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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]


TaranisElsu

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how does this mod work with rescue kerbals?

No interference, the kerbal you should rescue only wants supplies when you first come within physics range of him/her.

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@TaranisElsu

Here it comes:

* First you already know, make the mod more modular, allowing for flexibility, making the all of the configs patchable, for another overhaul mods as example.

Something like:


TACSETTINGS
{

[INDENT]-- stuff --[/INDENT]


}

I don't exactly know how this works in game, whats the proper definition as modules, but needs to be something loaded in the game database.

The scenario stuff too, so it can be save specific, which I think TACLS already does, but only to enable/disable. Maybe we switch between configs for saves (like a preset).

*Making every resource consumption and production for kerbals modular:


SETTINGS
{

[INDENT]KERBCONSUME
{
name = water
rate = x.xx
timeLimit = xdays
consequence = thirsty
}
KERBCONSUME
{
name = oxygen
rate = xxxx
timeLimit = 1 day (in game seconds of course)
consequence = death!
}
(and so on for electricity and etc)
KERBPRODUCE
{
name = waste
rate = xxx
consumeReq = water
consumeReq = food
}
CONSEQUENCE
{
name = thirsty
// and some event to call when thirsty
// like drinking pee or something
}
CONSEQUENCE
{
name = death!
// no need to explain this one
}
[/INDENT]


}

So I hope you get the idea, everything is modular, so if one wants to make compatibility patch as Snacks it would work, if one wants a more severe but still simple LS, like IFILS, it would work too.

The Consequence events being something entirely different, either one of the in-game events that happens, though I don't know how they work. Alternatively being just hard-coded options.

This would essentially change TACLS not to be only a Life Support mod, but a LS API base.

* Additionally, I would like to see resource background tracking for all vessels, including probes. So that electricity consumption and generation, and maybe ore extraction and conversion, and so on.

Giving it a simple placeholder of estimates on what is being consumed or not. This is not to realistic track if a probe has enough battery to go through an solar shadow, but too track at least if it has enough power generation to keep operating without being active. Also important to track consumed and generated resources in manned crafts, eg, tracking the power usage.

To simplify things, we could also have a module placeholder, for what average consumption/production for said part is, while in the background.


MODULE
{

[INDENT]name = resourceTracker
resource = pee
rate = xxxx
[/INDENT]

}

* Given the big change in the nature and scope of the mod, that's why I though it would fork off, and build it from there, without worrying about the specifics of balancing and parts. As TACLS already has that handled. But instead, something of a base where TACLS, and all others who want, could depend on in the future.

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I have an issue with TAC. Availabel Kerbals who stay in the Astronaut Complex die after some hours. Status: K.I.A.

i had the same issue in 0.90.

Do anyone know this issue? I have no other Lifesupport-Mod.

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are there resource storage for water, minerals, uranitite(?), substrate etc? if so is it a mod? I only see ones for ore or kerbonite. also what use is Karborundium used for.

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are there resource storage for water, minerals, uranitite(?), substrate etc? if so is it a mod? I only see ones for ore or kerbonite. also what use is Karborundium used for.

Wrong thread.

http://forum.kerbalspaceprogram.com/threads/89401-1-0-2-Karbonite-Mineable-Burnable-and-Community-Driven-0-6-2-2015-05-15

http://forum.kerbalspaceprogram.com/threads/79588-1-0-2-USI-Kolonization-Systems-(MKS-OKS)-(0-30-2)-2015-05-15

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Are you still planning to add a greenhouse so we can grow food?

There are several mods providing greenhouses for TAC LS - I don't how many of those have been updated for 1.02, but mine works: http://forum.kerbalspaceprogram.com/threads/84246-1-02-MunSeeker-Mk1-Greenhouse-%28TAC-Life-Support-v0-11-1-20-add-on%29-Update-May-4-2015

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i have bin having problems. tanks that come in tac-ls and command pods aren't showing that they have resources in them but all the other parts works i have lots of other mods installed can some one help me fix this. i tried reinstating the mod but it dose not work.

