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KSP2 Release Notes
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 way that the recyclers work, basically they end up multiplying how long the supplies last. So since they operate at 90% efficiency, your supplies will last about 10x as long. So 140 units of oxygen would be equivalent to 1400 units, and should last 1400/3 Kerbin (6 hours) days. The recyclers do not negate the need for a lot of supplies, they just reduce it. Long missions are still going to need a lot. The good news is that Kerbals only need 0.625kg of supplies per Kerbin day (2.5kg per Earth day) and recyclers reduce that to around 0.13 kg because Water is the heaviest of their needs. It should not be hard to pack enough supplies for a long interstellar flight, and it will not increase your craft's weight by that much. But it does require careful planning. I really like using http://alexmoon.github.io/ksp/ to find launch windows, flight times, etc. Be sure to plan your return launch window too! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Hurray! The long anticipated next prerelease is now available: version 0.3. Warning: I changed the directory structure. You will need to delete the old one before installing the new version. Now includes parts for recycling CarbonDioxide and WasteWater. Greenhouses will be in a later release. There are a lot of changes in this release, and I am in the middle of a lot more but decided to share what I have so everyone can play with it: One important thing: I changed the default consumption rates so that Kerbals use 1 unit per Kerbin day (6 hours). Previously it was 1 unit per Earth day. I adjusted everything accordingly so they still consume the same amount (mass) of resources, it is just the number of units that has changed. I renamed CO2 to CarbonDioxide. I added a ModuleManager configuration file so all stock parts come preequipped with 1 day's worth of supplies per Kerbal. My dynamic detection should still fill other mods' parts. Feel free to send me config files for other mods. I updated for 0.22 Career mode. The small and medium parts are available with Survivability (Tier 2) and the large parts are available with Heavy Rocketry (Tier 4). I also moved the small stock battery from Science Tech (Tier 3) to Survivability (Tier 2) because the lack of batteries severely limited mission times, especially since regular command pods need electric charge. I removed the _TAC from all the resource names. Note that the resource names are easy to change and can be localized to another language if desired. I separated the parts from the core plugin to make it easier to remove my ugly parts and use someone else's. They are now in separate directories. Added the TACLS Carbon Extractor and TACLS Water Purifier recycling parts. They come in medium and large sizes. Each can support up to 8 Kerbals. The Carbon Extractor takes CarbonDioxide+ElectricCharge and gives Oxygen+Waste. The Water Purifier takes WasteWater+ElectricCharge and gives Water+Waste. The part models are just placeholders. Modelers: please make some nicer parts and copy stuff from my config files. I tried to comment it well so that it is easy to understand. I will add links in the OP. Fixed some bugs related to going on EVA and returning. Changed the warnings. It no longer stops time warp when supplies are starting to get low. It only warns once resources reach 10% and empty. Warning: if you are at a high time warp, it may not drop to 1x fast enough and your Kerbals might be dead before you can react. Be careful using high time warp when resources are low. Note that I changed the directory structure. It is now: {KSP}/ThunderAerospace/TacLifeSupport -- the core directory with the plug-in {KSP}/ThunderAerospace/TacLifeSupportContainers -- my (ugly) containers {KSP}/ThunderAerospace/TacLifeSupportHexCans -- the HexCans parts from Greys {KSP}/ThunderAerospace/TacLifeSupportRecyclers -- the recycling parts, also ugly. Modelers? -
I was planning on having a few GUI examples. I feel that your project got a little complicated, so I think we should split it into multiple example projects. Each example showing how to do one new thing. I am trying to finish an update to my Life Support mod, so I won't have much time to work on this for the next week but after that I should be able to add to it or help others add to it (hint hint).
