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yongedevil

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  1. The code that was removed what this KethaneResource entry form IoncrossCrewSupport\Resources\IoncrossResourcesBase.cfg. It told Kethane to generate deposits Ice like it does for the Kethane resource. KethaneResource { Resource = Ice MinRadius = 7.29 MaxRadius = 16.2 MinQuantity = 10000 MaxQuantity = 500000 MinVertices = 20 MaxVertices = 50 RadiusVariance = 0.45 DepositCount = 0 NumberOfTries = 5 ColorFull = 0.08235294, 0.1019608, 0.6901961 ColorEmpty = 0.1858824, 0.1929412, 0.3105883 Body { name = Moho DepositCount = 5 } Body { name = Gilly DepositCount = 3 } Body { name = Mun DepositCount = 27 } Body { name = Minmus DepositCount = 15 } Body { name = Ike DepositCount = 15 } Body { name = Dres DepositCount = 9 } Body { name = Vall DepositCount = 54 } Body { name = Tylo DepositCount = 35 } Body { name = Bop DepositCount = 4 } Body { name = Pol DepositCount = 2 } Body { name = Eeloo DepositCount = 64 } } Thanks for the feedback. I have found the same thing, and have actually gone through and adjusted all the oxygen capacities on tanks and pods. Pod now have 20 hour, cockpits have 10 hours, and lander cans have 30 hours. I've found for a Mun flyby in a pod I now need a little extra oxygen.
  2. Yes. Probably. I intend to texture it to try and match the other parts, but if I can't get something I like the part will probably just be removed. therealcrow999, (re)download dev 4. I pulled the Kethane code out of it to fix that problem.
  3. I have not been able to produce similar behaviour with the air vents or the atmosphere intakes on the recyclers. For me, the air vents on the pods are not doing anything in non oxygen atmospheres, and they are producing oxygen and removing carbon dioxide in oxygen atmospheres. This is the intended behaviour for them. The recycler intakes are also operating as intended; they are producing oxygen in oxygen atmosphere and carbon dioxide in non-oxygen atmospheres. The scrubber on the other hand are a known bug. For now you'll have to make sure to turn any scrubbers back on when loading a ship.
  4. For the sake of simplicity opted to forgo allowing the EVA suits to get oxygen from the atmosphere, at least for now.
  5. I have managed to find a bug with the latest version of Kethane (0.8) installed along with Ioncross Crew Support v1.11 dev4 where the exit tracking centre button stops working if the grid overlay for Kethane is turned on. I agree it has something to do with the Ice resource. Since there's no support to use the Ice for anything yet so it I just re-uploaded re-uploaded dev 4 without it.
  6. Dev build 4 is available now. There are not too many changes this time: The amount of oxygen a kerbal has will now save properly during an EVA. Part info in the editor has a bit more information on resource usage now. Parts have been added to the tech tree Various bug fixes. Still left to do before I'm ready to release this as v1.11: Clean up the saved data a bit more, especially for the generators. Recovery of unused resources when boarding a craft from EVA. Fix the intakes (default ones) so the can be used to collect atmosphere to breath but don't hold onto air after leaving the atmosphere. For anyone looking for the parts in the tech tree the oxygen tanks have been added to the rocketry nodes, and the recyclers to the electrics nodes. If you've already unlocked a tech node you should be able to go back and unlock the parts by clicking on them in the available parts display.
  7. I think the values for the totals are misleading because it seams they were obtained by added the total worth of each subsequent experiment when only transmuting the data back. However, actually recovering experiments lowers the value of future ones faster (Best guess is there's a set amount of science available at each location that your points are subtracted from), so if you actually go and recover the experiments from solar orbit you get the following values: experiment Value on retrieval number Material bay Mystery Goo 1 275 110 2 78.6 48.9 3 22.4 21.7 4 6.4 9.7 5 1.8 4.3 6 0.5 1.9 total 384.7 196.5 EDIT: For completeness I went and did a complete test of both transmitting and recovering data for the SC-9001 Material Bay and Mystery Goo from solar orbit until achieving a return of 0.0 science. Long story short, the only penalty to transmission is the electric charge needed and the time spent clicking on the experiments. Science Points Recived test number SC-9001 Mystery Goo recover transmit recover transmit totals 384.8 384.6 198 197.9 1 275 55 110 44 2 78.6 47.1 48.9 34.2 3 22.4 40.4 21.7 26.6 4 6.4 34.6 9.7 20.7 5 1.8 29.7 4.3 16.1 6 0.5 25.4 1.9 12.5 7 0.1 21.8 0.8 9.7 8 0 18.7 0.4 7.6 9 16 0.2 5.9 10 13.7 0.1 4.6 11 11.8 0 3.6 12 10.1 2.8 13 8.6 2.2 14 7.4 1.7 15 6.4 1.3 16 5.4 1 17 4.7 0.8 18 4 0.6 19 3.4 0.5 20 2.9 0.4 21 2.5 0.3 22 2.2 0.2 23 1.9 0.2 24 1.6 0.1 25 1.4 0.1 26 1.2 0.1 27 1 0.1 28 0.9 0 29 0.7 30 0.6 31 0.5 32 0.5 33 0.4 34 0.3 35 0.3 36 0.2 37 0.2 38 0.2 39 0.2 40 0.1 41 0.1 42 0.1 43 0.1 44 0.1 45 0.1 46 0.1 47 0
