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TaranisElsu

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Everything posted by TaranisElsu

  1. Where is your log file and list of mods? Please please please upload them somewhere that I can look at them with any and all bug reports. And please upload the entire log file, not just a sniplet. I know that it is big but sometimes an earlier error causes the error that you are seeing. Especially please upload the log file since the toolbar disappears completely when only selecting the Fuel Balancer. I suspect an issue with the new Toolbar version (1.7.1). My mod seemed to work fine in the testing that I did, but I have yet to upgrade the toolbar from a pre-1.7 version. (I'm in the process of moving to the other side of the US). TL;DR: Help me help you by uploading your entire log file and list of mods somewhere.
  2. Seems to work fine in 0.23.5 (ARM) with no changes. There is not currently a way to do that. I'm not sure how common of a use case that is.
  3. Seems to work fine in 0.23.5 (ARM) with no changes.
  4. Seems to work fine in 0.23.5 (ARM) with no changes.
  5. The MaxDeltaTime is there because my mod does not actually track consumption while vessels are unloaded. It keeps track of the last update time, and when a vessel is loaded it calculates the consumption from the last update time to the current time. So if you had a space station, and you flew another ship for a year and then returned to the station, it would calculate how much the Kerbals would have consumed during that year. To avoid issues with immediately consuming a years worth of supplies, and to give the recyclers a chance to act, it limits the consumption per update tick to the MaxDeltaTime. So with the default of 86400, each update tick will be limited to one 24-hour day. So catching up after the year will take 365 update ticks (there are ~25 update ticks per second). You may have noticed that sometimes when you load a vessel, the resources go crazy for a couple seconds and then settle down. That is it catching up with what should have happened while you were gone. The ElectricityMaxDeltaTime is set to 1 to effectively disallow consuming electricity while the vessel is unloaded. I had to do that because none of the electrical generators -- solar panels, RTG's, etc -- function while the vessel is unloaded so the vessel would quickly run out of electricity, the recyclers would stop functioning, and all your Kerbals would die . If someone can build some solar panels that generate electricity while unloaded, then I can take that out. The problem, of course, is determining if the panels are receiving any sunlight at any particular moment.
  6. From the testing that I have done, this works fine in 0.23.5/ARM. There is one caveat though: be careful using time warp in the Space Center and Tracking Station scenes. There is no Monitoring Window to alert you that a ship is running low on supplies and it will not stop time warp when supplies become low or run out. Consumption is still calculated the next time the ship is loaded, just it's not showing the status in those scenes.
  7. I've only had a little time to test, but all of my mods seem to be working fine: TAC Life Support, TAC Fuel Balancer, TAC Part Lister, TAC Atomic Clock, TAC Self Destruct. Links are in my sig. (Not the Smaller SAS Parts. That was abandoned.) There is one caveat for TAC Life Support: be careful using time warp in the Space Center and Tracking Station scenes. There is no Monitoring Window to alert you that a ship is running low on supplies and it will not stop time warp when supplies become low or run out.
  8. This brings up another strategy/design issue. I see the plugin that causes Kerbals to need resources as separate from the parts that contain those resources. Kind of like how an engine is separate from a fuel tank. If you chose to use my life support mod (the engine), you can choose anybody's supply containers (fuel tanks). There is no reason those have to be one thing. I need to revamp the OP to better highlight parts others have made. I am also planning to separate the mod into multiple downloads: the core plugin the supply containers the recycling and greenhouse parts the resource gathering parts. Feel free to mix and match as desired. Only the core plugin is not replaceable (otherwise why are you using my mod?).
  9. Unfortunately I cannot. The number of "units" is an arbitrary number, but that tells the game how to display it. It is also central to how the game deals with the resource. Note that the actual consumption, in kg per second, is not going to change. Just the way the game displays it might change. The reason it is a breaking change is that all of your existing ships will no longer have enough supplies. Instead of needing 1 unit of Oxygen (which weights 0.429 kg) to last one day, a Kerbal will need ~304 units of Oxygen (still totals 0.429 kg). So the command pods that are supposed to have 1 day worth of supplies (1 unit) would end up with only 4.7 minutes of Oxygen (1 unit) instead. You will not need to worry if you do not have any active manned flights. Just tweak your saved ships before launching them and all will be good. But be careful if you have a ship with several Kerbals orbiting Jool. I agree, all parts should list in the part's title and/or description how many days the supplies are intended to last.
