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TaranisElsu

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Everything posted by TaranisElsu

  1. Works for me, and it correctly recognized my TACLS "update". Thanks cybutek! [edit] Feature request: What do you think about sorting the list of mods on the home page?
  2. You are no fun Thanks for the update , and thanks for folding my changes in.
  3. Did you download from Curse? It looks to me like it did not update the links properly, so I will try to upload a new version soon.
  4. Please read https://github.com/taraniselsu/TacLifeSupport/wiki/Help along with https://github.com/taraniselsu/TacLifeSupport/wiki/Download#upgrading-from-previous-versions. Are you using 0.9 pre-release #4? It should have overwritten the old settings file. Of course, it would not be there if you completely uninstalled the previous version as it says in the instructions above. Please read https://github.com/taraniselsu/TacLifeSupport/wiki/Help, especially up to and including step 5. Sorry to sound like a broken record, and be annoying about asking about log files, but they really do help. I can tell a lot about what might be going on if you just upload the entire thing to some place that I can see it.
  5. What Ippo said. And please, please, please follow the directions on the Help page and upload a log file somewhere that I can get to it.
  6. Can I get some feedback on the numbers in the "Balance Check" section, starting at line 261, here: https://docs.google.com/spreadsheet/ccc?key=0Aioc9ek3XAvwdGNsRlh3OVhlbTFBR3M4RW0zLUNTRFE&usp=sharing ? Summary: Kerbin -> Duna Round-trip Duration = 1130 Kerbin-days Supplies needed per Kerbal = 0.45 tons, 875.37 Liters, 11.65 K$, ~1/3 of a large container Total supplies needed for 6 Kerbals: 2.67 tons, 5,252.21 Liters, 69.90 K$, 2.25 large containers Kerbin -> Jool Round-trip Duration = 3023 Kerbin-days Supplies needed per Kerbal = 1.19 tons, 2,341.80 Liters, 31.17 K$, 1.00 large containers Total supplies needed for 6 Kerbals = 7.15 tons, 14,050.83 Liters, 187.00 K$, 6.03 large containers Note that those values do not include the weight nor cost of the containers themselves, just the contents.
  7. It needs to be in the {KSP}/GameData/ThunderAerospace/TacFuelBalancer folder to fully function correctly, with or without the Toolbar. Please do not move it or rename any of the directories.
  8. If you posted a log file as requested here: https://github.com/taraniselsu/TacLifeSupport/wiki/Help, I would already know the answer to these: Are you using the Toolbar mod? If not, what are the xPos and yPos values in the FlightIcon {} block in this file: {KSP}/GameData/ThunderAerospace/TacLifeSupport/PluginData/TacLifeSupport/LifeSupport.cfg? What OS are you using? And 64-bit or 32-bit? Are there any errors in the log file? Any at all, not just from my mod. And please ignore the "The expected exception is still happening" entry as explained on the Help page.
  9. @BananaDealer, "Help me, help you." https://github.com/taraniselsu/TacLifeSupport/wiki/Help
  10. Did I do something wrong or is your web site not populating the full version number? From the log file: [Log 21:53:00.8774596]: GameData\ThunderAerospace\TacLifeSupport\TacLifeSupport.version "NAME" = TAC Life Support [Log 21:53:00.8774596]: GameData\ThunderAerospace\TacLifeSupport\TacLifeSupport.version "URL" = http://ksp-avc.cybutek.net/version.php?id=9 [Log 21:53:00.8774596]: GameData\ThunderAerospace\TacLifeSupport\TacLifeSupport.version "DOWNLOAD" = https://github.com/taraniselsu/TacLifeSupport/wiki/Download [Log 21:53:00.8774596]: GameData\ThunderAerospace\TacLifeSupport\TacLifeSupport.version "VERSION" = 0.9.0.1007 [Log 21:53:00.8774596]: GameData\ThunderAerospace\TacLifeSupport\TacLifeSupport.version "KSP_VERSION" = 0.24.2 [Log 21:53:00.8774596]: GameData\ThunderAerospace\TacLifeSupport\TacLifeSupport.version "KSP_VERSION_MIN" is not valid or missing. (optional field) [Log 21:53:00.8774596]: GameData\ThunderAerospace\TacLifeSupport\TacLifeSupport.version "KSP_VERSION_MAX" is not valid or missing. (optional field) [Log 21:53:01.2724822]: GameData\ThunderAerospace\TacLifeSupport\TacLifeSupport.version fetched remote version file at http://ksp-avc.cybutek.net/version.php?id=9. [Log 21:53:01.2724822]: http://ksp-avc.cybutek.net/version.php?id=9 "NAME" = TAC Life Support [Log 21:53:01.2724822]: http://ksp-avc.cybutek.net/version.php?id=9 "URL" = http://ksp-avc.cybutek.net/version.php?id=9 [Log 21:53:01.2724822]: http://ksp-avc.cybutek.net/version.php?id=9 "DOWNLOAD" = https://github.com/taraniselsu/TacLifeSupport/wiki/Download [Log 21:53:01.2724822]: http://ksp-avc.cybutek.net/version.php?id=9 "VERSION" = 0.9 [Log 21:53:01.2724822]: http://ksp-avc.cybutek.net/version.php?id=9 "KSP_VERSION" = 0.24.2 [Log 21:53:01.2724822]: http://ksp-avc.cybutek.net/version.php?id=9 "KSP_VERSION_MIN" is not valid or missing. (optional field) [Log 21:53:01.2724822]: http://ksp-avc.cybutek.net/version.php?id=9 "KSP_VERSION_MAX" is not valid or missing. (optional field) From http://ksp-avc.cybutek.net/?page=Version&id=9: { "NAME": "TAC Life Support", "URL": "http://ksp-avc.cybutek.net/version.php?id=9", "DOWNLOAD": "https://github.com/taraniselsu/TacLifeSupport/wiki/Download", "VERSION": {"MAJOR":0,"MINOR":9,"PATCH":0,"BUILD":9910}, "KSP_VERSION": {"MAJOR":0,"MINOR":24,"PATCH":2} } It is not notifying me about the new version because the "installed" version is 0.9.0.1007, and the web site version is 0.9. I would like to at least have the MAJOR.MINOR.PATCH level. Thank you, by the way, for making this. I saw Tyrope's version but it seemed too Linux centric. I also like that it notifies me when I run the game instead of requiring a separate step. Another suggestion would be to only download the version files once per day, but it would be confusing for some users to get the warnings some times when running KSP and not others (first time that day vs later times that day). You might need to cache the values if you do that. And make it optional?
  11. You are welcome. Glad you like it. That is another "coming soonTM" feature. As soon as I figure out how to make it work... The plan is to make the ship uncontrollable when Kerbals are out of life support (because they are hibernating) and make it controllable again as soon as you bring more supplies. It would happen automatically. I do not plan on making any kind of "hibernation pod" or "cold sleep pod", but I will consider adding some compatibility code so that someone else could.
  12. I have not set the prices for the parts yet, so I expect they would not make sense. That is on my list before the full release. SoonTM.
  13. @Baleur - https://github.com/taraniselsu/TacLifeSupport/wiki/Help Also: Warning: Please delete {KSP}/GameData/ThunderAerospace/TacLifeSupport/StockPartChanges.cfg if it is there. It has the potential to mess things up.
  14. I expected you would make it more user friendly . I was just trying to get it to work. Unfortunately, you have to dump the database immediately after applying all the changes. For some oddball reason, KSP removes entries from the configs as it loads. Example from the Mark1Cockpit: From Squad.Parts.Command.Mark1Cockpit.part.Mark1Cockpit.cfg PART { module = Part mesh = model.mu scale = 0.1 node_stack_bottom = 0.0, -2.15, 0.0, 0.0, 1.0, 0.0, 1 subcategory = 0 attachRules = 1,0,1,1,0 mass = 1.25 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 1700 vesselType = Ship CrewCapacity = 1 INTERNAL { name = mk1CockpitInternal } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 250 maxAmount = 250 } MODULE { name = ModuleSAS } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } RESOURCE { name = MonoPropellant amount = 7.5 maxAmount = 7.5 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleHeatShield direction = 0, 0.15, 0.9 reflective = 0.25 } MODULE { name = BuildEngineer } MODULE { name = MechJebCore } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 0.71 maxAmount = 0.71 } RESOURCE { name = Water amount = 1.35 maxAmount = 1.35 } RESOURCE { name = Oxygen amount = 228.2 maxAmount = 228.2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 196.34 } RESOURCE { name = Waste amount = 0 maxAmount = 0.51 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.49 } } From part.cfg: PART { // this is a sample config file, for determining a good file format for defining part parameters // comment line - ignored by cfg parser // empty lines, or lines without a '=' sign are also ignored // all other lines are split at the '=' sign, and the left operand is used to know what parameter we are setting // diferent parameters require data in different formats (see docs), and each module has it's own parameters (again, see docs) // each assignment must be in a single line. Lines without assignments will be ignored. (You CAN turn on word wrap, though) // each keyword here relates to an existing variable in the assigned module. If the keyword isn't found, it is ignored. // conversely, if a keyword is left unassigned (as in not in the file), it will be initialized with it's default value // This is done automatically, so any public variable defined in the loaded module can be accessed this way (provided it's value can be parsed) // --- general parameters --- name = Mark1Cockpit module = Part author = C. Jenkins // --- asset parameters --- mesh = model.mu scale = 0.1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -2.15, 0.0, 0.0, 1.0, 0.0, 1 // --- editor parameters --- TechRequired = flightControl entryCost = 4200 cost = 2200 category = Pods subcategory = 0 title = Mk1 Cockpit manufacturer = C7 Aerospace Division description = C7 Aerospace is proud to present our second generation cockpit. This unit is equipped to ensure survival in some of the worst conditions possible. The extra re-enforcement has slightly increased the weight. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 1.25 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 3400 vesselType = Ship // --- internal setup --- CrewCapacity = 1 INTERNAL { name = mk1CockpitInternal } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 10 YawTorque = 10 RollTorque = 10 RESOURCE { name = ElectricCharge rate = 0.375 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } RESOURCE { name = MonoPropellant amount = 7.5 maxAmount = 7.5 } MODULE { name = FlagDecal textureQuadName = flagTransform } } Notice that it is missing things like the part name, TechRequired, cost, category and others. I think that I would prefer a config file option that will make it dump the configs like it was in my version, but could be disabled for future runs by editing the config or clicking a button in the game.
  15. It is not phoning home. There is no update check. Nor a stat gathering. Not anything like that there at all. All that it does is check the paths where the DLL is located, makes sure that ModuleManager is present, and deletes a config file from the previous version. As @somnambulist said. He much have checked the code . Except that I just noticed that I forgot to put in a method call to CleanupOldVersion(). LOL. Warning: Please delete {KSP}/GameData/ThunderAerospace/TacLifeSupport/StockPartChanges.cfg if it is there. It has the potential to mess things up. And if you saw the warning message on the Main Menu, then you did not install it correctly. Please read and follow the new Installation Tutorial. I have thought about putting in an update check, but it would be completely OPTIONAL and you would have to opt-in in the settings window in the Space Center scene. Or I could make a .version file and allow you to use the KSP-AVC plugin by cybutek or the KSP-AVC python script by Tyrope, if you so desire. I just need to figure out where to host the .version file because I do not believe that it belongs in my Github repository because I would have to make an extra commit to update the version number...
  16. Sorry, but I am still not having anywhere near the issues that some of you seem to be having. Everything seems to be working okay (for the limited amount that I have been able to test it). You all are also not giving me enough information to be able to help. I can't do anything with "It doesn't work" or "it crashes". I need the entire log file. That reveals a lot about what happened, what happened before that, what mods you are running, and what OS you use including 32-bit vs 64-bit. So.... I just posted a new pre-release, version 0.4 pre4. Please download that and see if it helps. And please read my new wiki, https://github.com/taraniselsu/TacLifeSupport/wiki . I created an Installation Tutorial and a Help page. Please follow the directions on those pages and let me know what issues remain. And please, please, please follow the directions on the Help page where it says to upload a copy of your complete log file. "Help me, help you." http://www.youtube.com/watch?v=AGt5f70K02Q#t=23 Changes Added an InstallChecker based on the one Majiir made for Kethane Tweaked the defaults for the max time without. Warnings: * This release is not compatible with version 0.8 and before.
  17. I am sorry, but I am going to be gone for the next two weeks. I will try to help with issues when I get back.
  18. I was told that you should go read the FAR OP and post this over there with more information. Most likely not an issue in TACLS.
  19. Log file? You can also bring up the log in game by pressing Alt+F2. With your description of the problem, I would expect to see a whole lot of red text flying by.
  20. Log file? You can also bring up the log in game by pressing Alt+F2. With your description of the problem, I would expect to see a whole lot of red text flying by. Your log file will also give me an idea of what other mods you are running and look for a possible mod incompatibility issue.
  21. Right, I just didn't want someone to be mad at me because their vessel used to have 100+ days and now it only has 5 days and there is no way to get more resources to it before it all runs out.