  8. I was able to get a fair bit done over the recent long weekend so I almost have dev build 4 ready for version 0.22 of Kerbal. Besides updating the parts so they're added to the tech tree it will be mostly bug fixes. I still need to finish testing and clean up at least one minor bug, but that shouldn't take more than a few hours. I expect to have it ready sometime this evening (within 12 hours of this post). I'm still not sure what could be causing that behaviour. There were are a number of problems with dev 3 but nothing immediately springs to mind as causing behaviour like that. It could also maybe be an issue with them having been built before dev 3. With the changes to saves even saved craft might end up with some bad data. No. I have not seen anything released by Mulbin yet. I've been experimenting a bit with integrating the mod a bit with Kethane but wasn't sure if the edit I had violated the Kethane licence so I errored on the side of caution and pulled them out. Anyone wanting to use it will have to add in a way to detect, mine, and convert ice on their own for now. I actually did find a bug that was causing double resource usage. I never got around to testing if it was affecting EVA, but it had the same code so probably. Anyway it has been fixed and test show proper resource usage for the next dev build. As for changing the amount of oxygen caried on EVA, that is pretty simple. If you look in Config\IoncrossBase.cfg you'll see entries for all the resources kerbals consume or produce. The two related to EVA are (I don't think evaMaxAmount exists in dev 3 but it will be in dev 4): evaAmount = 1 evaMaxAmount = 1 evaAmount is the amount in units that the kerbal will take when leaving the ship and evaMaxAmount is the maximum amount the EVA suit can hold. evaMaxAmount was added to allow for resources like CO2 to be handled during EVA. I don't intend to add CO2 to EVA, but I want the mod to support it. I honestly can't claim any intentional fixing of this but I just ran some tests with my current build and it looks like parts no longer fall through the ground. Old saves will probably still explode since if anything I've changed the save format even more. I've actually seen some problems with saves from older dev builds now. I've also tested the mod with Universe Replacer and Deadly Re-retry since there were reports it wasn't working with those. The current build appears to work fine with both for me. I've been putting documenting this off because it hasn't been finalized yet but as of right now this is how the saved data looks vs version 1.10. This applies to saved craft files and the persistence file. Crewed Parts Crewed parts from version 1.10 had the crew support module, a CO2 scrubber module, and several display modules. Crew parts from the current version (the as of yet unreleased dev build 4) also have these same parts but use a different class for the CO2 scrubber module, and add a atmosphere vent module. Crew Support Module The IonModuleCrewSupport class hasn't changed much. Except the for ION_SUPPORT_RESOURCE entries which have been trimmed down. There's actually a bug here because it is not saving the time since the last kill roll. current version (unreleased dev 4) MODULE { name = IonModuleCrewSupport isEnabled = True lastLoaded = 246.300000000052 ION_SUPPORT_RESOURCE { name = Oxygen guiName = rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 } ION_SUPPORT_RESOURCE { name = CarbonDioxide guiName = rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 } ION_SUPPORT_RESOURCE { name = ElectricCharge guiName = rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 } } v1.10 MODULE { name = IonModuleCrewSupport isEnabled = True ION_SUPPORT_POD_RESOURCE { name = Oxygen GUIName = 02 rate = 0 ratePerKerbal = 0.000277778 boolCauseLock = False boolCauseDeath = True killRollInterval = 3600 lastKillRoll = 0 framesWithoutResource = 0 killChance = 0.1 } ION_SUPPORT_POD_RESOURCE { name = CarbonDioxide GUIName = CO2 rate = 0 ratePerKerbal = -0.000277778 boolCauseLock = False boolCauseDeath = True killRollInterval = 3600 lastKillRoll = 0 framesWithoutResource = 0 killChance = 0.1 } ION_SUPPORT_POD_RESOURCE { name = ElectricCharge GUIName = Electricity rate = 0.00833334 ratePerKerbal = 0 boolCauseLock = True boolCauseDeath = False } } CO2 Scrubbers The CO2 scrubbers have changed the most. In the current version they're just an IonModuleGenerator class but v1.10 used an IonModuleIntegratedGenerator class, which no longer exists. I've been able to avoid old craft exploding by deleting the IonModuleIntegratedGenerator entires in the save file. current version (unreleased dev 4) MODULE { name = IonModuleGenerator isEnabled = False lastLoaded = 246.300000000052 generatorName = CO2Scrubber generatorGUIName = Scrubber isActive = True alwaysOn = False outputLevel = 1 outputLevelStep = 0.1 outputLevelMin = 0 outputLevelMax = 1 hideStatus = False hideStatusL2 = True hideEfficency = True hideOutputControls = True hideActivateControls = False OUTPUT_RESOURCE { name = CarbonDioxide guiName = rateBase = 0 ratePerKerbal = 0 ratePerCapacity = -0.000416667 rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 resourceLow = False resourceDepleated = False effectOnEfficency = 1 cutoffMargin = 0 } } v1.10 MODULE { name = IonModuleIntegratedGenerator isEnabled = False isActive = True outputLevel = 100 generatorName = CO2Scrubber generatorGUIName = Scrubber OUTPUT_RESOURCE { name = CarbonDioxide rate = -0.001666668 amount = 0 } } Display Modules The display modules have barely changed at all. current version (unreleased dev 4) MODULE { name = IonModuleDisplay isEnabled = False resourceName = Oxygen resourceGUIName = Oxygen isRate = True RatesSize = 20 } v1.10 MODULE { name = IonModuleDisplay isEnabled = False resourceName = Oxygen resourceGUIName = Oxygen RatesSize = 20 } Atmosphere Vents Crewed parts now also have atmosphere vents attached using an IonModuleCollectorAtmosphere class. There was no equivalent module from version 1.10. current version (unreleased dev 4) MODULE { name = IonModuleCollectorAtmosphere isEnabled = False lastLoaded = 246.300000000052 generatorName = AtmoVents generatorGUIName = Air Vents isActive = False alwaysOn = False outputLevel = 1 outputLevelStep = 0.1 outputLevelMin = 0 outputLevelMax = 1 hideStatus = False hideStatusL2 = True hideEfficency = True hideOutputControls = True hideActivateControls = False minAtmosphere = 0.5 isAutomaticOxygen = True isAutomaticNoOxygen = False hideAtmoContents = True OUTPUT_RESOURCE { name = Oxygen guiName = rateBase = 0 ratePerKerbal = 0 ratePerCapacity = 0.000277778 rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 resourceLow = False resourceDepleated = False effectOnEfficency = 0 cutoffMargin = 0 } OUTPUT_RESOURCE { name = CarbonDioxide guiName = rateBase = 0 ratePerKerbal = 0 ratePerCapacity = -0.000277778 rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 resourceLow = False resourceDepleated = False effectOnEfficency = 0 cutoffMargin = 0 } OUTPUT_RESOURCE_OXYGEN { name = Oxygen guiName = rateBase = 0 ratePerKerbal = 0 ratePerCapacity = 0.000277778 rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 resourceLow = False resourceDepleated = False effectOnEfficency = 0 cutoffMargin = 0 } OUTPUT_RESOURCE_OXYGEN { name = CarbonDioxide guiName = rateBase = 0 ratePerKerbal = 0 ratePerCapacity = -0.000277778 rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 resourceLow = False resourceDepleated = False effectOnEfficency = 0 cutoffMargin = 0 } } Recyclers Recycler parts from version 1.10 just had a generator module and several display modules. The current version just adds an atmosphere intake module to the recyclers. Generator Module The IonModuleGenerator has had a lot more fields added to it and the RESOURCE entries are a lot more similar to those used by the crew support module, just with more of the data stored locally. current version (unreleased dev 4) MODULE { name = IonModuleGenerator isEnabled = True lastLoaded = 246.300000000052 generatorName = RecyclerLarge generatorGUIName = Recycler isActive = False alwaysOn = False outputLevel = 1 outputLevelStep = 0.06666667 outputLevelMin = 0 outputLevelMax = 1 hideStatus = False hideStatusL2 = False hideEfficency = False hideOutputControls = False hideActivateControls = False INPUT_RESOURCE { name = ElectricCharge guiName = rateBase = 3 ratePerKerbal = 0 ratePerCapacity = 0 rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 resourceLow = False resourceDepleated = False effectOnEfficency = 1 cutoffMargin = 0 } INPUT_RESOURCE { name = CarbonDioxide guiName = rateBase = 0.00416667 ratePerKerbal = 0 ratePerCapacity = 0 rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 resourceLow = False resourceDepleated = False effectOnEfficency = 1 cutoffMargin = 0 } OUTPUT_RESOURCE { name = Oxygen guiName = rateBase = 0.0025 ratePerKerbal = 0 ratePerCapacity = 0 rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 resourceLow = False resourceDepleated = False effectOnEfficency = 1 cutoffMargin = 0 } } v1.10 MODULE { name = IonModuleGenerator isEnabled = True isActive = False outputLevel = 100 generatorName = RecyclerLarge generatorGUIName = Recycler INPUT_RESOURCE { name = ElectricCharge rate = 2.7777778 amount = 0 } INPUT_RESOURCE { name = CarbonDioxide rate = 0.00462963 amount = 0 } OUTPUT_RESOURCE { name = Oxygen rate = 0.00308642 amount = 0 } } Intake Module The IonModuleCollectorAtmosphere is new and adds the ability to collect atmosphere directly to the recycler. Like the atmosphere vents on the crewed parts there was no equivalent module from version 1.10. current version (unreleased dev 4) MODULE { name = IonModuleCollectorAtmosphere isEnabled = True lastLoaded = 246.300000000052 generatorName = RecyclerCollector_Large generatorGUIName = Atmo Intake isActive = False alwaysOn = False outputLevel = 1 outputLevelStep = 0.1 outputLevelMin = 0 outputLevelMax = 1 hideStatus = False hideStatusL2 = False hideEfficency = True hideOutputControls = True hideActivateControls = False minAtmosphere = 0.5 isAutomaticOxygen = False isAutomaticNoOxygen = False hideAtmoContents = False INPUT_RESOURCE { name = ElectricCharge guiName = rateBase = 1.5 ratePerKerbal = 0 ratePerCapacity = 0 rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 resourceLow = False resourceDepleated = False effectOnEfficency = 1 cutoffMargin = 0 } OUTPUT_RESOURCE { name = Oxygen guiName = rateBase = 1.6666667 ratePerKerbal = 0 ratePerCapacity = 0 rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 resourceLow = False resourceDepleated = False effectOnEfficency = 1 cutoffMargin = 0 } OUTPUT_RESOURCE_OXYGEN { name = Oxygen guiName = rateBase = 1.6666667 ratePerKerbal = 0 ratePerCapacity = 0 rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 resourceLow = False resourceDepleated = False effectOnEfficency = 1 cutoffMargin = 0 } OUTPUT_RESOURCE_NO_OXYGEN { name = CarbonDioxide guiName = rateBase = 1.6666667 ratePerKerbal = 0 ratePerCapacity = 0 rateBaseMod = 1 ratePerKerbalMod = 1 ratePerCapacityMod = 1 resourceLow = False resourceDepleated = False effectOnEfficency = 1 cutoffMargin = 0 } }
