-
Posts
643 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by TaranisElsu
-
Do Lost crew respawn?
TaranisElsu replied to Valley's topic in KSP1 Gameplay Questions and Tutorials
Kerbals respawn after a while with the default settings. You will notice that they are listed as "Missing in Action" (MIA) instead of Dead on the Lost list. If you change the settings.cfg, then they will be dead forever. -
Question on fuel balancing
TaranisElsu replied to Isamin's topic in KSP1 Gameplay Questions and Tutorials
I created a mod that can help with making both orange tanks empty at the same time: http://forum.kerbalspaceprogram.com/showthread.php/25823. You can set the tanks to Balance mode, and my mod will keep them the same percentage full. It won't completely solve your issue though. I second the recommendation to look at threads made about the subject. Also check out The Winter Owl on Youtube. He is making a series on Space Shuttles: . That is his favorite way to play. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
I think that is a little beyond my goals for this mod. Though I will add it to my list of possible future improvements. It is an artifact caused by how I am dynamically adding my PartModule and resources during runtime. If you manually add resources, either by editing the part's cfg or using ModuleManager, then they will show up properly. I will be creating ModuleManager configs soon, but I just wanted to thoroughly test the dynamic approach first. The advantage being that I do not have to know about and make changes for every mod out there. Instead it automatically adds itself to all parts with crew capacity. It should automatically detect all parts with crew capacity and add my module and resources to them. So it should Just WorkTM. Please try it and let me know. EDIT: I should also mention that it only adds resources to parts that do not already contain my resources. So if you want a pod to have more or less resources, then add them manually (or using ModuleManager) and this will not mess with it. -
[WIP,PLUGIN,0.20.2] TAC Life Support [2Jul]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Development
New version announced in the Add-on Releases and Projects Showcase thread: http://forum.kerbalspaceprogram.com/showthread.php/40667. It has been updated to 0.21.1 and now includes resource containers. I wouldn't mind if a forum mod closed this thread. I will only be watching the other thread from now on. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
New version just uploaded! Now compatible with 0.21.1 and it includes resource containers! http://forum.kerbalspaceprogram.com/showthread.php/40667-0-21-1-WIP-TAC-Life-Support-28Jul?p=523035&viewfull=1#post523035 Yes, I know that my parts are ugly. I am still learning. Nicer looking parts are coming soonTM. -
No known issues that I know of (yet), though I have had a lot of feature requests (working on them ) Are there any errors in the Debug Log (Alt+F12)? Or in the log file {KSP}/KSP_Data/output_log.txt? Search the file for "TAC" and look for errors around those lines. Also: What operating system are you on: Windows, Linux, Mac? What other mods do you have installed? What exactly is the issue? Does it not show up at all? There should be an icon in the top right side of the screen, is that showing? It might be behind the Resources information or off the screen... try changing the icon.x and icon.y values in the config file. Or delete those lines because the default should be okay. What version of this mod do you have installed? Is an old version hanging around anywhere? Did you install GROOV3ST3R's mod pack? It also contains a version of my mod. Note that I removed the part, so there is nothing to right-click anymore. You will need to click the icon to bring up the main window. DO NOT use the legacy install method. There should be the following files: {KSP}/GameData/TacFuelBalancer_v2.0.txt {KSP}/GameData/TacFuelBalancer/TacFuelBalancer.dll {KSP}/GameData/TacFuelBalancer/PluginData/TacFuelBalancer {KSP}/GameData/TacFuelBalancer/PluginData/TacFuelBalancer/icon.png {KSP}/GameData/TacFuelBalancer/PluginData/TacFuelBalancer/resize.png {KSP}/GameData/TacFuelBalancer/PluginData/TacFuelBalancer/FuelBalancer.cfg -- created after running it for the first time. I hope that helped. Let me know if you figure it out. Thanks.
-
Version 2.0 has now been released! And it is tested with 0.21.1. See the original post.
-
[1.0.2] TAC Atomic Clock v1.4.1 [24May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Tested and it still works with 0.21.1 Thanks for sharing your numbers. I like your idea of using the Mun for the equivalent of a week, and Minmus for the month. I was considering using three or four munar cycles as a month, but your way might work out better. I was looking for a more accurate number for the length of the Kerbin day. I did notice that it drifts over a long enough period. Thanks for that. Also, I found this as a possible explanation for why we have 60 minutes per hour, and 60 seconds per minute: http://en.wikipedia.org/wiki/Sexagesimal#Origin. So I was thinking: the Kerbals seem to have 4 fingers (3 + thumb), and 2 segments per finger, so their base number system might be 24 -- 6 segments on the 3 fingers * four fingers (including the thumb) on the other hand. Do you mean change the Mission Elapsed Time (MET)? I do not think it is possible to change core displays, I can only add to them. I could add an option to show a Mission Elapsed Time in Kerbin Time units... -
[1.0.2] TAC Part Lister v1.4.1 [22May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Tested and it still works with 0.21.1 Thanks, I will look into that -
[1.0.2] TAC Self Destruct v1.5.1 [13May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Tested and it still works with 0.21.1 Glad you like it. BTW, I am getting to my Life Support mod. SoonTM -
Yes, it is possible and it is not hard. Take a look at http://forum.kerbalspaceprogram.com/showthread.php/37664-A-GUI-framework-for-modders, and my Fuel Balancer mod (http://forum.kerbalspaceprogram.com/showthread.php/25823). I haven't had a chance yet to work with evilC on his example framework, but he used my TacLib classes to create a simple example.
