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Everything posted by TaranisElsu
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
"the log reports a SIGSEGV" -- where? What does it say exactly? What lines are around it? My mod should not be causing that so I think you have another issue. Can you upload that *entire* file to Pastebin or Dropbox? "Tac.AddLifeSupport[CD300080][34.67]: Error adding the Part Module (expected?)" -- is a known issue. It does that. And does not seem to cause any problems. I am catching that exception and logging that it happens, so it is not propagating up and causing other problems. Are you sure the crash does not happen with a vanilla install (no mods)? There are others using my mod on Linux, right? Anyone else having this problem? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Please: Thank you! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
First thing that I would do is open the Life Support Settings window in the Space Center scene and double check that "Enabled" is marked. Most of the rest of the window should be hidden if it isn't. Also, is the icon showing at all in the Flight scene? Can you get the Life Support Monitoring Window to show there? And... have you launched your craft? Nothing happens until the vessel starts flying so that you can time warp to your launch window without worrying about the crew. After that, please upload your entire log file and the entire persistant.sfs file so that I can look at them. My recommendation is to upload them to Dropbox or Pastebin. What OS are you running: Windows / OSX / Linux? What other mods do you have installed? I hope some of that helps! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Always on = no. On by default = yes: add "converterEnabled = true" to the MODULE section of the part's cfg file. The only use case that I have seen for making the converters be "always on" and not able to be turned off -- Greenhouses -- is better served by a new part module made specifically for that. And I am working on one. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Nothing jumps out at me from the log file. You said it was "abridged", what did you cut out? Do you have the crash files? On Windows, it creates a directory containing the crash files like "2014-01-25_205050" in the KSP directory. What other mods do you have installed? Do you know anything else that might have changed about your setup? When you say "crash", you do mean that the program crashes and quits, right? Not just hangs? BTW, the Module Manager DLL should be installed to {KSP}/GameData, not {KSP}/GameData/ThunderAerospace. Not that it would cause your issue. I hope some of that helps -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Sorry acc, I have not been ignoring you. I just have not had a chance to look into the issue yet. Do you have some parts that I can play with? I saw your Github. Can I download from there? I will try to test it out soon. I do not know what could be causing your issue. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Would you try temporarily removing all other mods and see if the problem persists? I have not seen that, nor heard from anyone else who has. My second thought is to try it again with only this mod and the Biomass mod to rule out a bad interaction between them. But it shouldn't be that either. If that does not help then please: Upload your log file somewhere so I can look at it List all mods that you have installed Find any and all definitions of the Food resource, and let me see them. It should only be defined once and it should look like this: RESOURCE_DEFINITION { name = Food density = 0.0003166535 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } Let me know what you figure out. Thanks! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
It already does that. Kerbals do not use Oxygen while on Kerbin below a certain altitude. Above that altitude, you can use air intakes and the Air Filter part to keep your tanks full (or refill them). Which is why Kerbals don't need Oxygen on Kerbin but they do on Laythe. The EVA reports from Laythe seem to indicate the atmosphere is not breathable. You can extract the Oxygen from the air using air intakes and the Air Filter part so you don't need to worry about Oxygen there. You just need a couple extra parts. A Greenhouse is planned, in the mean time you can use the Biomass mod. A water purifier is also planned. I will not be implementing a perfect closed cycle, so you will need to run the occasional resupply mission or do some resource gathering somewhere. As it is right now, it is easy to stock up for several years and recycling stretches that out. So do not worry about turning your game into "resource delivery service" with no time to do anything else, even while maintaining numerous bases and stations around the solar system. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
The "ECLSS" window is coming from a different mod: asmi's ECLSS life support mod. Do you have any of BobCat's mods installed? BobCat packaged asmi's mod with his part packs, especially the American pack or Soviet pack. You can keep the parts without asmi's mod by deleting the ECLSS.dll out of BobCat's directories. Please use either amsi's life support or mine, not both. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Added a link in the OP. Good job on them -