  9. I can tell you what's going on there based on that image. The ship doesn't have enough ElectricCharge storage. There's enough electrical generation but at high timewarp each update cycle will require more power than is stored on the ship so output is scaled back to fit. Most options for automating the CO2 scrubbers would not necessarily work if the setup for the mod was changed. Even simply automatically activating them when levels get dangerous requires somehow knowing which generators to turn on in which situation. While it's not hard add checks to see that the CO2 scrubbers remove CO2 and conclude they should be activated when there is too much CO2, there are much more complicated setups possible with the mod and they would have to work too. Things get less clear when the generators deal with multiple resources or multiple generator deal with the same resource but do different things. Leaving control in the hands of the player is the simplest option and keeps the mod more flexible. I do want to add a GUI eventually that will have controls to activate/deactivate all of the pod generators and collectors on the current ship. First though I am just aiming to have a simple warning system to display when resources reach dangerous levels. So for the time being each part is going to have to be controlled individually. It will be a while before the next update unfortunately. I'm working on trying to improve some of the existing code and I'll have to finish that before I move back to figuring out and fixing the reported problems with dev 3 (thank you KAO, Starwaster, Demon_82 and everyone else who has submitted bugs that I haven't addressed yet). That and I don't have much time to work on it at the moment.
  10. I've had some time to test the disassembly feature a bit and my best guess is it has something to do with errors in the old save causing the part to not load properly and that messing with it updating it's position with the rest of the vessel. I've seen the same centre of mass issue with parts when they have modules that have caused a null reference exception and have stopped executing. In testing when this happens at low speed - such as during launch - the camera will suddenly get dragged behind the vessel followed by the vessel breaking apart, usually at a joint with the part that crashed. I think once in orbit the speeds are high enough it just breaks apart. I suspect the culprit is the old CO2 scrubber module, since that module has been merged with the generator and no longer exists. In my tests removing this module from the save prevented disassembly; however, adding it to other vessels did not cause them to disassemble so I'm not really sure what is going on. There are a few differences from your results though, Starwaster. I have not seen ships just vanish. I also have not seen parts on ships move without becoming detached. However, I haven't tried looking with crew manifest, and it seams to fit the theory that the parts are not updating their positions properly. I also don't see any 'Activated (forced)' messages in the log. And I'm not seeing probe ships without any crew support modules on them disassemble. Mods I am running while testing this: Engineer Redux MechJeb Kerbal Alarm Clock Subassembly Manager Kethane Kerbal Attachment Systems HyperEdit Per day, yes. On the pad you shouldn't see any resource consumption. All crewed parts now have vents that automatically open on an oxygen atmosphere to supply Oxygen and remove CarbonDioxide. You may have also hit the bug with the intakes currently. The default air intakes are setup to convert a small portion of IntakeAir into Oxygen and negative CarbonDioxide. The mass difference between the IntakeAir and the other two is so high that it really is a tiny portion and since a little bit of IntakeAir stays in the intake parts once you leave the atmosphere the Oxygen and CarbonDioxide supplies on the ship won't move for a good while. I think this is something I got working for dev 3. As for the still persistent time warp issue I've could have sworn I'd fixed that. Can you give some details on your test Ralathon? I'd like to know what crewed parts were on the ship and how many kerbals onboard, what recycler parts were on the ship, which ones were active and at what output level, what the starting and ending level of Oxygen and CarbonDioxide were, and the elapsed time for the test. With just the ship configuration