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TaranisElsu

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Everything posted by TaranisElsu

  1. I cannot follow your versioning scheme because: I use Visual Studio, I compile the version number into the DLL (right click the DLL and see the Properties->Details->File version), and I automated updating the version number so that it changes every time that I build. Therefore, I am limited to four numbers in the form: 1.2.3.4. I cannot use letters and I cannot use more than four numbers. That is a restriction that Windows and Microsoft imposes on me. My versioning scheme is currently: <major version>.<minor version>.<Julian date it was compiled>.<build number> where the Julian date is the two digit year and the day of the year (YYDDD), and the build number is the number of times that I have hit Build in Visual Studio that day. You may have noticed that I try to encode most of the information you list above (plus last modified date) into the forum thread's subject. For example, my Life Support mod's thread says "[0.22] WIP TAC Life Support 0.5 [17Nov]". I also include a file in the build that has version information, like "TacLifeSupport_v0.6.13334.4.txt". In my opinion, instead of getting people to standardize on your scheme, try to get more people to include version and last modification date information into the forum thread's subject and include something in the release that tells you which version you have installed. It frustrates me right now because I cannot go to my GameData directory and open some mod and see what version I have. There is nothing in the directory that tells me, and I cannot right click the DLL and see a version number either .
  2. The plan is to use the waste in a greenhouse part. The waste will be turned into fertilizer and used to help grow more food. It will not be able to use 100% of it though. The ISS crew manages waste just as you described: they put it in a return ship and let it burn up on reentry. Though I think they use the unmanned Progress missions instead of the manned Soyuz. In the game, you could do something similar or you could make ejectable waste containers using decouplers and separatrons.
  3. I had made a simpler version of this: https://github.com/taraniselsu/TacLib/blob/master/Source/Icon.cs, which has been available for others to use -- and a couple modders have asked to. Yours looks good, but it is much more complex. I like the idea of a toolbar like nothke's suggestion: but I want it to function such that I can put a bunch of icons on it and then show/hide it with one click. And it collapses down to a single icon. That way my screen is not all cluttered with the icons everywhere but I still have easy access to them all. I know that you are planning on it, but I wanted to reiterate that it is very important that you allow us to control in which scene(s) the icons show. My mods show things in Flight, the Space Center, or the VAB/SPH. Others' mods show in the Tracking Station. P.S. I do not like the idea of only rearranging them in the Space Center scene. I would like to arrange them in the Flight scene, and the Space Center scene is getting enough icons of its own so I do not want the flight ones to show there also.
  4. You do not need to worry about the waste containers becoming full. Excess waste is just dumped, with no bad consequences.
  5. Two causes immediately pop into mind (that are easy to check): (1) You have two version of my mod installed. Is there both a {KSP}/GameData/TacLifeSupport directory and a {KSP}/GameData/ThunderAerospace/TacLifeSupport directory? (2) You have two copies of the ModuleManager DLL installed. This mod requires Module Manager version 1.5 or later. But make sure that you only have one copy (other mods use that too). Beyond those two, I would need to see the log file found at {KSP}/KSP_Data/output_log.txt. Do any of the resources show up twice? Does the description text show twice on every command pod, even those from other mods? What other mods do you have installed? I hope that helps!
  6. While waiting for an official update, it is an easy fix that you can do yourself. Find the parts' .cfg files, and in the RESOURCE {} sections, take the "_TAC" off the names.
  7. May I ask which parts you are using? I would like to get an idea of how big your lander is. Also, you can add the resources to any part that you want. Your download link does not seem to work. It sounds like you are doing it right. Do you have the Module Manager (v1.5) (http://forum.kerbalspaceprogram.com/threads/55219) ? I forgot that I still have not included that in the download. Download the DLL and put it in the {KSP}/GameData directory. If you do have it, would you upload your log file from {KSP}/KSP_Data/output_log.txt? @eggrobin, Looks like you have done a lot more research on that aspect of the converters. I have to admit that my ElectricCharge consumption rates and efficiency values are arbitrary right now. I did obey Conservation of Mass, but not Conservation of Energy yet. Do you mind if I use some of your numbers?
  8. Shimmy, Adding another resource requires a code change. Renaming a resource requires edits to the following files: {KSP}/GameData/ThunderAerospace/TacLifeSupport/PluginData/TacLifeSupport/LifeSupport.cfg (created after running KSP with the mod installed) {KSP}/GameData/ThunderAerospace/TacLifeSupport/TacResources.cfg {KSP}/GameData/ThunderAerospace/TacLifeSupport/StockPartChanges.cfg and config files for any parts that hold the resource. Hope that helps!