  10. How many people will kill me if I abandon the "1 unit per day" way of measuring resources? Squad complicated things for me in the new version by now offering the option to show the times in Kerbal days (6 hours) or Earth days (24 hours). And it sounds like Kerbal days will be the default. So which "day" should I use? I can switch to "1 unit per liter" or something similar, which will make a lot of people happy because it will make compatibility with other mods a lot easier. Would the Build Aid and monitoring window make up for the less intuitive values? This will be a breaking change if I do change it. You will need to start a new save or manually edit your save file to upgrade. Should I do that for 0.23.5 or 0.24?
  11. You are correct that neither the Build Aid window nor the Life Support Monitoring window account for recycling. The recyclers effectively make any Water or Oxygen last 10x as long, so you only need to pack 1/10th the Water and Oxygen as Food. Also, yes, you need enough resources for the trip there, the time spent waiting for a return window, plus the trip back. My favorite tool for planning that out is: http://alexmoon.github.io/ksp/.
  12. Would you try deleting all the DLL's from the {KSP}/GameData/NearFuture/Plugins directory except the NearFuture.dll? Those other ones are KSP files and should be loaded from the KSP folder, not the NearFuture folder. That is a packaging mistake by the mod author.
  13. The log file should still be created. It is created as soon as the game is run. On Windows, it is in {KSP}/KSP_Data/output_log.txt Which brings up another question: which OS? Windows, Linux, or Mac?
  14. Also check out https://github.com/Anatid/XML-Documentation-for-the-KSP-API. Specifically the Assembly-CSharp.xml file. They tried to document the API. It is a bit out of date and was never completed though .
  15. Thanks for the mod list! How about a full & complete log file? Or multiple log files? Does it crash every time you load the VAB and SPH? Or only sometimes? Does it crash the first time after restarting KSP? Would you also upload your persistent.sfs file? I see that you have BobCat's AmericanPack and SovietPack. Have you disabled asmi's ECLSS life support mod that comes bundled with those? (Delete the ECLSS.dll) That can cause some weird conflicts, but I would expect to see issues in flight not the editors. I hope that helps! Re: Daishi & Strana Mechty Engineering -- BattleTech fan? I still have a bunch of the tabletop/rpg stuff, but I don't know anyone who plays that. Most people seem to only play the computer games or now MechWarrior Online.
  16. Hi everyone! Wanted to let you know that I am still alive and around. I've been busy with life, but I have not forgotten my mods and will try to have some new stuff in time for 0.24. Hopefully... I will respond to more of the recent comments soon. Thank you to everyone who has been answering questions. Please see my reply on your other thread: http://forum.kerbalspaceprogram.com/threads/73461-TAC-life-suport-NaN-bug?p=1041348&viewfull=1#post1041348
  17. Yes, it is. I was taking a short break so that I could actually play KSP. I have limited time to mod or play, and so much of my time was being spent modding that I had hardly played in months . Good thing that I did since I found a bug that nobody reported yet: did you know that if you send a Kerbal on EVA from a 1-man pod for X minutes that he will immediately consume an extra X minutes of Oxygen upon returning to the pod? Does not affect other pods as long as at least one Kerbal remains in the pod. That will be fixed shortly. I have Kethane scanning and mining for ice and regolith close to finished, but I need part models for the drills. And I have been working on the Greenhouse, but I am struggling trying to balance it. I added a link in the OP. Thanks! As I have said repeatedly in this thread: that exception is known and does not seem to be causing any issues. Please post your entire log file somewhere that I can look at it, and let me know what other mods you have installed. Did you take a look at the Life Support Monitoring window? Were the remaining times decreasing in the window? With default settings, I expect the Kerbal to only consume 0.01389 units of each resource after 20 minutes. That is too little to be visible in the Resources display. Also, Kerbals do not consume Oxygen while landed or flying on Kerbin below a certain altitude (they should still consume food & water though). Let me know if that helps. But please post your entire log file somewhere that I can look at it.
  18. Yes, please send me a pull request showing how to do that. I appreciate it
  19. My TAC Life Support mod just exposes the "MissingCrewsRespawn" game setting: https://github.com/taraniselsu/TacLifeSupport/blob/master/Source/GameSettings.cs#L43. So there will not be a conflict if you do the same. Unfortunately, my change to the respawn time only affects Kerbals killed by my mod -- not those killed by the game or other mods: https://github.com/taraniselsu/TacLifeSupport/blob/86224f5d5390af47477645ded29e3b3bf5eba8d3/Source/LifeSupportController.cs#L568. I agree that the default is way too short at only 36 minutes.