  22. Pre-release #3 of version 0.9 is now available. And it has been built for 0.24! Sorry, I apparently did not test the previous pre-release with 0.24 enough because I did not see any of the issues that you all ran into. I saw a couple minor issues, but nothing that seemed major. My quick, terse responses have been because I am furiously working on finishing up v0.9 and trying to get it ready to do a proper release. I am not ignoring anyone , I promise. Warnings: * This release is not compatible with version 0.8 and before. * This is a pre-release. I have not been able to test it as much as I would like so there is a higher probably of bugs or things that do not quite work as intended. Changes Updated for 0.24 Improved compatibility with ModularFuelTanks and RealFuels Added cost information to the resources Bug fix: Kerbals returning to a pod that had been out of oxygen were being killed when they should not. Adjusted the amount of ElectricCharge in all stock command pods. Changes in previous pre-releases: Includes performance improvements contributed by angavrilov Now uses the textures made by jfjohnny5 Uses fixes to the model contributed by Ninenium Respects the length-of-day game setting (Kerbin 6-hour vs Earth 24-hour) The current vessel's status is now always displayed and is at the top of the monitoring window The Build Aid can now be used in the Editor even when the mod is turned off No longer adds the LifeSupportModule part module or resources in code. Instead it uses a ModuleManager config file. Bug fix: was not using enough electricity at high time warps. Bug fix: should not have been requiring Oxygen for craft flying below a reasonable altitude. The check no longer requires the vessel to have electricity or be landed. Added tweakables so the TAC Converters can be toggled on and off in the editor TAC Converters can now be "alwaysOn" TAC Converters config files are now in units per second. Rebalanced for "1 unit = 1 liter" The recycling parts have been changed so that they are more representative of real-world processes. The "Carbon Extractor" uses the Bosch process, and I added a version that uses the Sabatier process. Added parts that use the ModularFuelTanks mod. They will hide all of the original parts so that there are only 3 containers and 3 hex containers: small, medium, and large. Existing ships with the original parts will not be broken since this only hides the originals and does not delete them, and only if the ModularFuelTanks mod is present. Note: This release is not compatible with previous releases. Because of changing the definition of a "unit" to mean "1 liter" instead of "1 day of consumption," existing ships' supplies will last for a very different amount of time. Most will have way too little Oxygen (Kerbals now consume ~304 units of Oxygen per 24 hours instead of 1 unit). Also, the mass of supplies has changed in all parts, so your dV and TWR will be very different. These are not horribly breaking changes, but it means you will need to either: (1) edit the amount of resources in existing ships or (2) launch a lot more resources to any existing ships before upgrading. If you have no existing ships with Kerbals aboard, then you do not need to worry and should be safe to upgrade. I recommend you delete the existing directories before installing the new version. Anything in {KSP}/GameData/ThunderAerospace/TacLifeSupport*/ Download from: https://github.com/taraniselsu/TacLifeSupport/releases/tag/v0.9-pre3
  23. I wonder if that is related to JeffreyCor's 0.24 issue, because it is working fine for me but I am compiling against 0.24. Please do post your log files somewhere that I can get to them though, like Dropbox, Pastebin, or similar. There isn't much that I can do because you have not given me enough information yet. Thank you. You have a different issue. Please post a log file somewhere that I can get to, like Dropbox, Pastebin, or similar. I need more information.
  24. Line 16565 is where it starts loading the space center scene: "[HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER =====================" Shortly afterwards, you have several exceptions (NullReferenceException's) that seem related to TweakableEverything, specifically TweakableEVA. Check to see if that has any updates? And/or try removing just that mod and see if it fixes it. Or even just the TweakableEVA part of the mod. Also, you should update NEAR again. ferram posted a fix recently for an unrelated error that I see in your log file.
  25. And where is your log file? Please post it somewhere that I can see it. Also, are you using TACLS 0.8 or one of the 0.9 pre-releases? What was the last thing(s) you did before it crashed? Which scene(s)? How am I supposed to help when given so little information? Sorry if this comes across kind of mean. It is not intended that way. I just get frustrated sometimes because I really try to help but am usually given so little information. And not just sometimes, *most* times. The log file reveals a lot of helpful information. You should also try looking in it and see if you can figure out the problem . Also, when tracking down problems, I usually run with the debug window open (Alt+F2) so that I can see the errors as they happen. I have done some testing with 0.24, and have fixes for the couple minor issues that I saw, none of which involved a crash. A new pre-release of 0.9 built against 0.24 is coming soonTM
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