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[0.23] Runway PAPI array - Version 0.3.2
TaranisElsu replied to asarium's topic in KSP1 Mod Releases
You should move {KSP}/GameData/PAPIPlugin/PluginData/PAPIPlugin/resize.png to {KSP}/GameData/PAPIPlugin/Plugins/PluginData/PAPIPlugin/resize.png Or move the DLL up a level. The game looks for the files relative to where the DLL is placed. That is why it wasn't using the icon in the corner. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
I will have to see if that still happens in the new version. I have changed around the way that it gets the resources to fill the EVA spacesuit. Thanks for the bug report. https://github.com/taraniselsu/TacLifeSupport/issues/1 -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
TaranisElsu replied to BigNose's topic in KSP1 Mod Releases
Yeah, it's known for quite some time now, but I'm still not sure why this happens. All timers I coded as a replacement for the current one had the same problem. EDIT: Interestingly enough, this only happens to active lights within loading distance. The state of lights out of loading range is saved and reapplied correctly, once the craft gets close enough again. Also, while unloaded, pausing causes no problems whatsoever. I have been meaning to try something but have not found the time. I noticed the following code: //Energy requirements check: if the light is not off and requires resources; request resource. If returned resource is less than requested; turn off if (navLightSwitch > 0 && EnergyReq > 0 && part.RequestResource(Resource, EnergyReq * TimeWarp.deltaTime) == 0) navLightSwitch = (int)navLightStates.navLightState.Off; and I was wondering if the game is returning 0 for the TimeWarp.deltaTime when the game is paused. Maybe that is what is causing the pause bug? I also love these lights . Thank you.- 799 replies
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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
I would prefer the name Garbage over Sewage. It is supposed to represent other kinds of waste too, like the inedible parts of food (bones & rinds) and some packaging waste (although that should be minimized in a closed-loop system). BTW, ElectricCharge is also camel cased (and not mine). Edit: Oops, I misread your comment. Waste is supposed to represent garbage like above. Waste water is supposed to represent liquid Kerbal waste, plus dirty water from hygienic needs (washing hands, dishes, bathing) and dehumidifying the air (because of sweat). That is why so much is created per day. I would prefer the greenhouses to be manned, with a fairly high requirement to represent the labor that would be needed. And I am thinking the greenhouses should only produce food every 30-days or so to represent the growing cycle -- and for the challenge. -
[1.0.2] TAC Self Destruct v1.5.1 [13May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
I hope that is not considered a "necro post". The mod still works with 0.22. It just needs the addition to the cfg file so that it shows up on the tech tree. I will get it updated soonTM. For now, you can do it yourself by adding the following lines to the .cfg file: TechRequired = advScienceTech entryCost = 10500 From the Readme.txt (https://github.com/taraniselsu/TacSelfDestruct/blob/master/Readme.txt#L26): Optional: Add the following lines to any part that you want to have the Self Destruct functionality: MODULE { name = TacSelfDestruct timeDelay = 10.0 } -
What am I doing wrong?
TaranisElsu replied to SquirrelMan's topic in KSP1 C# Plugin Development Help and Support
One thing that I noticed is that you used GUI.Button instead of GUILayout.Button. Also, GUI.Window instead of GUILayout.Window. Any reason? Other than that, which is not wrong, I don't see anything that is obviously wrong and would be causing your issue. Are you sure it is your mod? Do you have any others installed? I know that an older version of Kerbal Engineer threw a lot of exceptions at various times. Unfortunately, I have not added a GUI example to https://github.com/taraniselsu/TacExamples yet. In the mean time, feel free to look at https://github.com/taraniselsu/TacPartLister and https://github.com/taraniselsu/TacLib. My TAC Part Lister is a (fairly) simple mod that shows a window in the VAB and SPH. -
From your signature, it looks like you would be a better person to do it than me. I have not done anything with sound yet. If you would, make a simple example and send me a pull request on Github, or send a link to a file by pm, and I will include it in the package. I can even edit it and polish it if you want to just make a rough example. Other examples, from anyone, are also welcome.
