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KSP2 Release Notes
Everything posted by overkill13
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
overkill13 replied to JPLRepo's topic in KSP1 Mod Releases
There's a known issue with the recyclers and their engineer specialist bonus. You need to change the UseSpecialistBonus to False in the recycler configs. -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
overkill13 replied to steedcrugeon's topic in KSP1 Mod Releases
The easiest way to work the Cryopod is simply to expect the ship it is attached to have the EC to freeze the Kerbal before ejecting. If they are used as cryo-chambers for a long trip with the option to eject in an emergency then the Kerbals will have been frozen before hand and if the crew is operating the ship and using cryopods as an escape option which allows Kerbin the time to send a rescue ship, then the crew could just be frozen immediately before ejection. I don't feel the pods themselves need to carry the freezing charge. My tweaking of the TAC-LS MM patches has caused all command pods with a required pilot to be given additional EC to run life support (the original TAC-LS setup only adds EC to the stock pods). The OTAV has 330EC (for comparison the Mk1 Pod is given 300) and can land on the runway from orbit no problem. Starting over KSC in a circular 100km orbit, I orbited around to the desert, performed a deorbit burn, purposely overshot the runway and performed a descending half loop (split-s) to return and land on the runway with 203EC remaining. Add some EC to the OTAV and let the reaction wheel do the maneuvering. 160-200 should probably be enough considering I lose some EC to the life support system with TAC-LS. Heres a TAC-LS patch if you want. 6 days food and waste on the 1a and 1n and 30 days on the 1d. Since the Cryopod and OTAV require a pilot they get 3 days through the patch included with TAC-LS. Add a TacLifeSupport dependency because my attempts to do so have always failed so I gave up on it. EDIT: Added EC patches for OTAV and Cryopod as basic TAC-LS only gives additional EC to stock pods, but food etc resources to all pods which require a pilot. @PART[rektmk1a] { @RESOURCE[ElectricCharge] { @name = ElectricCharge @amount = 325 @maxAmount = 325 } RESOURCE { name = Food amount = 2.2 maxAmount = 2.2 } RESOURCE { name = Water amount = 1.46 maxAmount = 1.46 } RESOURCE { name = Oxygen amount = 222.08 maxAmount = 222.08 } RESOURCE { name = Waste amount = 0 maxAmount = 0.2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.848 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 191.826 } } @PART[rektmk1n] { @RESOURCE[ElectricCharge] { @name = ElectricCharge @amount = 330 @maxAmount = 330 } RESOURCE { name = Food amount = 2.2 maxAmount = 2.2 } RESOURCE { name = Water amount = 1.46 maxAmount = 1.46 } RESOURCE { name = Oxygen amount = 222.08 maxAmount = 222.08 } RESOURCE { name = Waste amount = 0 maxAmount = 0.2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.848 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 191.826 } } @PART[rektmk1d] { @RESOURCE[ElectricCharge] { @name = ElectricCharge @amount = 645 @maxAmount = 645 } RESOURCE { name = Food amount = 11 maxAmount = 11 } RESOURCE { name = Water amount = 7.3 maxAmount = 7.3 } RESOURCE { name = Oxygen amount = 1110.4 maxAmount = 1110.4 } RESOURCE { name = Waste amount = 0 maxAmount = 1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 9.24 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 959.13 } } @PART[rektCryoPod] { @RESOURCE[ElectricCharge] { @name = ElectricCharge @amount = 330 @maxAmount = 330 } } @PART[rektOTAVcore] { @RESOURCE[ElectricCharge] { @name = ElectricCharge @amount = 330 @maxAmount = 330 } } -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
overkill13 replied to steedcrugeon's topic in KSP1 Mod Releases
I can't imagine any of them changing anything. I don't know what to tell ya, it's working great for me -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
overkill13 replied to steedcrugeon's topic in KSP1 Mod Releases
At what speed, on what planet, with what mods? I just deorbited one from 85km to Kerbin with only the parachute attached yesterday, no problems. I did some testing today and deorbited one from 255km without the airbrakes plus a direct Mun to 30km periapse on Kerbin and deorbited fine with the airbrakes. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
overkill13 replied to JPLRepo's topic in KSP1 Mod Releases
So, landed rescues only? All rescues? Rescue and recover? Had a look at the log, looks like Hayanne Kerman was landed. I had a problem that was only showing up with rescue and recover contracts, but I haven't seen a landed rescue yet in any of my playthroughs. Repo said he/she had a fix ready for the next TAC-LS update. I'm currently hyperediting a ship with just a pod, supplies and power over to the rescue Kerbal until I can get a rescue ship to him/her properly. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
overkill13 replied to JPLRepo's topic in KSP1 Mod Releases
