-
Posts
643 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by TaranisElsu
-
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Don't send female Kerbals on EVA, they have a tendency to dump supplies whenever they exit the capsule. The update is done now, just doing some testing before posting it. -
I've been having issues with the subscriptions for a while now. It seems to work most of the time, but a thread will sometimes get reset and it stops sending notifications about that thread. I look under my subscription list, and I am still "subscribed" but the frequency is cleared somehow.
-
[1.0.2] TAC Atomic Clock v1.4.1 [24May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Hello all! I just wanted to let everyone know that I will be updating all of my mods for KSP 1.0. Please give me a couple hours after I get off work tomorrow to get everything updated and uploaded. -
[1.0.2] TAC Self Destruct v1.5.1 [13May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Hello all! I just wanted to let everyone know that I will be updating all of my mods for KSP 1.0. Please give me a couple hours after I get off work tomorrow to get everything updated and uploaded. -
[1.0.2] TAC Sticky Controls v0.3.1 [24May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Hello all! I just wanted to let everyone know that I will be updating all of my mods for KSP 1.0. Please give me a couple hours after I get off work tomorrow to get everything updated and uploaded. -
Hello all! I just wanted to let everyone know that I will be updating all of my mods for KSP 1.0. Please give me a couple hours after I get off work tomorrow to get everything updated and uploaded.
-
[1.0.2] TAC Part Lister v1.4.1 [22May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Hello all! I just wanted to let everyone know that I will be updating all of my mods for KSP 1.0. Please give me a couple hours after I get off work tomorrow to get everything updated and uploaded. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Hello all! I just wanted to let everyone know that I will be updating all of my mods for KSP 1.0. Please give me a couple hours after I get off work tomorrow to get everything updated and uploaded. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Um.... "absolutely arbitrary density for water"? All of my calculations and sources are available: https://docs.google.com/spreadsheet/ccc?key=0Aioc9ek3XAvwdGNsRlh3OVhlbTFBR3M4RW0zLUNTRFE&usp=sharing Lines 101-102: Water kg/m^3 kg/L Density (liquid) 0.001 1 @ 4°C / 100 kPa That should be the commonly accepted value, and should be what the community resource pack (CRP) and other mods use. Starting at line 219, I laid out all of the math and numbers behind my parts. As WuphonsReach said, and discussed a couple pages ago, I might have the amount of usable space within the containers set a little too high, but the density of each resource and ratios between them should all be correct. Also, I did not use the "5 units per liter instead of 1 unit per liter". If you do, you will end up with way too much per container. I think you should have divided the 1600 units of LiquidFuel by 5 to get 320 liters. Then use that to figure out how much food, water, and oxygen: Food: 320 Liters * 47.20% = 151.04 units Water: 320 Liters * 31.20% = 99.84 units Oxygen: 320 Liters * 21.61% = 69.152 Liters * 221.135 (compressed @ 0°C / 20 MPa (~197.4 atm or 2900 psi)) = 15,291.91 units Um... how did I end up with twice as much when it sounded like you were starting from 8000 liters? @WuphonsReach, have you seen the "Balance Check" section in my spreadsheet starting at line 376? What do you think about the numbers there? -
KSP Interstellar Extended Continued Development Thread
TaranisElsu replied to FreeThinker's topic in KSP1 Mod Development
Um.... "absolutely arbitrary density for water"? All of my calculations and sources are available: https://docs.google.com/spreadsheet/ccc?key=0Aioc9ek3XAvwdGNsRlh3OVhlbTFBR3M4RW0zLUNTRFE&usp=sharing Lines 101-102: Water kg/m^3 kg/L Density (liquid) 0.001 1 @ 4°C / 100 kPa That should be the commonly accepted value, and should be what CRP and other mods use. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
So... a couple things: I did not actually design the mod's on/off toggle to be used like that. The original idea was that you could turn it off in some saves and on in others, not toggle it on/off in the same save. I will need to test that usage to see what happens. My assumption is that the next time that you fly a ship after turning the mod back on, it will update as if the mod was never turned off. How was time warp "playing havoc with resources"? Would you explain a little more about what was happening that led you to toggle it off? Did you have any crew aboard the Haven that ran out of Oxygen and died? Quick fix to get you playing again (hopefully you have a quicksave): in your save file, find the line that says "vesselName = Haven" within a VesselInfo block. Change the lastOxygen to the same value as the lastUpdate. You might need to do that for most of your vessels; I noticed that the lastOxygen was behind the lastUpdate on most of them. You also have a lot of errors from another mod (or mods) that are causing problems in ModuleDockingNode. Would you describe the issue as you have seen it? Regarding Background Processing: I looked at it, and I am not sure about making TACLS work like that. I have been working on doing some of my own work in the background, but I am concerned about the performance impact so it will take a lot of work before that makes it into a release. I don't think PhilMcgroin's issue has to do with time warp, but instead with the time since the last update and time since Oxygen ran out. -
Anyone else missing notification emails?