Thank you for a very detailed write-up. I really appreciate the input and will look at fixes to those in the next release.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
You're welcome The electricity requirement is abstracting the need for temperature control, air circulation, humidity removal, and air filtration in addition to CO2 scrubbers to remove the CO2 from the air. Converting the CO2 back into usable O2 is an additional step. Right now, the converters convert enough resources to keep up with 8 Kerbals. They also operate at 90% efficiency. The 90% efficiency means that you can effectively multiple the time left for oxygen and water by 10x. The math behind that is: I forget what the sequence is called, but you start with: x^0 + x^1 + x^2 + x^3 + x^4 + ... which is equivalent to 1/(1-x). Then substitute the efficiency, 90% or 0.9, for x. So 1/(1-0.9) = 1/0.1 = 10. Also look at http://www.wolframalpha.com/input/?i=%28x%5E0+%2B+x%5E1+%2B+x%5E2+%2B+x%5E3+%2B+x%5E4+%2B+...%29+for+x+%3D+0.9 The converters will keep running when the Waste storage fills up, but they will stop if the Oxygen or Water ("good" resource) storage fills up. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
I'm not sure that I understand your question. The window is there in the middle of the screen. It is empty because you have not launched your rocket yet. It needs to leave the pad before the mod starts tracking it so that you can time warp to your launch window without worrying about your crew. Does that answer your question? -
From a long discussion with NathanKell: How to make new tanks and/or make parts use MFT tanks First you need a TANK_DEFINITION, which has the following fields: name = the name of the TANK_DEFINITION. basemass = modifies the dry mass of the part. Use a value to replace the part's mass, like 0.01. Add " * volume" after the value to make it depend on the tank volume, like "0.0002 * volume". Or use -1 to leave the part's mass alone. One or more TANK blocks. TANK has the following fields: name = the name of the resource held in the tank amount = can be "full" which means the tank will start with maxAmount, or a number which means the tank will start with that amount (clamped so that it is not more than maxAmount), or a number% which means that percentage of maxAmount. So 50% will be maxAmount * 0.50. maxAmount = either a number, which is an absolute number of units, or a percent, which is a ratio of tank space. If the maxAmounts exceed 100% of the volume, they are allocated in order with any excess being ignored. utilization = a multiplier that is applied to the maxAmount. Can be used when storing gases under pressure, like 150 = 150bar, or can account for insulation, like LOx used to be 0.975 to account for insulation. mass = mass in tons per volume unit devoted to this tank, added to the part's base mass. temperature = the temperature the resource is stored at, i.e. close to absolute 0 for LH2 or -186C for LOx loss_rate = controls how fast the resource is lost. The boiloff = loss_rate * maxAmount * (current_temp - desired_temp) * time elapsed. note = a note about what's inside. Examples: "(requires insulation)" or "(pressurized)" fillable = a bool value that indicates whether the resource is fillable in the editor or if it always starts empty. For example, Kethane tanks launch empty and their amount cannot be changed in the editor. An example: TANK_DEFINITION { name = Default basemass = 0.000625 * volume TANK { name = LiquidFuel amount = full maxAmount = 45% } TANK { name = Oxidizer amount = full maxAmount = 55% } TANK { name = MonoPropellant mass = 0.000625 amount = 0.0 maxAmount = 0.0 } TANK { name = XenonGas mass = 0.000625 amount = 0.0 maxAmount = 0.0 utilization = 56.0 note = (pressurized) } } When adding an MFT tank to a part, add the ModuleFuelTanks MODULE to the part's cfg file with: volume = total volume units that the tank can hold type = the TANK_DEFINITION name basemass = if given, it overrides the basemass specified in the TANK_DEFINITION. Example: MODULE { name = ModuleFuelTanks volume = 400 type = Default } Note that MFT comes preconfigured with some tank definitions you can use, and they contain the following resources: Default = LiquidFuel (full), Oxidizer (full), MonoPropellant, XenonGas Fuselage = LiquidFuel (full), Oxidizer, MonoPropellant, XenonGas Structural = LiquidFuel, Oxidizer, MonoPropellant, XenonGas Cryogenic = LiquidFuel (full), Oxidizer (full), MonoPropellant, XenonGas Jet = LiquidFuel (full) Oxy = Oxidizer (full) RCS = MonoPropellant (full) RCSHighEfficiency = MonoPropellant (full) Xenon = XenonGas (full) ServiceModule = LiquidFuel (full), Oxidizer (full), MonoPropellant (full), ElectricCharge (full) Solid = SolidFuel (full) Balloon = LiquidFuel (full), Oxidizer (full), MonoPropellant, XenonGas BalloonCryo = LiquidFuel (full), Oxidizer (full), MonoPropellant, XenonGas
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
The good news is that hunger does not kill right away, so I think you have time. Good luck! -