  9. I am cross-posting my response here so that others can see it (https://github.com/taraniselsu/TacLifeSupport/issues/5): The consumption rates and other settings get saved to the {KSP}/GameData/ThunderAerospace/TacLifeSupport/PluginData/TacLifeSupport/LifeSupport.cfg file, which is created the first time that you start up KSP after installing the mod. You can also edit them in game by clicking the "LS" button in the Space Center scene. If you do change the consumption rates, it is recommended that you also check the densities which are saved in {KSP}/GameData/ThunderAerospace/TacLifeSupport/TacResources.cfg. You might also adjust the number of units of resources that each part gets which is in {KSP}/GameData/ThunderAerospace/TacLifeSupport/StockPartChanges.cfg. Keep in mind that I set everything up so that Kerbals consume one "unit" of each resource per day, but each unit is a different amount (mass and volume). One unit of oxygen is 0.429 kg and 1.490 liters. One unit of water is 1.798 kg and 1.798 liters. Most of my math and references can be found here: https://docs.google.com/spreadsheet/ccc?key=0Aioc9ek3XAvwdGNsRlh3OVhlbTFBR3M4RW0zLUNTRFE&usp=sharing
  10. Fixed. Note that going on EVA and returning causes the vessel to count as "launched." I also fixed the bug where turning off resource flow allowed the Kerbals to live indefinitely. Any part with resource flow turned off is now ignored when doing any of the calculations. Again with the disclaimer: *** Keep in mind that this is still mostly untested and probably contains a few more bugs. Do not blame me if problems exist. *** https://www.dropbox.com/s/dkbzbnryjpqm51u/TacLifeSupport_pre-0.6.13329.2.zip These last changes actually had nothing to do with the recyclers. I reworked the tracking and consumption calculations so that it can help monitor far away vessels and it should work better when loading a vessel after being gone for a really long time (2+ years). Another concern is around docking/undocking.
  11. I had a chance to do a little testing so here is a new mostly untested dev release. *** Keep in mind that this is still mostly untested and probably contains a few more bugs. Do not blame me if problems exist. *** https://www.dropbox.com/s/ys0zq0hg88c5jse/TacLifeSupport_pre-0.6.13328.6.zip I will try to answer the recent comments when I have time. For now: Um.... don't do that ? On a serious note, thank you for bringing it to my attention. I will look into it.
  12. I have a new version but have not had the time to thoroughly test it yet. I decided to make it available early for anyone who wants it. *** Keep in mind: this is a seriously untested dev version. Do not use unless you want to help me test it. *** https://www.dropbox.com/s/a727gnedbcfzv26/TacLifeSupport_untested-dev-0.6.13326.21.zip Changes Reworked the way everything is calculated/tracked. It now tries to monitor far away vessels. Oxygen is handled at the vessel level instead of per Kerbal. Electricity usage has always been that way. Food and Water are still handled at the individual Kerbal level. Redid the in-flight windows (monitoring and roster) Consumption calculations are now limited to a MaxDeltaTime per update tick. I did that so recycle and consumption calculations can alternate. And so the consumption calculations do not kill a Kerbal because you have not loaded the vessel in a really really long time but had a recycler that would have made the resources last long enough. This might cause it to take numerous updates to catch up if you have not loaded a vessel in a really really long time. The resources low warnings and slowing time warp currently only work for nearby vessels, not far away ones. You can watch their resources in the monitoring window, but warnings for them are not working yet.
  13. Creating a config file with the following added the module to every part in the game, even if it did not have any resources: @PART[*]:HAS[ @RESOURCE[*] ] { MODULE { name = MyModule } } I am using v1.5, and I redownloaded it just in case. Is my syntax wrong? Or is this not working as intended? Thanks!
  14. The "_TAC" is gone from the names as of the 0.3 release. That was put there to avoid conflicts with other mods, especially since this is still a work in progress.
  15. Release 2.1 is now available! Download here: http://kerbalspaceprogram.com/tac-fuel-balancer-v1-0/ Changes: Hopefully, *cross fingers*, I fixed the Linux mouse bug. Please test it out and let me know. I rewrote the code handling it. The long overdue compatibility fix for StretchyTanks. Sorry for the delay . Added an x100 button for when you want to transfer a lot of fuel (or Kethane) quickly. Note that I changed the directory structure. You will need to delete the old directory when upgrading. {KSP}/ThunderAerospace/TacFuelBalancer
  16. Prerelease v0.5 is now available: http://kerbalspaceprogram.com/tac-life-support/ Due to popular demand, I have reverted my change to 6 hour Kerbin days. All units/rates/densities are again based on a 24 hour Earth day. Sorry for any issues this caused. Thank you for the feedback .