TaranisElsu replied to Rosco P. Coltrane's topic in Kerbal Network
I have also experienced this. Some of the threads that I am subscribed to get changed to a Subscription Type of "None" instead of Daily. Clicking "Thread Tools" at the top of the thread shows me as subscribed, i.e. only gives the option to unsubscribe, but when I go to Settings->Subscriptions, the type is wrong. I have fixed it several times, but it changes a seemingly random amount of time later. This has happened multiple times, and on multiple threads. This is really frustrating because I rely on the daily e-mails to keep up with my mod threads, like http://forum.kerbalspaceprogram.com/threads/40667-TAC-Life-Support. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
That should not be happening. Is your oxygen tank filling up? Next time you see that, please upload a log file (see my signature for instructions). Glad you got it figured out. Sorry that the error message was not clearer. Next time, upload a log file (see my signature). It helps diagnose all kinds of issues. As WuphonsReach and Donziboy2 said, because of how KSP works, you need to have enough reserve to last your current timewarp in seconds divided by 10. So at 100,000x warp, you need enough electricity to last at least 10,000 seconds (2.78 hours) of game time. Make sure that you account for all electicity users, not just this mod. I'm not sure what is going on there.... I'll need to see a log file. And your persistent.sfs file might be helpful. See my signature for instructions on where to find the log file. Please run KSP and fly 2-3 different vessels including one of your unmanned stations and one other ship and upload the log file. Looks like you are using Tarsier Space Technologies. Make sure that you have the fixed version. It was interfering with other mods. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
You are welcome to make any parts that you want. Use of the TacConverterModule is allowed(1) so you would only need to make a new part config and texture, or possibly a new part model. Keep in mind that urea is a small percentage of the WasteWater though. Have you seen my spreadsheet where I detailed all the math and rates and my sources? (1) Please share any code changes if you make any. As @futrtrubl said, my TAC Fuel Balancer mod can help with that . Otherwise, resource transfers are handled by stock and there is not a way to change it. Are you really getting that much Waste? Or are you also referring to CarbonDioxide? I can see you getting hundreds of thousands of units of CarbonDioxide, but you shouldn't really end up with that much Waste... Yes, there have been plans since the beginning to add a difficulty option that would make Kerbals hibernate instead of die. I even started implementing it. Unfortunately, that feature requires some big changes to the whole mod and so it will not happen very soon. But I am working on it. - - - Updated - - - I've played with a few ideas to make them automatically ration when supplies get low, but it has not worked out well. Still churning on ideas though. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Sounds like you have Tarsier Space Technology installed -- though I am just guessing because you did not give me a log file (see my signature) -- make sure that you get the fixed version. You might have to read back several pages on that mod's thread to find it. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
When the mod killed Jeb, had you just launched a new vessel with him? I have a guess as to what happened.... but a log file would have given me more information to determine exactly what happened. I will repeat this* again here, but I should probably put it somewhere that more people will see it: If you ever see the mod kill off your crew when you think it should not have, then please immediately alt+tab out of the game, make a copy of the log file, and upload the log file to Dropbox or somewhere that I can look at it. See my signature for instructions on where to find the log file. I have not seen or heard of that happening in a long time, but if you hit a special case then I would really like to know about it. See my signature for instructions on where to find the log file. The game does not have to crash to make the log file. * From page 256, eight pages ago, which is farther than I reasonably expect people to scroll back. But please, please, please read the last two pages before posting issues -- not directed at anyone in particular -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