You should not be able to transfer any resources that are not defined as "pump-able". You can edit them before launch, so you could decrease the amount of SolidFuel in boosters prior to launch (not necessary now with tweakables), but it should not allow you to do anything with SolidFuel after launch. Same thing with AblativeShielding (from DeadlyRentry not FAR, right?). If you are referring to editing the resource amounts while landed on other planets, that was an oversight and will be fixed in the latest version. I meant for you to only be able to edit the resources while landed on Kerbin. Which other resources are you talking about?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
The mod does not account for electricity generation, nor does it calculate electricity consumption for vessels that are not loaded (i.e. farther than 2.4 km away). If the vessel is loaded, then the game should be calculating electricity generation. Does that conflict with your experience? Did you try watching the Life Support Monitoring window? Thanks for the input! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
From your description, my first thought is that it is turned off. Please double check the settings window in the Space Center scene to make sure that it is enabled. Also, does the icon show in the Flight scene? And are you using the Toolbar mod? Bring up the Life Support Monitoring window by clicking the icon. Is the current vessel listed after launching? And please, please, please upload your entire log file somewhere that I can look at it. Sometimes the problem occurs earlier than where the symptom shows up and in the case of mod conflicts, may not be near any of the logging for my mod. In your case, please also upload your persistent.sfs file so that I can double check the settings that are saved there. Also, which OS are you using? Windows/OSX/Linux? For you also: please, please, please upload your entire log file somewhere that I can look at it. Sometimes the problem occurs earlier than where the symptom shows up and in the case of mod conflicts, may not be near any of the logging for my mod. The errors you included are a known problem. The game is throwing an exception, but it still seems to be working anyway ... Questions: Are you seeing the life support icon in the flight scene? I notice that you are not using the toolbar mod, so it should just be an individual button somewhere along the screen edge. Did you launch the vessel? The mod does not consume any resources until after launch so that you can timewarp to your launch window without worrying about the crew. Bring up the Life Support Monitoring window by clicking the icon. Is the current vessel listed (after launching)? Which OS are you using? Windows/OSX/Linux? Your log file is different from mine, so I assume you are not using Windows. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Let me know when you are finished and I will add a link in the OP. The big question is: what should happen if a Kerbal is over-"stressed" or runs out of "comfort"? Should the Kerbal die? Should the vessel become uncontrollable? Should the Kerbal kill a different Kerbal? Should the Kerbal eat all the snacks? Should a delay be added to control inputs? Make "maneuvering/functioning" be "less reliable"? I would like to add a "living space" metric, and require you to build rockets with enough space when launching long missions, but the issue remains: what are the consequences? Actually... food and water are currently tracked per Kerbal. Oxygen and Electricity are the only ones that are tracked per vessel, and that is because they both affect "air quality." Food and water had to be tracked per Kerbal so that they would remain hungry/thirsty if they went on EVA (which is a different "vessel"). -
I figured out how to enable/disable staging for my TAC Self Destruct mod: https://github.com/taraniselsu/TacSelfDestruct/blob/master/Source/TacSelfDestruct.cs#L99. Feel free to copy & paste some stuff from it. It was not hard, but there are some gotchas when the game loads the vessel or when switching between adjacent vessels. I'm not sure that I got it completely figured out. I second the request to "Enable/Disable Reaction Wheels".
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
TaranisElsu replied to rbray89's topic in KSP1 Mod Releases
rbray89, have you thought about this? I like your mod, but I would like the option to only have the clouds show in the regular flight view, and not in map view. Thanks! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Thank you for the bug report. I found and fixed a bug where it was not consuming enough electricity from loaded vessels while at high time warp. It will be in the next release. Also, because of issues in stock KSP with ElectricCharge, nothing in the mod requires electricity while the vessel is unfocused. -
That is really important. KSP/Unity only uses 3.5 and does not work very well with later versions of .NET. I would not say the code "requires" the Toolbar plugin because it should compile without it. I tried hard to make it use the toolbar if it is there, but work fine if the toolbar is not there. I definitely need to improve the documentation in TacLib.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
That was something that I had to be careful about. I created a second DLL that interacts with Kethane so that the core DLL does not have that dependency. You will have to delete that second DLL if you do not have Kethane installed or the game will not load.