" MODS:

000_Toolbar/ 5/2/15, 12:31:22 PM

000_USITools/ 12/16/14, 3:26:21 PM

ActiveTextureManagement/ 5/21/15, 11:02:24 AM

AdjustableLandingGear/ 5/21/15, 1:14:45 PM

AdvancedProgression/ 5/21/15, 1:15:26 PM

AIES_Aerospace/ 6/15/13, 12:56:58 PM

ART/ 12/16/14, 3:27:36 PM

AtomicAge/ 5/5/15, 3:45:39 AM

BaconLabs/ 5/14/15, 6:08:16 PM

BahaSP/ 5/21/15, 1:14:47 PM

BetterTimeWarp/ 5/9/15, 10:21:08 PM

CactEye/ 4/30/15, 5:09:23 PM

ChopShop/ 4/28/15, 5:53:20 PM

CommunityResourcePack/ 5/21/15, 10:23:07 AM

CommunityTechTree/ 5/5/15, 3:45:39 AM

CrossFeedEnabler/ 5/12/15, 10:39:00 PM

CryoEngines/ 5/1/15, 7:10:16 PM

CustomAsteroids/ 3/17/15, 6:19:13 PM

DDSLoader/ 3/22/15, 3:19:12 PM

DMagicOrbitalScience/ 4/29/15, 9:33:04 PM

ExtraplanetaryLaunchpads/ 5/6/15, 5:46:38 PM

FieldExperience/ 3/31/15, 11:12:24 PM

Firespitter/ 5/5/15, 10:04:05 PM

FlagRotate/ 5/10/15, 8:24:22 AM

HGR/ 5/9/15, 3:57:04 PM

HGR_Redux/ 5/9/15, 3:57:04 PM

ImprovedChaseCamera/ 5/21/15, 10:24:56 AM

InterstellarFuelSwitch/ 5/3/15, 8:37:54 AM

JSI/ 5/21/15, 10:29:26 AM

KAS/ 5/14/15, 5:52:26 PM

KerbalEngineer/ 5/21/15, 5:49:34 PM

Kerbalert/ 5/21/15, 10:51:41 AM

KerbalizedFlagpack/ 3/19/15, 3:49:09 PM

KerbalJointReinforcement/ 4/27/15, 6:29:16 PM

KineTechAnimation/ 12/27/14, 8:13:04 PM

KIS/ 5/14/15, 4:49:20 PM

KittopiaSpace/ 3/27/15, 6:37:57 PM

Klockheed_Martian_Gimbal/ 5/21/15, 10:27:09 AM

Kopernicus/ 3/17/15, 6:19:14 PM

KR-71 Archangel Cockpit/ 5/18/15, 4:04:44 PM

KSO/ 5/15/15, 6:49:42 PM

Mk2Expansion/ 5/14/15, 11:26:22 PM

Mkerb/ 5/8/15, 1:11:24 AM

ModRocketSys/ 5/18/15, 8:19:59 PM

ModuleRCSFX/ 9/7/14, 8:40:10 PM

MunarIndustries/ 2/16/15, 5:09:08 PM

NavyFish/ 6/17/14, 11:05:52 PM

NearFutureConstruction/ 5/4/15, 7:58:34 AM

NearFutureElectrical/ 10/10/14, 9:55:36 PM

NearFutureSolar/ 5/3/15, 8:33:18 AM

NehemiahInc/ 5/21/15, 10:28:11 AM

Nereid/ 3/17/15, 6:19:14 PM

OPM/ 3/17/15, 6:19:20 PM

ProbeControlRoom/ 7/10/14, 1:07:49 AM

QuizTechAero/ 5/20/15, 5:18:32 PM

Ravien/ 5/6/15, 2:55:55 PM

Regolith/ 12/24/14, 7:43:07 PM

RSCapsuledyne/ 4/27/15, 2:53:24 PM

SETIgreenhouse/ 5/21/15, 10:29:47 AM

SH_mods/ 7/21/14, 2:07:12 AM

SmokeScreen/ 5/21/15, 10:58:00 AM

Squad/ 5/18/15, 7:40:44 PM

SquiggsySpaceResearch/ 5/12/15, 4:58:24 PM

StockFairingTweaker/ 5/19/15, 7:42:12 AM

TACLSMining/ 5/21/15, 10:31:52 AM

ThunderAerospace/ 5/18/15, 8:22:09 PM

TriggerTech/ 5/21/15, 10:32:31 AM

TweakScale/ 5/2/15, 2:28:52 PM

UmbraSpaceIndustries/ 5/21/15, 10:31:34 AM

VerneTech/ 5/1/15, 9:57:16 PM

VNG/ 5/21/15, 10:34:18 AM

WildBlueIndustries/ 5/21/15, 5:48:28 PM

zz/ 5/21/15, 10:35:43 AM

ModuleManager.2.5.9.dll 49.0 kB 1/19/15, 1:34:38 PM

ModuleManager.ConfigCache 4.0 MB 5/21/15, 5:54:26 PM

ModuleManager.ConfigSHA 122 B 5/21/15, 5:54:26 PM

OuterPlanetsMod.version 249 B 3/29/15, 5:13:30 PM

toolbar-settings.dat 959 B 5/21/15, 6:12:25 PM

OUTPUT LOG:

https://drive.google.com/file/d/0B1T_yP_5b7LnUXowb0MwbDZXZjQ/view?usp=sharing

Edited by ujm1
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i have bin having problems. tanks that come in tac-ls and command pods aren't showing that they have resources in them but all the other parts works i have lots of other mods installed can some one help me fix this. i tried reinstating the mod but it dose not work.