-
[1.0.2] TAC Part Lister v1.4.1 [22May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Tested and verified to work with 0.21. No changes needed. -
[1.0.2] TAC Self Destruct v1.5.1 [13May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Tested and verified to work with 0.21. No changes needed. -
[1.0.2] TAC Atomic Clock v1.4.1 [24May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Tested and verified to work with 0.21, no changes needed. -
[WIP,PLUGIN,0.20.2] TAC Life Support [2Jul]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Development
The way it is now, temperature regulation does require electricity. It is just lumped together under "temperature control, air circulation, humidity removal, CO2 removal, and air filtration." Did you want something more than that? I would prefer to avoid separating everything out and tracking them individually. It could be quite a pain. -
I am beginning to work on this. What issues are you seeing with the prerelease version and 0.21?
-
New from Thunder Aerospace Corporation! Smaller SAS parts! * Medium SAS module -- smaller version of the SAS flight computer, with no reaction wheel torque. For use with normal sized rockets and space planes. * Small SAS module -- probe-sized version of the SAS flight computer, with no reaction wheel torque. For use with small probes or satellites. * Small Reaction Wheel -- probe-sized version of the Reaction Wheels. Produces torque but does not contain the flight computer for holding an orientation. For use with small probes or satellites. Just some parts that I found useful after the SAS make-over of version 0.21. These make it easier for me to design small rockets and satellites that can benefit from the new stability control features. Note that the SAS parts add the flight computer that can hold an orientation. The reaction wheel parts only add torque that can be used by the SAS parts. Also, make sure that you add enough reaction wheel parts or RCS thrusters so that the flight computer has something to work with when trying to maintain an orientation. Download from: https://www.dropbox.com/s/2xp2ggk4du2dec7/TacMiscParts_v1.0.zip Changelog: Release v1.0 - Includes Medium and Small SAS parts, and a Small Reaction Wheels part.
-
Please try out my Life Support mod and let me know what you think: http://forum.kerbalspaceprogram.com/showthread.php/40667 You should also consider: CrewManifest -- allows you to pick your crew. Kerbal Alarm Clock -- makes it easier to run several missions at once. Chatterer -- adds ambience in the form of radio chatter between your vessel and KSC. Kerbal Attachment System (KAS) -- opens up some new possibilities. TAC Fuel Balancer -- makes it easier to transfer fuel around (also one of my mods)
-
KSP-TV Marathon this Friday and Saturday - Special guests, Contests, and more!
TaranisElsu replied to Maxmaps's topic in 2013
[OFFTOPIC] Backwards places like Arizona? You mean advanced places. Daylight Saving Time is an outdated concept, and I wish I didn't have to deal with it anymore. [/OFFTOPIC] I like the KSP marathon, but I wish I knew when the end event was going to be so I could clear my schedule -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
TaranisElsu replied to BigNose's topic in KSP1 Mod Releases
Also look for errors in the {KSP}/KSP.log file or the {KSP}/KSP_Data/output_log.txt file (they should be identical?). They might be in a different place if you are not running Windows. I am running on Windows, with 0.20.2, and with a lot of other mods, and this mod works fine for me. No problems. And I wanted to add that I think this mod is awesome- 799 replies
-
- aviation
- aviationlights
-
(and 1 more)
Tagged with:
-
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
It should. I did not do anything beyond making Kerbals require resources yet; but that will come in an update soon. Would it make a difference if the colony can last for 10+ years on one supply run? I do plan on making much of the mechanics as configurable as possible, so players can tweak it to match their expectations. Unfortunately, I think 0.21 will severely break this mod -- or maybe open up a whole new, much better way to implement it. We'll see . So no promises on getting it updated quickly after 0.21. I plan to talk with Trigger Au about allowing me to set alarms in the Kerbal Alarm Clock. That would be the ideal. For now, I manually set an alarm using the information from the Life Support Monitoring window. It gives the time until each of the resources runs out. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Those do look nice. That is where my mod differs from others that people have made. The CO2 amount that you will see increasing has already been filtered out of the cabin air and sequestered in a storage container. Filling the storage containers will have no effect on the Kerbals, the excess is dumped overboard, and the systems that remove the CO2 keep working as long as there is electricity -- no "absorbent" requirement. I do not model CO2 buildup in the cabin air. I know that is less realistic, but it is a decision that I made in favor of gameplay. I would prefer not to do 100% recyclable, instead creating ways to get some of the resources from the planets or moons. That will make a base on Laythe (which has water oceans and an atmosphere with oxygen) easier than a base on the Mun. Although I have heard that our Moon might have everything we need. We can extract Oxygen and Hydrogen from materials present on the surface, the only issue would be growing food -- which we can do in greenhouses. More research needed... I can make that a configuration option. I will make the default be to kill the crew if they run out because that is the purpose or challenge of using this mod. I think that you will find it is pretty easy to keep your crew supplied. It will not require frequent supply runs. It just requires some planning. The supplies do not actually weight very much. Not compared to the rocket fuel to get them anywhere far away. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
CO2 scrubbers are not needed because that is accounted for in the electricity requirement. I assume that all crew capsules come with them, in addition to things for: temperature control, air circulation, humidity removal, CO2 removal, and air filtration. When electricity runs out, the scrubbers and other systems stop working and air quality deteriorates -- eventually killing the crew. Recyclers are on my list. Coming soonTM. Also note that waste and waste-water are not just from Kerbals. They include wrappers and other in-edible trash from food products, hair and fingernail clippings, etc. And waste water also comes from hygienic needs: washing hands, bathing, etc. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Parts are coming. I am going to upload some Hexcan versions soon, as placeholders. You can also edit the cfg of any parts to add my resources to them. Note that all of my parts end with "_TAC" to reduce the chance of collisions with other mods. I will also eventually make converter parts for recapturing the waste resources.