I think you should have added your issue here: https://github.com/KSP-CKAN/NetKAN/issues . But CKAN has so many repositories that I have no idea. If you look long enough, you'll notice that there was a Pull Request that got rejected because they didn't know how to merge it. I created a new one tonight, we'll see if it gets accepted. My main problem with CKAN is that it is being pushed way too hard for how mature it is. It needs some more work and attention, then everyone can jump on the bandwagon. As it is, the excitement is a bit premature. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
I am mixed on the whole CKAN thing. When it works, it is great. When it doesn't.... it is annoying, frustrating, and occasionally infuriating. If you want CKAN support, then you need to go contribute to the project. Help finish it, add better error handling, and add a little polish. CKAN Links: forum and Github. - - - Updated - - - Check to make sure that you have the toolbar installed, and that you have added the TACLS button to the toolbar. See the toolbar's thread for help on those steps. Otherwise, log file? Not much I can do without it. See my signature for instructions. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
A complete loss of power also means the carbon dioxide scrubbers are not working, so the air becomes toxic from the Kerbals exhaling. That is in addition to any heat issues they might face. The Apollo 13 spacecraft never completely lost power. They were running on batteries in the Lunar Module, with most things turned off or on minimal settings. Addendum: did you know that candles cannot stay lit in 0g even with plenty of oxygen in the area (assuming no air circulation)? The candle burns all the oxygen immediately around it, and there is no convection to move the air away so it burns itself out. The same thing would happen to humans if they had no air circulation and staying in one spot too much. Ref: http://io9.com/5779127/how-does-fire-behave-in-zero-gravity and If you only delete the MM_AddResourcesMFT.cfg file instead of the whole TacLifeSupportMFT directory, then you can keep using the MFT containers. It just won't change the command pods to use MFT tanks. Kerbas-ad-astra added the CTT integration, so he/she also rocks -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Changes Updated for KSP 0.90 Removed the "Allow Respawn" setting because it is available in the game settings now. Used new Module Manager syntax to simplify the MM configs. Added part tests for command pods. It makes sense to test life support systems in a variety of situations. Added an MM compatibility config for the Community Tech Tree -- by Kerbas-ad-astra Fixed the node sizes -- by NoMrBond Fixed the node sizes for the MFT containers. Warning: has not been tested with ModularFuelTanks. Recent changes to MFT conflict with compatibility configs in this mod, so they will probably not work together. This is being worked on. - - - Updated - - - This mod does not display anything in map view yet........... It will catch up when you next load the ship, so it is as if it was running the entire time that you are in the map view -- but the Life Support Monitoring Window does not work in the map view yet. I am working on a new version that will fix that. -
Well, no responses here but people in IRC say that this might be a stock bug and not mod related. Either way, I created a workaround. My new TAC Science Archives Fixer deletes all entries with no science earned. Warning: make sure that you back up your save file before using this! This deletes stuff from the save file, is fairly new, relatively untested, and might cause serious game breaking bugs or data loss. Download from Github.