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Symmetrical Craft Spinning Out
TaranisElsu replied to Magicide's topic in KSP1 Gameplay Questions and Tutorials
Try turning off the gimbals on the outer engines (or using the LV-T30 which does not gimbal). Only the center engine should be allowed to gimbal its engine. Also try adding RCS, Reaction Wheels, or fins to counteract the spin. I have noticed a small tendency to spin on some of my rockets, but it is usually very slow at first and easily countered. Edit: I just noticed all the fuel lines. Make sure that the fuel is flowing evenly. Just a little bit off balance makes a big difference. -
Oops, sorry for the headache. That was a change in v2.0:
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I was trying to figure out everything that I could about KSPFields and how they work so that I could explain it to others. I am working on a set of examples that I hope others will find helpful: http://forum.kerbalspaceprogram.com/threads/56053-Example-plugin-projects-to-help-you-get-started Take a look at https://github.com/taraniselsu/TacExamples/blob/master/02-SimplePartModule/Source/SimplePartModule.cs where I worked out the object life cycle in KSP/Unity. And look at https://github.com/taraniselsu/TacExamples/blob/master/05-KspFields/Source/KspFieldsModule.cs where I am figuring out how KSPFields work -- not finished though. I did find that KSPFields declared as double's and long's do not work, only int's, float's, string's, and bool's. I also cannot get MyType to work even though it should . I don't see anything wrong with the code you posted, so I would add more logging to see what is happening. Emphasis is mine because I have had many issues with values not being copied from the prefab part to the clones
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I have been working on a set of examples that I hope people will find useful for learning how to write plugins for KSP and as a starting point for their mods: https://github.com/taraniselsu/TacExamples. I also hope to have working examples of how to implement certain things in KSP/Unity. So far I have: 01: A simple part-less plugin. 02: A simple PartModule plugin. 03: A part with right-click events. 04: A part with action group events. In the works: 05: How to use KSPField's -- not done yet, and not working as written -- not sure why I cannot get it to work for MyType. I have gone through http://forum.kerbalspaceprogram.com/threads/7529-Plugin-Posting-Rules-And-Official-Documentation?p=156430&viewfull=1#post156430, among other sources, and still cannot figure it out Coming soon: Show how to make a simple GUI (for now see: https://github.com/evilC/TacLib) Define a new resource more? You can download the source code from this link: https://github.com/taraniselsu/TacExamples/archive/master.zip. I hope that helps. Feedback will be much appreciated.
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Writing addons - Where to begin?
TaranisElsu replied to luckruns0ut's topic in KSP1 C# Plugin Development Help and Support
I have been working on a set of examples that I hope people will find useful for learning how to write plug-ins for KSP and as a starting point for their mods: https://github.com/taraniselsu/TacExamples I hope that helps. -
Would you answer some of these questions: http://forum.kerbalspaceprogram.com/threads/25823-0-21-1-TAC-Fuel-Balancer-25Jul?p=563973&viewfull=1#post563973 Plus three additional questions: 10) Bring up the information dialog on the map view and tell me what the "Vessel State" is when you see the above problem (Prelaunch/Landed/Orbiting/etc). 11) What mods do you have installed? 12) You said the highlight option is still there, which other ones are? Is Edit? Thanks!
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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
I am working on an update (that includes recycling-yay!), but until then: this mod does work with 0.22, you just need to add the two lines to each part's cfg file to make them show up in career mode. I plan to have most parts unlock in the Survivability node, with the larger ones unlocking in the Heavy Rocketry node. See instructions here: http://forum.kerbalspaceprogram.com/threads/40667-0-21-1-WIP-TAC-Life-Support-28Jul?p=708033&viewfull=1#post708033 Would you try logging in to the Spaceport first? Then try downloading it again. Spaceport can be kind of finicky. I hope that helps. -
Open the config file at: Kerbal Space Program\GameData\TacFuelBalancer\PluginData\TacFuelBalancer\FuelBalancer.cfg And change the icon.x and icon.y values to 100,100 and see if that helps. If so, then you can drag the icon to a better position (if not using Linux ) or you can set the position in the config file.
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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
1. This is still a Work In Progress, and I did not want to mess up someone's game if they decided to try it out. I will remove the _TAC from the resource names for the final release. Also note that you can easily change the names to whatever you want, including localizing them to other languages. 2. In real life, we can recycle CO2 back into usage oxygen. It just is not very efficient yet, and it requires another chemical reactant. Or we can make an algae hydroponics pod to do it (very heavy). My plan is to add recyclers for all of the waste resources back into good resources: CO2->O2, WasteWater -> (clean) Water, and CO2, Water, Waste (fertilizer) -> Food, O2. 3. I did not want to deal with waste management in my mod. I would prefer to make it recyclable, see #2. 4. Yes, I know that my containers are ugly. I am a professional programmer (10 years), but I am new to modeling and texturing. Did you see regex's replacement textures? Or Talisar's "Spherical and Toridal Tank Pack"? There is also a lot of parts in other mods, like KASPAR, that can be repurposed for life support storage -- for personal use only until the mod owner releases some or gives permission to release some. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Talisar's "Spherical and Toridal Tank Pack" can now contain life support supplies: (http://forum.kerbalspaceprogram.com/threads/30673). Thanks Talisar! Ref: http://forum.kerbalspaceprogram.com/threads/30673?p=722219&viewfull=1#post722219 -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
I need to change the text for that error message. It always occurs when I try to add my module at runtime, but it does not seem to affect anything. Someday I hope to find a way to add my modules without causing that error.