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TaranisElsu

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Everything posted by TaranisElsu

  1. If that is true, then this is much less useful to me
  2. I saw your message, and thanks for sending me the pull request. I will look at it when I get a chance. Sorry, this should work with MFT. I made some compatibility configs for it, but it looks like I need to do more testing. You wouldn't happen to have a log file would you, from when you were having the problem? Also, make sure that you do not have an old version of the KSPAPIExtensions dll. I saw something that seemed to indicate that an old version could cause problems, and that is bundled with a lot of mods, including MFT. Can I get a log file? Gryphon suggested that to you, and even linked to the support forums where it details where to find it. You can also find the link in my signature. I need more information before I can help figure out what is going on. One question though: are you using Tarsier Space Technology? If so, get the latest version. An old version caused symptoms similar to what you describe. The original author has not been around for a little bit, and it was picked up by someone else, so make sure that you get that version.
  3. The log statements you are refering to are just the mod deleting the information it was tracking from the mod's own private storage. It does not delete the Kerbals from the game, and it would only kill the Kerbals in flight (they would still exist, but be marked "dead"). Another mod must be causing the issue or is causing a conflict that is making that happen. So I need the entire log to help, not just a snippet. What is CrewQueue? Can you send me a complete log file? Preferably after recreating the issue? From what you described above, that should be working... The Carbon Extractor parts should allow the oxygen supplies to last roughly 7 times as long. Time warping while the vessel is unloaded should have the same results as time warping with the vessel loaded. Though keep in mind that the Monitoring Window's display does not account for recycling. The settings are not accessible from an MM script, but that will be changing in the new version. It might have to be the version after that. Sorry. I severely limit the electricity consumption during the catch up, because the game does not do anything with solar panels or RTG's while unloaded. I will not be doing that; that is what in-situ resource gathering and greenhouses are for. You can extract oxygen from the atmosphere using an air intake plus the Air Filter (Laythe's air is not directly breathable). The rest is not a part of this mod, but there are several that add that: MKS/OKS, MunSeeker's greenhouse, Biomass, etc
  4. Keep in mind that the monitoring window does not account for recycling. The "catch up" cycles happen when you go to that ship again. Also, nobody will die until you go to that ship again and everything catches up.
  5. Because of limitations on how things work, the consumption calculations and the converters are not guaranteed to run in any particular order so you could end up with a little left over when returning to a ship, up to 86400 seconds worth (24 hours, i.e. the MaxDeltaTime setting). If you have more than that after time warping for many days, then something is going wrong and I would like to see a log file.
  6. What are you trying to do? Which parts did my MM configs miss? Right, a part has to have CrewCapacity > 0 to get a LifeSupportModule and it also has to have minimumCrew > 0 to get resources added. The first check prevents probe cores from getting the module. I added the second check because, in my opinion, crew cabins do not need supplies built in. Just add a part to get however much you want.
  7. Oh, awesome ! Though it might have been better if they waited a few weeks...
  8. Thank you. I'm not sure that I agree about the importance, but it was fun to make and especially fun to test . Personally, my "cannot live without" mods are Kerbal Engineer, my TAC Life Support, and recently, Analog Control (for flying planes). No, sorry, there is not. You can either explode the part itself, or the entire vessel. Someone mentioned that Kerbal Inventory System (KIS) might have something that does that. You could disable staging in the VAB/SPH. Then it will only activate by right clicking the part, and you can set the delay high enough to give you time to change your mind and cancel.
  9. I need the entire log file. Short snippets don't help enough. See my signature for instructions on where to find the log file, and please upload it to Dropbox (or similar). You also might try deleting the PartDatabase.cfg file in the main KSP directory and see if that does anything. KSP will rebuild the file the next time it runs.
  10. I just stumbled upon this and don't remember it being mentioned: TACLS Mining, from StevenJ, https://kerbalstuff.com/mod/787/TACLS%20Mining Note that I have not had a chance to try it out yet so I do not know how well it works and this is not an endorsement. I am just mentioning it for those who were looking for something similar.