-
TAC-LS issues
TaranisElsu replied to RocketScientistsSon's topic in KSP1 Technical Support (PC, modded installs)
Glad you got it figured out. Have fun . You should change your thread title to "solved" (by editing the OP, and going to advanced edit mode). -
Hi, just wondering if anyone else has seen this: The Science Archives shows tons of science reports that I have not done. Some are not even possible, like from Mun's or Minmus' upper atmosphere. I am not sure when they get added, I just noticed that there were a lot of them, then later there were even more. Running KSP 0.90.0.705 (32-bit) on Windows 7, 64-bit. Mod list: [ModuleManager] compiling list of loaded mods... Mod DLLs found: Assembly-CSharp v1.0.0.0 ModuleManager.2.5.8 v2.5.8.0 aaa_Toolbar v1.0.0.0 DynamicTanks v1.0.0.0 USITools v1.0.0.0 ActiveTextureManagement v1.0.0.0 LibSquishPort v1.0.0.0 NvidiaTextureTools v1.0.0.0 AJE v1.0.0.0 ToadicusTools v0.0.0.0 AntennaRange v1.7.5483.39485 CostlyScience v1.0.0.0 AviationLights v0.0.0.0 BDAnimationModules v0.0.0.0 BetterBuoyancy v1.0.0.0 Chatterer v0.8.1.86 MiniAVC v1.0.2.4 ContractsWindow v1.0.3.1 CrossFeedEnabler v0.3.5467.3715 CustomAsteroids v1.1.0.0 DDSLoader v1.7.0.0 DeadlyReentry v6.2.5463.28603 DistantObject v1.5.1.33811 DMagic v0.9.1.0 KSPAPIExtensions v1.7.2.0 Launchpad v5.0.0.0 FerramAerospaceResearch v0.14.6.0 ferramGraph v1.3.0.0 Scale_Redist v1.0.0.0 Firespitter v7.0.5463.30802 HLBallast v1.0.0.0 HullCamera v0.3.0.0 InFlightWaypoints v1.2.7.0 KAS v1.0.5464.39070 KerbalEngineer v1.0.14.1 KerbalFlightData v1.0.0.0 KerbalFlightIndicators v1.0.0.0 KerbalJointReinforcement v2.4.5.0 KerbalStats v1.1.1.0 KSP-AVC v1.1.5.0 KSPCalendar v1.0.5350.4667 MapResourceOverlay v1.0.0.0 MechJeb2 v2.3.0.0 MechJebFARExt v1.0.0.0 MemoryUsage v1.1.1.27659 modularFuelTanks v5.3.0.0 ModuleRCSFX v0.3.5467.4854 NavBallDockingAlignmentIndicator v0.0.0.0 DockingPortAlignment v1.0.0.0 ModuleDockingNodeNamed v1.0.0.0 NE_Science v0.0.0.0 PartAngleDisplay v0.3.0.0 PreciseNode v1.0.0.0 ProcAirships v1.3.0.0 pWings v0.9.1.0 ProceduralFairings v0.0.0.0 ProceduralParts v1.0.0.0 protractor v2.4.15.0 QuickSearch v0.1.0.25020 RCSBuildAid v0.5.4.31538 RCSBuildAidToolbar v0.5.4.31539 Regolith v1.0.0.0 SafeChute v1.0.5464.32881 SCANsat v1.0.8.0 SmartParts v1.5.1.0 StationScience v1.0.0.0 AnchoredDecouplerFix v1.0.0.0 ChuteQuickloadFixer v1.0.0.0 CrewRosterFreezeFix v1.0.0.0 EVAEjectionFix v1.0.0.0 KerbalDebrisFix v1.0.0.0 StickyLaunchPadFix v1.0.0.0 SymmetryActionFix v1.0.0.0 StripSymmetry v1.5.0.0 TacAtomicClock v1.3.1.0 TacFlightComputer v0.7.0.0 TacFuelBalancer v2.4.1.0 TacPartLister v1.3.1.0 TacSelfDestruct v1.4.0.0 TacStickyControls v0.2.0.0 ShipStatePlugin v0.3.0.0 Servers v1.4.26.0 Telemachus v1.4.26.0 TextureReplacer v2.1.2.21949 TacLifeSupport v0.10.1.0 Trajectories v1.1.2.0 KerbalAlarmClock v3.2.2.0 KSPAlternateResourcePanel v2.6.3.0 TransferWindowPlanner v1.2.3.0 Karbonite v1.0.0.0 KarbPlus v1.0.0.0 KolonyTools v1.0.0.0 AirbagTools v1.0.0.0 Lifeboat v0.1.2.0 WarpEngine v1.0.0.0 Non-DLL mods added: ART TacReactionWheels KarbonitePlus MKS OKS SrvPack Mods by directory (sub directories of GameData): 000_Toolbar 000_USITools ArcanumIndustries BahaSP CommunityResourcePack DMagic Orbital Science ExtraplanetaryLaunchpads FreedomTex HooliganLabs HullCameraVDS KSPAPIExt ModsByTal NASAmission NavyFish NehemiahInc NothkeSerCom ProceduralDynamics ShowAllFuels Squad StockBugFixModules StretchySNTextures TCShipInfo ThunderAerospace ThunderAerospaceCorp TriggerTech UmbraSpaceIndustries WombatConversions zMissionFlags zMyTweaks Log file I don't know what mod(s) may have caused or contributed to this issue. I would appreciate any ideas you might have. Thanks!