information I can recreate the test myself but your own results would be helpful too. The instructions for adding custom modules seam pretty strait forward. Taking a look at some of the module.txt it looks like you'll just need to copy the IonModuleGenerator entry out of the recycler parts, give them a description, mass, and volume and you'll be set. If you want to include the CO2 scrubbers as well then you'll want the entry from Config\IoncrossBase.cfg Just change ION_POD_GENERATOR to MODULE and add a name = IonModuleGenerator field. Oh you'll probably want to change the rates too since the scrubber is set based on crew capacity and you might not have any crew on this new part. A rough guess is you'll want something like this. This code has the CO2 scubber, recycler, and atmosphere collector modules. Removes CO2 to keep your kerbals not dead. Can recycle CO2 into O2 to keep them not dead longer for extended missions. mass: 2 volume: 0.001 MODULE { name = IonModuleGenerator generatorName = CO2Scrubber generatorGUIName = Scrubber startOn = True hideStatusL2 = True hideEfficency = True hideOutputControls = True OUTPUT_RESOURCE { name = CarbonDioxide rateBase = 0 ratePerCapacity = -0.000416667 } } MODULE { name = IonModuleGenerator generatorName = RecyclerMedium generatorGUIName = Recycler outputLevelStep = 25 INPUT_RESOURCE { name = ElectricCharge rate = 0.750000 //set to 2700/h, 1350/02 effectOnEfficency = 1 } INPUT_RESOURCE { name = CarbonDioxide rateBase = 0.0011111111 //set to 4/h effectOnEfficency = 1 } OUTPUT_RESOURCE { name = Oxygen rateBase = 0.00055555556 //set to 2/h } } MODULE { name = IonModuleCollectorAtmosphere generatorName = RecyclerCollector generatorGUIName = Atmo Intake hideStatusL2 = True hideEfficency = True hideOutputControls = True minAtmosphere = 0.5 INPUT_RESOURCE { name = ElectricCharge rate = 0.375000 //set to 1350/h, 0.9/unit effectOnEfficency = 1 } OUTPUT_RESOURCE_OXYGEN { name = Oxygen rateBase = 0.416667 //set to 25/min } OUTPUT_RESOURCE_NO_OXYGEN { name = CarbonDioxide rateBase = 0.416667 //set to 25/min } } You might want to add RESOURCE entries for the Oxygen and CarbonDioxide, but I'm not really sure how the part editor works and maybe resources are added separately.
  11. The density of water was derived from the information in Advanced Life Support Baseline Values and Assumptions Document (specifically Table 3.3.6 “Summary of Nominal Human Metabolic Interface Values†on page 27) as well as the desire to have a constant 1 unit per hour rate across all resources. Using the approximate 4kg/ day per human as a baseline I chose 2kg / day per kerbal since it seamed like a nice round number. 0.002t / (day * kerbal) * (day * kerbal) / 24 units = 0.00009751 t / unit Or if you do the math right it actually equals 0.00008333 t / unit. I think I doubled the 4kg figure in my initial calculations rather than halving it, and it looks like I did the same thing with food. If there was a volume unit listed with quantities I'd go for realistic densities, but in I've not yet seen any volume measurement attached to the resource quantities. If you want to assume it is a litter though you could use the following: 0.002 t / (day * kerbal) * 1000 unit / t * day / 86400 s = 0.00023148148 units / (s * kerbal) The end result is the same though, you need x tonnes of the resource to last y days. I want to know why the ship's exploded too. And it is one of the things I intend to test before releasing this officially.
  12. The mod reads the resources and maxThrust when the part is first placed in the editor. These however, are only used as starting values. Once any change is made IonModuleSRBManager will overwrite the default values on the part, and it overwrites the values again every time the part is loaded from then on. Which come to think of it might mean empty SRB get refilled if you save and then load them. HoneyFox, your ModuleSRBThrust is pretty much what I had in mind to do for variable thrust. Although I think most of the work I think is going to be in building the UI for controlling the thrust profile.
  13. It is intended. I plan to use to file to store general settings such as whether to use inactive usage calculations. Dev build 3 is available with early EVA support. When exiting a ship the EVA pack is filled with the evaAmount defined for each resource. Resources without a positive evaAmount are ignored for EVA. There's no support for generators or collectors such as CO2 scrubbers and atmosphere vents, and at the moment resources are lost upon re-entering the ship. Additionally As described in the previous post, most of the ION_SUPPORT_RESOURCE data is no longer loaded or saved from the part. Instead the mod will only load three fields from a part: rateBaseMod ratePerKerbalMod ratePerCapacityMod So altering an ION_SUPPORT_RESOURCE for a specific part would look like: MODULE { name = IonModuleCrewSupport //This removes the ElectricCharge usage for this part ION_SUPPORT_RESOURCE { name = ElectricCharge ratePerCapacityMod = 0 } } At lease eventually. At this point the new fields are untested and don't actually alter anything; everything is stuck using the default values for the time being.