You're running a very outdated version of ModuleManager. Delete ModuleManager 2.5.9, install 2.6.3

http://forum.kerbalspaceprogram.com/threads/55219-1-0-x-Module-Manager-2-6-3-(May-4)-Bonsai-Trimming-Kit-Edition

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After reinstalling KSP and browsing mods without KWrock problem didn't disappear. Which files do you need to help me with?

You are playing a career or science game. The error message you posted means you need to unlock the parts in the R&D center.

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You are playing a career or science game. The error message you posted means you need to unlock the parts in the R&D center.

The problem is I have the same error message in sandbox! I tried to start a new game is science mode, cheat up 15k science and reinvent whole science tree. No effext. I still don't have part's which I used week ago:(

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Since ore can now be used to create oxidizer, would it make sense to be able to convert ore to oxygen with the same equipment? I'm guessing it would be pretty simple to add it to the config of the ISRU converter, but I'm wondering if it would make sense, logically/scientifically. Also, what about water? I'm guessing liquid fuel has some hydrogen, and if we can make oxygen, we can probably make water too, right?

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After reinstalling KSP and browsing mods without KWrock problem didn't disappear. Which files do you need to help me with?

I need a log file to see if there are errors or conflicts causing problems. See my signature for instructions on where to find it. On Windows, it is the [KSP]/KSP_Data/output_log.txt (and not KSP.log!).

Also, please create a separate test install with only my mod and the latest Module Manager. Then slowly add in your other mods, running the game each time to see when the problem comes back. Start with any mods that add HexCan parts (like Extraplanetary Launchpads), or Food/Water/Oxygen resources (like CRP), or ModularFuelTanks.

I will try to look at your log file when you upload it somewhere that I can see it (like Dropbox)(hopefully not behind an ad wall).

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I just stumbled upon this and don't remember it being mentioned:

TACLS Mining, from StevenJ, https://kerbalstuff.com/mod/787/TACLS%20Mining

Note that I have not had a chance to try it out yet so I do not know how well it works and this is not an endorsement. I am just mentioning it for those who were looking for something similar.

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I just stumbled upon this and don't remember it being mentioned:

TACLS Mining, from StevenJ, https://kerbalstuff.com/mod/787/TACLS%20Mining

Note that I have not had a chance to try it out yet so I do not know how well it works and this is not an endorsement. I am just mentioning it for those who were looking for something similar.

Taranis I am glad you spotted my mod. I did send you a few private messages with the cfg file for the mod, albeit an earlier version, before release as I hoped you may consider including it in the default TACLS pack. Feel free to try it. All you need to do is put a craft that has an ore tank, an ISRU, and empty containers for water and oxygen and start converting ore away! it was surprisingly simple to write.

Edited by StevenJ
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I have noticed that the waste resource does not get converted to anything. What happens to it?

I think you are asking me this. What it does it lets you convert stock ore to TACLS resources, not TACLS Resources to something else. You can convert ore to waste however, it's called biomass. Also make sure you have a container to store waste resources on the craft you are testing or else when you convert the ore to waste it won't have anywhere to store it.

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I have noticed that the waste resource does not get converted to anything. What happens to it?

Nothing happens to it if you do not install other mods, like greenhouses.

Munseeker provides one and there is the one linked in my signature using the model from zzz.

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Nothing happens to it if you do not install other mods, like greenhouses.

Munseeker provides one and there is the one linked in my signature using the model from zzz.

Ok thanks, will look into using this.

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KSP is hanging on an ArgumentNullException.


PartLoader: Compiling Part 'ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/LargeLifeSupport/HexCanLifeSupportLarge'

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


ArgumentNullException: Argument cannot be null.


Parameter name: s
at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0


at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0


at ShipConstruction.GetPartCosts (.ConfigNode partNode, .AvailablePart aP, System.Single& dryCost, System.Single& fuelCost) [0x00000] in <filename unknown>:0


at ShipConstruction.SanitizePartCosts (.AvailablePart aP, .ConfigNode partNode) [0x00000] in <filename unknown>:0


at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0


at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)


NullReferenceException: Object reference not set to an instance of an object
at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0


at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0


at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0


at Part+.MoveNext () [0x00000] in <filename unknown>:0

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Also, I have noticed that TAC LS defines resources that are already defined in the Community Resource Pack. Furthermore, the parameters in both definitions seem to be the same. Would this be an issue?

EDIT: Also, is there a way to disable the plugin for certain craft/capsules so they are not affected?

Edited by Whizzkid
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