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yongedevil

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Everything posted by yongedevil

  1. That will depend on which one of us gets time to work on stuff first. I'd guess probably not though. Sorry but this mod simulates resource consumption and not pressurization of a spacecraft. It is an interesting idea, but I kind of think with the game as it is now - requiring EVA to move between parts and no airlock parts - trying to model pressurization would be more trouble than it's worth. I have considered that and personally I think it would add too much complexity since you'd have oxygen flowing one way and carbon dioxide flowing the opposite direction back to the recyclers. No reason you can't change it yourself though. You just have to change flowMode = ALL_VESSEL to flowMode = STACK_PRIORITY_SEARCH in GameData\IoncrossCrewSupport\Resources\IoncrossCSResourcesBase.cfg. My guess is the default fuel lines will work for all resources so you should be able to use them.
  2. I was able confirm this bug. It is just the display though; the parts continue to consume resources fine. Fairly easy to fix. You were correct it was a divide by zero error. I plan to go over all the values for the tanks and resources at some point. Someone kindly posted some information about densities and volumes of various resources that I want to use to rebalanced things. I'll make any changes to the recyclers' storage capacities then. I am thinking of generally lowing their capacities which would kind of eliminate the need to set the starting capacity to half. As for the intakes, I've basically been thinking of doing as you suggested The Lone Wolfling. First making all the pods able to breath in oxygen atmospheres that are thick enough. Basically you won't need any life support equipment on Kerbin at sea level, but you'll still need powered intakes at altitude. I'll probably do something similar with recyclers for non oxygen atmospheres. And with ModuleManager now I don't have a problem making use of the stock intakes like I did originally, so the current intake will probably disappear and you'll be able to just use the stock ones. The scrubbers currently can't be assigned to action groups because they're dynamically added to the part when the game starts running and aren't actually there in the VAB. It is a messy workaround and it dose need to be fixed eventually. For things like hydroponics pods I'm very much at the mercy of modellers to create the part. I do intend to add code to support them though when I go over the recycler systems. I think the H.O.M.E mod has a hydroponics part in it that I'd like to be able to support better. As m4v suggest, the ending time warp is there to provide some minimal warning that your crew is in danger. It is set to end time warp every time it checks to see if the kerbals die. A better warning system is in the list of things to do. The orbit change might be a side effect of cancelling time warp suddenly. I've only tested it on the pad so I'll have to look into its effects in orbit. If it is causing side effects in orbit, I'll just remove it until I have a better system to take its place. That's already done for the next version.
  3. That is something I decided way back, so I'm not exactly sure what my reasoning way. It was probably so the basic oxygen tanks were more competitive for some missions given the cost is currently not an issue. It could also have been to leave room for oxygen to be generated. You should be able to change boolCauseDeath to False and boolCauseLock to True in IoncrossCrewSupport.cfg. That will stop kerbals from dying when they run out of oxygen or fill up carbon dioxide storage and make any crewed command pods uncontrollable. It won't affect probe cores, but then those would work even if all the kerbals were dead. I have plans to revisit the intake system eventually, and one of the things I hope to do is make it easier to not worry about oxygen when in an oxygen atmosphere. It's a ways down the list of things to do though. And thank you for pointing out that typo. Didn't break anything but the code looks better now
  4. First off the post you quoted there was for a previous version; most of the configuration changed with version 1.10. I updated the first post with documentation for the current version. For version 1.10 things like the scrubber are defined in the IoncrossCrewSupport.cfg (in <kerbal dir>\GameData\IoncrossCrewSupport\Plugins\PluginData\IoncrossCrewSupport\) as ION_SUPPORT_POD_GENERATOR entries. These entries are added automatically to all parts that have the IonModuleCrewSupport module. So what you probably want to do is add the IonModuleCrewSupport module to the other pods. This is most easily done though ModuleManager, but can be done manually, as outlined in the first post. All you'll really have to do is copy the syntax in ModuleManager_Squad.cfg and change the name in square brackets to the name of the new part as it appears in its part.cfg file. Here's the relevant part from the first post. If you're trying to add a scrubber to a non-crewed part that is also possible but is a bit different as you'll need to override the default scrubber's rate since it is set based on the crew capacity of the part. Let me know if that's what you intended and I can provide additional information on how to do that. Also what mod are you trying to add pods from? I'm trying to create ModuleManager configuration files for as many popular mods as I can so they'll all be automatically supported.