  20. 1) Install mod. Make sure the files are in: {KSP}/GameData/ThunderAerospace/TacLifeSupport_____ 2) Check the settings by clicking the icon in the Space Center scene 3) When building a ship or station, make sure that you bring along enough food, water, & oxygen to last. Each Kerbal consumes 1 unit each of food, water, and oxygen per 24-hour day (note that the masses are different so they consume different amounts, it just uses "1 unit" for convenience.) Use the Life Support Build Aid in the editor to help make sure you have enough. 4) Add a Carbon Extractor or Water Filter to extend how long your Oxygen and Water supplies last. They effectively make those resources last 10x as long. 5) When flying a ship, check the Life Support Monitoring window to see how much time is left before resources run out. The remaining times do not account for any recyclers nor does it track electricity very well. 6) Profit! Any questions? The Blender file and texture files are all here: https://github.com/taraniselsu/TacLifeSupport/tree/master/Unity/Assets (you can find the source code there also). I know. I way exceeded my bandwidth quota, but it will reset soon. The pictures are a little old anyway. The mod saves some information in the game's persistent.sfs file. Those errors indicate that the game does not know how to load the mod information -- because the mod isn't there to load it. I would not worry about that, it is harmless. If it bothers you, look for a section that begins with "SCENARIO { name = TacLifeSupport" and delete it. Always back up your save before editing it.
  21. May I suggest that you do something like the following: /* * This gets created when the game loads the Space Center scene. It then checks * to make sure the ScenarioModule has been added to the game (so it will be * automatically created in the appropriate scenes). */ [KSPAddonFixed(KSPAddon.Startup.SpaceCentre, false, typeof(AddScenarioModules))] public class AddScenarioModules : MonoBehaviour { void Start() { var game = HighLogic.CurrentGame; ProtoScenarioModule psm = game.scenarios.Find( s => s.moduleName == typeof(FinalFrontier).Name); if (psm == null) { Debug.Log("FF: Adding the scenario module."); psm = game.AddProtoScenarioModule(typeof(FinalFrontier), GameScenes.SPACECENTER, GameScenes.FLIGHT, GameScenes.EDITOR, GameScenes.SPH, GameScenes.TRACKSTATION); } } // BTW: I got this from Majiir's Kethane mod. } /* * This will be automatically created by the game whenever the associated Game * Scene is loaded, as specified above when the scenario was added to the * current game. * * Note that it will be created in the scene in which the scenario is added to * the game, if you do it the way I did above. */ public class FinalFrontier : ScenarioModule { /* * This is called whenever the game is saving, both when saving to the * persistent.sfs file and when quicksaving. */ public override void OnSave(ConfigNode gameNode) { // You can save to the given ConfigNode, which adds your data to the // game's save file, or you can save to your own file here. If you save // to your own file, you will need to figure out some way to handle // quicksaving & quickloading. // Saving to the game's save file handles that automatically for you. foreach (LogBookEntry entry in book) { entry.Save(gameNode); // You can keep saving one entry per line if you want: // string value = entry.UniversalTime.ToString() + " " + entry.Code + // " " + entry.Name; // gameNode.AddValue("entry", value); } Debug.Log("FF: Saving FinalFrontier scenario: " + gameNode); } /* This is called whenever the game is loading. */ public override void OnLoad(ConfigNode gameNode) { Debug.Log("FF: Loading FinalFrontier scenario: " + gameNode); var entries = gameNode.GetNodes("LogBookEntry"); foreach (ConfigNode node in entries) { LogBookEntry newEntry = new LogBookEntry(); newEntry.Load(node); } } } class LogBookEntry { public double UniversalTime { get; set; } public String Code { get; set; } public String Name { get; set; } public void Save(ConfigNode node) { ConfigNode entry = node.AddNode("LogBookEntry"); entry.AddValue("UniversalTime", UniversalTime); entry.AddValue("Code", Code); entry.AddValue("Name", Name); } public void Load(ConfigNode node) { if (node.HasValue("UniversalTime")) { double newValue; if (double.TryParse(node.GetValue("UniversalTime"), out newValue)) { UniversalTime = newValue; } } if (node.HasValue("Code")) { Code = node.GetValue("Code"); // You could change Code to an Enum and save that. Parsing it is a // little more difficult, but not bad: // string stringValue = node.GetValue("Code"); // if (Enum.IsDefined(typeof(CodeEnum), stringValue)) // { // Code = (CodeEnum)Enum.Parse(typeof(CodeEnum), stringValue); // } } if (node.HasValue("Name")) { Name = node.GetValue("Name"); } } } // KSPAddonFixed is really only needed when using "once=true", so this works // too: [KSPAddon(KSPAddon.Startup.SpaceCentre, false)]. Either way is good. How do you feel about receiving help with your project? Would you mind if I tried to help? I cannot devote enough time to do much for you, just a little here or there. And how do you feel about hosting your code on Github or similar? PM me if you are interested. I really like what you have done here. Great idea!
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