One could argue that the ISRU could function as a basic idea of the process. It's code follows: That should be 5% without an engineer and 20% per star up to 105%. There's a lot of room to play with between 0% and 100% without an engineer. I think 300% is a bit much even with a veteran engineer. Maybe 100% as a base and 10% per star? 80 and 15? Again though, I'm not keen on engineers affecting the output anyway. Particularly with Planetary Base and Universal Storage not using the engineer bonus. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
overkill13 replied to JPLRepo's topic in KSP1 Mod Releases
I wouldn't trust a Brita to filter my waste. Personally I'd just prefer them to work 100% at all times without any engineer bonus, but I'll just write a patch to switch the bonuses to false if it remains. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
overkill13 replied to JPLRepo's topic in KSP1 Mod Releases
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. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
overkill13 replied to JPLRepo's topic in KSP1 Mod Releases
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. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
overkill13 replied to JPLRepo's topic in KSP1 Mod Releases
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. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
overkill13 replied to JPLRepo's topic in KSP1 Mod Releases
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. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
overkill13 replied to JPLRepo's topic in KSP1 Mod Releases
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. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
overkill13 replied to JPLRepo's topic in KSP1 Mod Releases
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 -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
overkill13 replied to steedcrugeon's topic in KSP1 Mod Releases
Good to know, TACLS can also be adjusted in the settings to be non-lethal if one so chooses. I liked USILS when I looked at it too, but the supply chain for MKS surface bases was so out of control resource wise that I decided on TACLS despite the three resources and the ?recent? switch to wonky consumption ratios. -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
overkill13 replied to steedcrugeon's topic in KSP1 Mod Releases
I tried to base the life support on the USI Survival pod's supplies value of about 1.5 days, but I realize now, USI's LS doesn't kill kerbals when they run out of supplies. I also didn't add waste as I figure the pods have no intention of recycling waste. I left it to eject from the pod automatically. Manually add a 0.625 waste container and recyclers if you really want the function. 3 days is the standard added to all pods that require a pilot by TACLS' own patch. The escaped pods, excluding the C, don't require a pilot so they aren't included in the stock patch. TACLS also allows 60 days without food, 6 days without water or 2 hours without O2 or energy before killing the Kerbal. 3 days supplies 1.10 Food, 0.73 Water, 111.04 Oxygen 3 days waste follows if you want to add it. 0.10 Waste, 0.92 Waste Water, 95.91 Carbon Dioxide The patch noted 6 days supplies for A/N pods and 30 days for the D. Obviously multipy by 2 and 10 for those values. Comparing the pod sizes to the stock Mk1 Pod I think the 6/30 day values are probably reasonable and will adjust mine from 1/3days now that I consider death as the outcome for TACLS while USILS just has the Kerbals refuse to work until resupplied. I added 300 Electric Charge to the A/N pods (325/330 total) to get shy of 3 hours without solar/rtgs and 600 (645 total) to the D. To get days of power without some form of charging would require ridiculous power storage values. 1,325 is 1 day 4 hours not including the drain from the built in probe cores. -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
overkill13 replied to steedcrugeon's topic in KSP1 Mod Releases
I just wanted to add that the patch for TacLifeSupport doesn't appear to be working. The A pod got some oxygen but no food or water, the N and D had no LS supplies added. Also consider adding 300 power to each single capacity pod like the TACLS does to stock pods as the stock electric charge lasts literally minutes. My own attempts at writing patches for NEEDS TacLife Support have never worked, I manually added the resources in the cfgs. -
[1.0.5] NanoKube: Ultra Tiny Probes!
overkill13 replied to Patrick Suddeth's topic in KSP1 Mod Releases
I did some code tweaking for this to make it work with 1.2. I moved the panels, antennas and flinger to Electrical, Communication and Coupling. Added 2k internal antennas to each probe core (stock parts have 5k internal antennas), as well as basic KerbNet access (worse FOV settings than stock Stayputnik). I also reduced the research payouts down a bit to make them more inline with the prices of the parts (core, antenna, panels included) compared to the stock thermometer. Multiple scans still pay quite a bit more than a stock thermometer reading in a particular location. I don't use RemoteTech so I haven't edited that part or checked compatibility. I'd be more than happy to supply a zip for Patrick Suddeth to upload. A previous message suggests I can provide a copy of the files to others under creative commons licence as well. I take no credit for anything and have not added or edited any copyright files included with the original upload.