  14. The truth is the mod saves a lot of properties on the part that never change from the default. The mod currently loads default properties from the ION_SUPPORT_RESOURCE nodes. It then loads the data from the part and overwrites the default entries if it finds duplicate information. And for simplicity when saving, rather than trying to figure what is still default and what has been modified everything is saved to the part. So rather than saving duplicates of the ION_SUPPORT_RESOURCE with the part I'm going to just save a modification value. EDIT: And that random 'w' is mine. My ctrl key sometimes fails to register correctly, so random 'w', 's', 'c', and 'v' characters are not uncommon. Next dev version will have that fixed.
  15. I'd love to have the height of the SRBs scale with the fuel load too, but I will not be warping or stretching Squad's part models. I also want to keep this mod a simple interface addition without any parts. That kind of means I won't be doing any visual changes with this mod. I've no problem with anyone else picking up the source code and trying their hand it it though. Having thrust vary by time, or I guess more accurately by the portion of fuel burnt, is something I am interested in doing, but at the moment I have another mod that need more work than this one so I'm not ready to reopen this mod to add new features right now. And I think Advanced SRB already provides both of those features. I guess it's not 100% working at this point though if delta-v calculations are off, but still might be worth checking out for anyone really wanting a more in depth mod for SRBs. As for documentation, I'm not really sure what is missing from the readme. There are only the four variables that define the bounds on the burn time and fuel quantities. I can't think of anything else you'd need to know to stick the module on another part. I'm happy to answer any questions you have though.
  16. There seams to be little confusion over the intended consumption rates. The rate is still 1 unit per hour, but the density of the resources was changed so that is now equivalent to 0.5 kg per day. The added food and water resources also have densities so that 1 unit per hour translates into an appropriate mass per day. Water and food aren't used, but they're in there for anyone who wants to add them. Oh and I haven't tried it but I think ModuleManager should be able to modify the configuration nodes for Ioncross Crew Support now. That should make custom configurations even easier to do, but it does mean I should probably make sure all nodes have a name field for identification by ModuleManager. And I thought it was just a random glitch when my ship did that once during testing. This probably indicates there is something very wrong with either the old version or the new one, but honestly I kind of like the idea of being able to say this update may explode old saves. As for saves in general it is just the saving and loading of the Ioncross Crew Support modules that has been updated. So ship without any modules from this mod will be fine. However, ships that have parts modified by this mod will have to replace those parts. And that includes .caft saves. And thank you Starwaster for reminding me how my own mod works. I think given Vedexent's experience I'll change it so settings are not saved on the part.
  17. Those mods contain parts with spaces in the their names, which I have not been able to get work with ModuleManager. Reportedly it is not a bug with ModuleManager as much as an error in the part file. I had to remove the ModuleManager configuration for Bobcat's H.O.M.E mod for the same reason. I've seen that too but never really noticed it since I only ever drop stuff on the ground without gear during testing and I'm usually looking for something else. Thanks for pointing that out. Yup, it's been fixed. The change causes dead crew to show up as K.I.A. Now. They'll be cleared from the crew portraits one you leave and come back to the ship. There should only be one place where resources are hardcoded; the calculations for inactive resource usage are hardcoded to ignore ElectricCharge as a required resource. So don't know yet what might have cause the crew to die in your situation. There have been errors with the generator code though and these results with the generator at least aren't very surprising. That is a good question. I'd love to have that sound play when running out of resources too. I don't even have a basic warning system yet though. I found two issues that led to errors with high timewarp: Generators would continue to consume inputs at full rate until encounter one that was low. If later inputs or outputs were low the earlier inputs would be lost. This was a trade off in my code of accuracy for speed that was costing far too much in accuracy. With simultaneous adding and subtracting resources keeping tanks near empty or full, the request resource function doesn’t return the requested amount. This is an issue with Kerbal that probably has a minimal impact on normal operator where resources are being consumed in one direction only, but causes problems when I was adding and subtracting in the same cycle. Apparently there's quite a bit of interest in TAC Lifesupport. I've only read the description on it at this point though.
