's what I meant. I never could get ModuleResourceConverter working, that's why I was using TAC-LS instead .. between that and the config code being easier to work with.

Well sorry about that. I really don't think the old one was that much different or easier.
Using ModuleResourceConverter (under the hood) does allow for more options including specialist boosts, heat production (turned off currently though for TAC converters in TAC LS). and is less code for me to maintain.

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No problem, although I wasn't using any of those other features like Specialist Bonuses, Heat Generation or anything. But I'm with you that it's better to eliminate something that only one or two people actually use when it makes maintaining that thing far easier. And it'll help future-proof TAC-LS if you don't actually need to compile a bunch of .dll's every time, when in fact it might be a couple of them that are less subject to breakage. So yeah, I see your logic. :wink: 

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@JPLRepo: Am I missing something or there is something wrong with the life support monitoring window?

- Clean install of KSP 1.2.0.1586 (x64)

- TAC-LS 0.12.5 + bundled CRP + ModuleManger (only, no other mod)

- In the VAB: Mk1 Lander Can

- Launch

- Open TAC-LS monitoring window (+ roster) => Nothing (empty)

:blink:?

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2 minutes ago, dueb said:

@JPLRepo: Am I missing something or there is something wrong with the life support monitoring window?

- Clean install of KSP 1.2.0.1586 (x64)

- TAC-LS 0.12.5 + bundled CRP + ModuleManger (only, no other mod)

- In the VAB: Mk1 Lander Can

- Launch

- Open TAC-LS monitoring window (+ roster) => Nothing (empty)

:blink:?

Yeah there's a bug in pre launch vessels in th UI. Should appear when you launch. I'm working on a fix.

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Oh, ok! :D

Thank you very much for your fast answer! And btw: thank you very much as well for keeping this awesome mod alive! :D:wub:

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QUESTION:  Is there a way to read values from the cfg files for this mod with MM in such a way I can calculate the exact amount of each resource a single kerbal will consume per day or hour or what ever?

 

I would like to make a MM patch to create a custom tank definition for the Configurable Containers mod.  If I could get these values with MM so if they are changed either from a mod update, or even if I change them in the settings that would be great.  if mm can't read these values anywhere then could you tell me what they currently are?  or do I need to go to the mod setup and do some math?

I see the values in the cfg file.  but I do not know what "time hack" this is for.  

 

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8 hours ago, Bit Fiddler said:

QUESTION:  Is there a way to read values from the cfg files for this mod with MM in such a way I can calculate the exact amount of each resource a single kerbal will consume per day or hour or what ever?

 

I would like to make a MM patch to create a custom tank definition for the Configurable Containers mod.  If I could get these values with MM so if they are changed either from a mod update, or even if I change them in the settings that would be great.  if mm can't read these values anywhere then could you tell me what they currently are?  or do I need to go to the mod setup and do some math?

I see the values in the cfg file.  but I do not know what "time hack" this is for.  

 

Well the LifeSupport.cfg file has the values that are the default values per second. However, these are now only read on the start of a new game.
Also, it is planned that Realism Overhaul will modify this file via MM itself for realistic values as the defaults if it is also installed (not available yet for KSP 1.2).
Once a game is started these values are now persisted into the save file for each saved game. There is no easy way to read these using MM.
You could write code to read them in game without a problem.

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In Version 1.2, unfortunately absolutely not working production Food (eg mod Pathfinder, PlanetaryBase and others using TAC Generic Converter 
Module). What is the problem, and is there any hope for correction?
Edited by Zero333
clarifying the issue

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3 hours ago, Zero333 said:
 
 

In Version 1.2, unfortunately absolutely not working production Food (eg mod Pathfinder, PlanetaryBase and others using TAC Generic Converter 
Module). What is the problem, and is there any hope for correction?

Sorry? TAC LS does not produce food.

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 I agree. Directly TAC LS - no. But a lot of mods using its module TACGenericConverter, namely in his 1.2 problem.
 As a result, we lose a lot of interesting opportunities. The second day looking for a solution puzzle but...  
You can advise how to beat it? 
Sorry for the bad english 

 
Edited by Zero333

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17 minutes ago, Zero333 said:

 I agree. Directly TAC LS - no. But a lot of mods using its module TACGenericConverter, namely in his 1.2 problem.
 As a result, we lose a lot of interesting opportunities. The second day looking for a solution puzzle but...  
You can advise how to beat it? 
Sorry for the bad english 


 

Yes. TACGenericConverter was changed to align with stock ModuleResourceConverter.
Any mods using TACGenericConverter need to have their config files changed.

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3 minutes ago, JPLRepo said:

Yes. TACGenericConverter was changed to align with stock ModuleResourceConverter.
Any mods using TACGenericConverter need to have their config files changed.

 
Very sad ... We'll have to use an earlier version of KSP, since such a state I (and many people) are absolutely not satisfied. 
It is so big problem with the integration of TAC GC?

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Bug maybe with tourists?

They consume resources but don't show up in the GUI, this is space taxi 1 with a 4 kerb crew of tourists with a command probe flying it to maximise passengers. I'll do some more tests after this flight but in the past Jeb has shown up in these GUI's and resource timers have all shown up fine. It's concerning because I am planning on running my space agency as a tourist/colony based economy and If I don't get accurate timers well we all know what can happen if resources aren't being calculated for most of the crew.
83qRp5M.png

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