  17. Two easy ways to fix the resource naming issue: (backup everything first, especially your save file) (Recommended) Go through your persistent.sfs and take the _TAC off the resource names. Should be able to do a Find & Replace "Food_TAC" with "Food", "Water_TAC" with "Water", etc. Or even Find & Replace "_TAC" with "" (case sensitive). You may also need to do the same thing to all of your vessel save files that you don't want to rebuild (in {KSP}\saves\{SaveName}\Ships\VAB or SPH) Edit the LifeSupport.cfg file and add the _TAC back to the names, so "FoodResource = Food" becomes "FoodResource = Food_TAC" and edit TacResources.cfg and add the _TAC back. You will also need to go through all of the parts' cfg files and do the same thing. No source code edits required. I'm sorry about that
  18. No worries. Thank you for giving me so much to go on. So fixing the file fixed the problem? And it sounds like most of you want me to go back to units related to the 24-hour day instead of the 6-hour Kerbin day. If that is the concensous, then I will revert that change.
  19. Thank you for giving me so much to go through! Much appreciated. When did you last upgrade RemoteTech2? There are some errors caused by it that might be messing up the part loading: UnauthorizedAccessException: Access to the path "C:\Users\Clyde Nelson\Desktop\KSP\KSP .22.0 Test\KSP_win\GameData\RemoteTech2\RemoteTech_Settings.cfg" is denied. at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 at System.IO.File.Open (System.String path, FileMode mode) [0x00000] in <filename unknown>:0 at ConfigNode.Save (System.String fileFullName, System.String header) [0x00000] in <filename unknown>:0 at ConfigNode.Save (System.String fileFullName) [0x00000] in <filename unknown>:0 at RemoteTech.Settings.Save () [0x00000] in <filename unknown>:0 at RemoteTech.Settings.Load () [0x00000] in <filename unknown>:0 at RemoteTech.RTSettings.get_Instance () [0x00000] in <filename unknown>:0 at RemoteTech.ModuleRTAntenna.get_RangeMultiplier () [0x00000] in <filename unknown>:0 at RemoteTech.ModuleRTAntenna.GetInfo () [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 NullReferenceException: Object reference not set to an instance of an object at RemoteTech.ModuleSPUPassive.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 If you would, please try one of the following: Remove the RemoteTech2 mod temporarily and see if you still have the problem. Or just delete GameData\RemoteTech2\RemoteTech_Settings.cfg Or change the file permissions on GameData\RemoteTech2\RemoteTech_Settings.cfg so that KSP can write to the file. I.e. make sure your user account can write to the file. Let me know what happens. Thanks!
  20. Are you saying that you fixed it? Or have some work around? I would really like to fix it but I have no idea how, and I do not have a Linux box set up to test it on
  21. I was thinking of providing a 24 hour config, but my concern is all the parts that should hold the resources. They need to be balanced so that people do not need too many or too few containers to get anywhere. Although I guess the only real issue is that the dry weight of the containers will be off since I am scaling the weight of each unit of resource...
  22. Another update! Version 0.4 is now available! New in this version: Per-save settings. You can now enable/disable the mod for each game save in addition to changing whether to allow the crew to respawn or perma-die. Added a button to the Space Center scene where you can change the settings. Note that it also allows changing global settings like the consumption rates. Be careful changing those because you will also need to change the resource densities (in TacResources.cfg) and how much parts store. I probably should have listed the last update as a "game breaking" update. Changing the names of the resources means that any ship with resources under the old names will not have the new resources, potentially making the crew die from the lack thereof. Changing the value of a unit of resource means that all ships have their supply longevity divided by four. Also, changing the densities of the resources throws off the TWR and dV of old designs. Please read my previous post and vote for 6-hour (Kerbin) days or 24-hour (Earth) days. If people want me to change it back, then I will. Sorry for any problems caused by the last update
  23. That shouldn't have been caused by anything that I did. I do not see how changing the weight of the resources would cause it... Can you recreate it? And would you upload the logs if it happens again? You might also watch/search the logs for "TAC". All of my logging statements start with that. See if you can find any errors at or near lines with my logging statements. It would also help if you would list your mods. It might be one of them, or a conflict with one of them, that caused it. I will try to fix that. Thanks for the heads up. Anyone want to vote for 6-hour days vs 24-hour days? I would like the units to be nice round numbers to make it easier to plan and design new rockets, and to know at a glance how much time you have left (even without opening the monitoring window). Did changing it to 6-hour days lose that benefit? Right now, all consumption rates are in units per Kerbin day (6 hours). So a unit of oxygen would last one Kerbal for 6 hours, and weights ~107 g (0.000107 metric tons), and ~2685 units should fit in a 1 m3 container. I can change it back to 1 unit per 24 hours, which works out to 0.43 kg (0.00043 metric tons) per unit, and ~671 units per 1 m3 container. Which would you prefer?
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