  18. Ioncross SRB Manager Plugin version: 1.1 last tested with Kerbal v0.22 ModuleManager by: ialdabaoth (ModuleManager forum thread) Space Port Link The Ioncross SRB Manager Plugin adds an interface to the editor (VAB/SPH) allowing the fuel load and burn time of the RT-10 and BACC solid rockets to be adjusted. The interface is brought up with in Action Group editor mode and either an RT-10 or BACC part is selected. Updates 1.1 Update: This is a small update that fixes a bug that was causing spent SRBs to be refilled upon loading. The KW ModuleManager configuration has also been updated for KW v2.5.4. About the Mod Overview: This mod is heavily inspired by Module Fuel Systems by ialdabaoth. It essentially does for solid fuel rockets what Module Fuel Systems dose for liquid fuel tanks. By adjusting the burn time and fuel loads on SRB their thrust can be tweaked to better match what is needed by a rocket during it's flight, making the SRB easier to work with when designing a rocket. Rather than trying to tweak liquid stages to so their timing works around solid boosters, the solid boosters can be made to deliver what is needed. The setting range if very generous because one goal was to have the default values fit into the valid range while also allowing the SRBs to be made a lot heavier than the default. The default values have the SRBs massing about the same as an equivalent size of liquid tanks, which seamed very light for solid fuel. This led to a high upper bound for the fuel quantity and very wide range of values. Admittedly testing of the burn time was done with a 15% increase to the ISP values active as well. The ISP boost was removed for the release to allow the parts to continue to be used as they were designed by Squad, but the ranges for the burn time were left. Just was with the fuel quantity this resulted in wide range of valid values with the upper range being above what is really a useful level for the rockets. Installation Normal Installation: Copy the contents of KerbalInstallForlder into Kerbal. If you have Kerbal on Steam this will be: <steam dir>\steamapps\common\Kerbal Space Program\ Supported Mods: This mod comes packaged with several ModuleManager configuration files. These files add the Ioncross SRB Manager to the parts from popular mods. There is no effect from having config files for mods you don't have installed. The mods and versions for each file is as follows: [table=width: 650, class: grid, align: left"] [tr] [td]Config file[/td] [td]Mod[/td] [/tr] [tr] [td]ModuleManager_KWRocketry.cfg[/td] [td]KW Rocketry [v2.5.4] [/td] [/tr] [tr] [td]ModuleManager_NovaPunch.cfg[/td] [td]NovaPunch Remix Pack [2.03][/td] [/tr] [/table] Manually Adding SRB Fuel Manager to Parts: This mod makes use of ialdabaoth's excellent ModuleManager plugin to modify default parts. Changes to stock parts are defined in ModuleManager_Squad.cfg located in GameData\IoncrossSRBManager\. This can be extended to modify parts from other mods fairly easily. For details on the ModuleManager syntax see the ModuleManger forum thread The SRB Fuel Manager can also be added manually to parts. Simply copy the following code into the part.cfg. MODULE { name = IonModuleSRBManager minBurnTimeAtmo = 40 maxBurnTimeAtmo = 120 FUEL_RESOURCE { name = SolidFuel minAmount = 100 maxAmount = 350 } } minBurnTimeAtmo and maxBurnTimeAtmo are the bounds for the rocket's burn time. Shorter burn time produce more thrust. minAmount and maxAmount are the bounds for the quantity of fuel the part is allowed to hold. More fuel equals more thrust. The thrust is not bounded directly but is indirectly bounded by the above limits. Licence Modified source code, compiled dll, and configuration files may be distributed provided they attribute the original work to me, yongedevil. However, I request you do not simply re-post the original mod as I prefer it control where it is hosted myself. The ModuleManager dll is by ialdabaoth. See the ModuleManger forum thread for information on it.
  19. That would be what happens when the last time the ship was active variable defaults to 0. That is a quick change though so dev build 2 is available to fix that.
  20. My apologies for not being able to keep up with the thread. I think I have something like 7 pages to read through now. I'll try to get to that when I have some time. Of late I've had a bit more time and interest to work on Kerbal some and so I've been focusing on fixing the time warp bug, which I think may actually have been fixed. Because this has been such an annoying bug I decided it would be worth posting an update. Unfortunately over the summer I started a number of other changes that aren't done yet and will still take some time to finish so I'm not willing to make this an official update. Also, this will very probably not work with existing saves, and with the changes to the config file setup I advise deleting the old version before updating to this one. With saved ships you should probably delete and replace any Ioncross crew support parts, including crewed parts with the Ioncross module on them, to ensure they're updated properly. v1.11 dev build 1 What is working: New config file setup configuration nodes for setup can now be in any .cfg file that Kerbal will load allowing easier customization [*]Better loading system that allows dynamically added pod generator to be accessed with action groups [*]Revamped generators and collector systems fixes to generators not remembering their on/off state and bugs with the calculations at high time warp generators will now check all resources and scale their rate to the most limiting resource atmosphere collectors are now built into the recycler parts and simple oxygen atmosphere collectors are in all crewed parts [*]Rebalanced oxygen and carbon dioxide density and capacities on tanks kerbals now consume about 0.5 kg of oxygen per day and produce about 0.5 kg of carbon dioxide oxygen capacities has been increased on tanks and lowered on pods What is sort of working: Inactive vessel resource calculations. Seams to be working but is very very slow. Expect a noticeable delay when switching to a vessel. Still have to test and see how much it can be sped up without losing too much accuracy. What isn't working: EVA support. It has been fighting with the new loading system and I haven't gotten around to figuring it out yet. Warnings when out of resources. Currently the mod will kill time warp once a critical resource runs out, and prevent you from raising it again.
  21. It is unlikely everyone working on Kerbal has the skills to help with those problems. And those that would have the skills are probably needed to do some work on the new feature everyone else is making assets for. So unfortunately, focusing on just bug fixing and optimization would probably mean leaving a good chunk of the workforce under utilized.
  22. Yes, those are the two issues at the top of the to do list along with EVA resource usage. I've been reworking the initializing and loading system to handle the new features. So far I've managed to break everything that was working.