-
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Warning: it looks like the ModularFuelTanks mod changed something that makes my compatibility configs not work with it anymore. A fix will be coming soon. Thanks to @AccidentalDisassembly and others for bringing it to my attention. Kerbals on EVA are given 6 hours worth of electricity. The only way to change that is to change the consumption rate (EvaElectricityConsumptionRate) or the amount given (EvaDefaultResourceAmount) but that will affect food and water supplies also. Very close, but the total consumption rate (for ships) is actually just: BaseElectricityConsumptionRate * number of occupied parts + ElectricityConsumptionRate * number of kerbals. The total consumption rate for Kerbals is just EvaElectricityConsumptionRate. I changed it a while back so that running out of electricity does not kill if on Kerbin below a reasonable altitude. Oxygen is not required in that situation either. Kerbals do always need food & water because they could be in the desert, or at one of the poles, or deep in a jungle, or some place where there aren't any grocery stores around. It is easy enough to give them years worth of resources so I have not addressed that. Maybe someday. As others have said, you do not need much more than what is contained in the command pod for a quick trip to the Mun and back. Minmus will require more, and an interplanetary mission will require a lot more -- especially if you are nice and don't send a single Kerbal on such a long trip all by himself . The mod will recreate the file for you with default values if you: rename the file (to get it out of the way), launch KSP to the Space Center scene and exit. Sorry for the late reply. I do not see anything wrong in that picture. The main Life Support Monitoring window shows the amount of each resource that is remaining. The Life Support Crew Roster shows the time since the Kerbal last consumed the resource. Note that the "Last food" and "Last water" values should always match "Last updated", otherwise they have no food/water available and are going to die at some point. If you ever see the mod kill off your crew when you think it should not have, then please immediately alt+tab out of the game, make a copy of the log file, and upload the log file to Dropbox or somewhere that I can look at it? See my signature for instructions on where to find the log file. I have not seen or heard of that happening in a long time, but if you hit a special case then I would really like to know about it. You are correct, ships have to be loaded into the current scene (i.e. be within 2.5 km) before the mod does anything with them. It does not matter where your other ships are, do not get within 2.4 km of them without supplies. That is when the mod "detects" the other ship and starts calculating consumption. Nothing is done with the ship until then. @Aedile, @Rayder, @panarchist, @Maelztrom Have you seen my spreadsheet where I did all the calculations? https://docs.google.com/spreadsheet/ccc?key=0Aioc9ek3XAvwdGNsRlh3OVhlbTFBR3M4RW0zLUNTRFE&usp=sharing#gid=0 Note that I assume the food is not completely dehydrated, so there is some water contained in the food. Similar to what they currently ship to the ISS. See the spreadsheet for calculations and sources. Looks like an install problem. Please completely remove the mod, make sure that you downloaded the version from the Dropbox link in the thread OP (the file should be TacLifeSupport_0.10.1.1320.zip), and reinstall using these instructions. That should fix it. Let me know if it doesn't. -
TAC-LS issues
TaranisElsu replied to RocketScientistsSon's topic in KSP1 Technical Support (PC, modded installs)
Looks like an install problem. Please completely remove the mod, make sure that you downloaded the version from the Dropbox link in the thread OP (the file should be TacLifeSupport_0.10.1.1320.zip), and reinstall using these instructions. That should fix it. Let me know if it doesn't.