  11. Changes Updated for KSP 1.0.2 Changed to use OnPreAutopilotUpdate so that SAS and other autopilots can override the input. Keeps the current trim when setting control positions. Added position scaling and a deadzone. Resets the control movement speed when crossing the neutral point. Fixed rover compatibility. I did not realize wheel steering and wheel throttle were handled separately. Changed the default settings to my preferred settings. Updated MiniAVC to v1.0.3.0 Updated to latest TacLib: sets the min/max KSP version, hoping that future KSP updates won't break too much. Note that this version has a lot more settings: Speed: how fast the controls move while pressing the key Step: the minimum amount the controls are moved per key press. It also snaps the controls to multiples of this value, so larger values cause it to change in large discreet steps. Precision Controls Modifier: scales both Speed and Step by this amount when "precision controls" is turned on (the Caps Lock key in KSP's default key bindings). Minimum Time: the time in seconds a key has to be held down in order for the controls to move more than a single step. Exponent: larger values make the controls move much faster when holding a key down longer. When set to 1, the controls move the same amount per unit of time regardless of how long the key has been held down. Position Dead Zone (new): controls the dead zone around zero where the controls have no effect. Position Exponent (new): larger values make it so controls have less effect when near zero and a much larger effect when farther from zero. Zero Controls Key: the key bound to zeroing the controls. The default is 'z'. Note that toggling on/off is always Alt plus this key (need to change to support Mac/Linux) Set Controls Key: the key bound to using the current control positions. The default is 'y'. - - - Updated - - - Sorry, I have had very little time to work on my mods. I got everything updated but had not found the time to upload all the new versions and update all the posts.
  12. Changes Updated for KSP 1.0.2 Updated MiniAVC to v1.0.3.0 Updated to latest TacLib: sets the min/max KSP version, hoping that future KSP updates won't break too much.
  13. I need a log file to see if there are errors or conflicts causing problems. See my signature for instructions on where to find it. On Windows, it is the [KSP]/KSP_Data/output_log.txt (and not KSP.log!). Also, please create a separate test install with only my mod and the latest Module Manager. Then slowly add in your other mods, running the game each time to see when the problem comes back. Start with any mods that add HexCan parts (like Extraplanetary Launchpads), or Food/Water/Oxygen resources (like CRP), or ModularFuelTanks. I will try to look at your log file when you upload it somewhere that I can see it (like Dropbox)(hopefully not behind an ad wall).
  14. Changes Updated for KSP 1.0.2 Updated MiniAVC to v1.0.3.0 Updated to latest TacLib: sets the min/max KSP version, hoping that future KSP updates won't break too much. Download links in the OP. - - - Updated - - - Sorry for the late reply, but for the use case you described: have you seen my TAC Fuel Balancer? It allows you to transfer fuel (or other resources) between parts on the ship. It works by showing a list of parts in a window.
  15. I did that because it was easier for me to figure out the ratio of resources once, then adjust the overall rate as desired. My plan was for the converters to mainly be useful for long term stations/bases and longer trips, so until that point it would be better/easier to just grab whatever supplies are needed. Also, I want to encourage sending 6+ Kerbals when doing missions outside the Kerbin system. A single Kerbal should get way too lonely being away from everyone for the 2.5+ years that a round trip to Duna would take . There is not a dev thread. I've thought about creating one, but right now, it is mostly just ideas in my head. No, there is mod called Background Processing. The stock game does the same as this mod currently does: when a vessel is loaded, it calculates what would have happened since the last time the vessel was loaded and consumes/produces the appropriate resources, making it seem like it was running the entire time.
  16. See https://help.github.com/articles/using-pull-requests/ Bascially, it is a way for someone to make changes and send them to me, and if I like the changes, I can fold them into the project. I've thought about making things more generic and have made an effort in that direction but it is more difficult than you might think since each resource works in a different way (or will at some point ). I feel that it might not be worth the effort. The things I am working on won't really change the user experience much, it's mainly back end stuff. And I won't be changing resource consumption rates or masses, except maybe the mass of converter parts as it looks like they are all a bit too heavy. That is planned. Working on it.