  23. I'm a little perplexed by these problem since I've not seen any trouble, but I have been working on it slowly so I rolled back my version to the last one I put up on the Spaceport (version 1.10 uploaded on 2013-07-24). However, I still don't seam to have any problems. So first, troubleshooting ModuleManager to confirm if it is working or not. If ModuleManager is working the crewed parts should display “Ioncross Crew Support Systems Installed†in the info window when mousing over them in the part list in the VAB. They should also have Oxygen and CarbonDioxide quantities when right clicking them in flight. If these aren't showing up then the problem is with the ModuleManager edits. I don't know why it might not be working but there is a simple, if time consuming, workaround. Copy the changes from ModuleManager_Squad.cfg to the individual parts.cfg files. If the problem is not ModuleManager then there's something wrong in the Ioncross module. Unfortunately nothing obvious comes to mind, but it may be something that shows up in the logs. If you could do the following it might be helpful to finding the problem: Open <kerbal dir>\KSP_Data\output_log.txt Search for the last instance of “Ioncross†to appear and any instance of “NullReferenceExceptionâ€Â. Post these, plus about the next 10 lines here I hope we can figure out why it's not working. I hadn't been planing on officially updating the mod for Kerbal 0.21 since for me there hasn't been any problems that need fixing. If there does turn out to be something wrong that I can fix I'll do so an release a version for 0.21.
  24. I've been busy for the last few weeks so I apologies that I haven't replied in some time. Thank you for finding that error. If you're adding the life support via ModuleManager (@PART[PartName] syntax) then it may be that there is a space in the part's name. ModuleManager can't handle spaces in the name. As an alternative you can edit the part.cfg file and add the module that way. All you need is the following. MODULE { name = IonModuleCrewSupport } If it works you should see “Ioncross Crew Support Systems Installed†in the part info in the VAB. You may wish to add some Oxygen and CarbonDioxide RESOURCE entries to the part.cfg as well. No that is not expected. If you weren't seeing any Oxygen rate or CarbonDiodoxide rate when right clicking I'd assume the mod wasn't working, but If you are seeing values there then the mod should be working since it sends those values to the display module immediately after requesting them from the craft. One possibility is the launch-clamps are still attached, they supply a ship with O2 so you won't see any drop while they're still attached. You should see CO2 build up though as I only just fixed an error that was preventing the clamps from removing CO2 in the last two hours. It might also be you're not giving it enough time. At 1 O2/h per kerbal it will take 20 minutes before there's a drop of 1 unit of 02 in a three kerbal ship, and an hour for a one kerbal ship. Ah it looks like there's been a fairly major update to the Fustek Station Parts Expansion mod. I'll have to update the ModuleManager file for it. The small recycler (LS-19A Life Support Electric Algae) consumes CO2 at the rate of 4 Kerbals and produces O2 at the rate of 2 Kerbals. The large recycler (LS-32C Life Support Integrated Waste Recycler) consumes CO2 at the rate of 16 and 2/3 Kerbals and produces O2 at the rate of 10 Kerbals. If you have enough free CO2, your limiting factor is the O2 conversion rate which will be 2 and 10 Kerbals respectively. If your free CO2 is the limiting factor you'll be able to support 1 Kerbal for every 2 CO2/h with the small recycler and 1 for every 1.67 CO2/h with the large recycler. Note though that others have reported errors in the consumption rates that I have yet to look into so these values may not be the same in game. First since you're making a part you can add the module to the part.cfg directly and you don't have to worry about anything in IoncrossCrewSupport.cfg. The entries in IoncrossCrewSupport.cfg are for adding a default part, like the CO2 scrubber, to all pods. In the part.cfg file you'll want to create a new IonModuleGenerator MODULE entry. Make sure it is within the PART entry (between the outter { } at the top and bottom of the file). I'd suggest looking at the part.cfg files for the recycler parts to see how they're setup. What you're going to want is something that basically looks like this, MODULE { name = IonModuleGenerator generatorName = FreeCO2Gen generatorGUIName = CO2 Generator requiresAllInputs = True INPUT_RESOURCE { name = ElectricCharge rate = 1.0 } OUTPUT_RESOURCE { name = CarbonDioxide rate = 1.0 } } You can put whatever you want in generatorName (it isn't used by anything right now), and generatorGUIName (this is what the generator is shows as when you right click on a part). The rate values are whatever rates you want the inputs to be used up and the outputs to be generated at. I would like to see parts like those too. However, I am not a modeller and I would rather spend my time making the mod more stable and configurable to allow for those who do have an inclination towards molding to create such parts and have them work. I'll have to look at the consumption rates. I'd expect some rounding errors over long duration missions but nothing that major so something is clearly going wrong if O2 is being consumed at twice the intended rate (the intended rate still being 1 per hour) As for the scrubbers I am aware they're not really realistic. I want to keep the base mod simple so I don't intend to add a new resource to it just for the scrubbers. It is definitely something I'm planing to keep in mind if I ever get around to making an advanced version though.
  25. Working as intended. I thought I had updated all the descriptions to make that clear. If you could please let me know what you read that indicated lack of electric charge still caused crew death.
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