  17. Instead of forking, I do accept pull requests. But you might want to wait a little bit because I've been working on a complete rewrite that will improve/fix several of the long standing issues.
  18. Changes Updated for KSP 1.0.2 Updated MiniAVC to v1.0.3.0 - - - Updated - - - Sorry, it's taken me a lot longer to update all my mods than I had hoped. But these are planned explosions, on-demand! That is a bit harder than just making things explode whenever. I might move it up in the tree a little, but I think tier 0 is too early. You are welcome to change it for your personal use though. Go ahead and send it to me (in a PM or pull request on Github) and I will take a look at it. I have not played with KIS at all yet.
  19. No, it does not. I was very careful to make sure that does not happen. If you, or anyone else, sees it do that then please report it to me immediately (with a log file and a description of what you were doing).
  20. Changes Updated for KSP 1.0.2. No changes needed. Download here
  21. I still have **NEVER** received an e-mail when someone posts on one of my mod pages. One mod is: http://www.curse.com/ksp-mods/kerbal/221022-tac-life-support Please, please, please, please, please, please, please, please fix. It has been months now.
  22. Changes Updated for KSP 1.0 staticPressure is now in kPa instead of atm LifeSupportModule now implements IResourceConsumer so that all crewable parts properly show as consumers of life support supplies. Added an hsp (specific heat) value to most of my resources. Not sure what to use for Food or Waste. Not positive that any of the numbers that I picked are correct. Added an Info entry to the Engineer's Report to remind about checking life support supplies Fixed a bug where female Kerbals were not being given supplies when going on EVA Disabled my tech tree changes for now. Not sure if they are needed anymore. Removed the workaround for the infinitely zooming parts bug in the VAB/SPH Changed to use the new greater than checks available for ModuleManager scripts Only makes stock parts available for making part test contracts. Only changes the default EC amount for stock parts. Disabled the Community Tech Tree compatibility config. I do not use CTT (yet), so I need someone to look it over and tell me where they think the parts should go. Fixed missing brackets in AddResources. Adds EC to command pods instead of overwriting the default amount. Fetches sea level pressure instead of using Earth's, in case someone mods it. Needs more testing so let me know if you find any issues.
  23. Oops, looks like I typo'd it right before release. The check should have been "@MODULE[ModuleCommand]:HAS[#minimumCrew[>0]]" -- notice the brackets around the >0 that were not there before . Also, I am waiting to work on integration with ModularFuelTanks, Tweakscale, and Procedural Parts to give them a chance to update. Some weirdness is possible when also using those mods, but only for a little while longer. That is actually planned. I had started doing something with Kethane a long long time ago, but never quite got it working right.
  24. And here it is: https://github.com/taraniselsu/TacLifeSupport/releases/tag/v0.11 Works with 1.0. I will write proper release notes when I get home from work. Draft list of changes: Updated for KSP 1.0 staticPressure is now in kPa instead of atm LifeSupportModule now implements IResourceConsumer so that all crewable parts properly show as consumers of life support supplies. Added an hsp (specific heat) value to most of my resources. Not sure what to use for Food or Waste. Not positive that any of the numbers that I picked are correct. Added an Info entry to the Engineer's Report to remind about checking life support supplies Fixed a bug where female Kerbals were not being given supplies when going on EVA Disabled my tech tree changes for now. Not sure if they are needed anymore. Removed the workaround for the infinitely zooming parts bug in the VAB/SPH Changed to use the new greater than checks available for ModuleManager scripts Only makes stock parts available for making part test contracts. Only changes the default EC amount for stock parts. Disabled the Community Tech Tree compatibility config. I do not use CTT (yet), so I need someone to look it over and tell me where they think the parts should go. Note that I have not tested this as fully as I usually do, so let me know what issues you find and I will fix them.
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