  5. If you're looking to learn and refine your rocket design and flight plans I highly recommend either Kerbal Engineer Redux or MechJeb Both have displays in the VAB and flight giving you information on your ship and your situation. They let you build and plan more by the numbers, and you'll learn to be able to tell if you ship can get somewhere without having to test it and run out of fuel stranding your kerbals. Engineer Redux dose the displays only, which I very much like, MechJeb has the display functions and also includes autopilot functionally. If you want to learn though that can be an advantage as MechJeb v2.0.8 actually shows you what it is doing when you ask it to fly you somewhere by plotting manoeuvre nodes.
  6. The scrubbers, which simply destroy CO2, are set to a rate 50% higher than the maximum output of the kerbals if the part is full. The recyclers LS-19A Life Support Electric Algae and LS-32C Life Support Integrated Waste Recycler, which convert CO2 back into O2, are set to convert 4 CO2 to 2 O2 per hour and 16.7 CO2 to 11 O2 per hour respectively.
  7. Thanks. As for keeping an inactive station or colony supplied, first the reason it's taking a while to actually add in inactive ships is I want to make sure I'm taking the net rate for the ship into account. So scrubbers and recyclers that are on will be taken into account. You can then either check back in on your stations and bases regulatory to see how they're doing, use something like Kerbal Alarm Clock to set yourself alerts when they should run out, or just leave them and see where they are when you finally do switch to them. With the way the calculations are done it won't matter if the ship should have run out of supplies 2 years before you switched to it or just five minutes before. I probably could look at how long the ship should have been without resources, but I don't see any point in having to stress out about inactive ships all the time. This way you'll be free to either leave a resupply ship nearby or launch one when you actually want to use a station rather than needing to launch one every week while trying to fly another long term mission.
  8. The ships aren't actually going to use resources while not active. When they're loaded in they're just going to calculate how what resources should have been consumed since they were last active. So there will be no way to poll the ships and see how they're doing or change any settings on them. There also won't be any chance of having kerbals die while a ship isn't loaded. EDIT: Sir Nahme posted while I was writing the above reply. If the built in CO2 tanks on the recyclers aren't enough I'll see if there isn't some other way to make it easier to generate oxygen for a colony. I'll admit I made this mod for my mission to Duna and I still have yet to actually go to Duna; instead I've been spending my time improving the mod. So it still needs a good bit of testing and tweaking in my opinion.
  9. The information posted by Read have Read is correct and is one way of adding Ioncross Crew Support to other mods. There is another option using Module Manager though. The code I posted here is for Module Manager and goes in any .cfg file in <Kerbal dir>\GameData\IoncrossCrewSupport\. Yes there's a way and I'm working on adding that to the mod, I just haven't had the free time to get to it yet. The values are for the rate of consumption. You'll notice the pods say +x oxygen and -y CO2 because they're consuming oxygen and producing CO2, and the recyclers are the other way. It's kind of arbitrary, but that is the way the game defines resource usage and I decide to match that. The likely reason you're not seeing oxygen go up when running a recycler is it's not producing oxygen faster than the kerbals are consuming it. It could be it's max rate just isn't able to keep up; the small recycler can't keep up with the three man pod. It could be you're short on power; even with a lot of batteries it's unlikely you're able to run through the night. It could be you're short on CO2. The recyclers don't have 100% conversion rates so unless you let the CO2 build up you'll never see them produce oxygen as fast as the kerbals are producing CO2. Splitting the recyclers and CO2 tanks is a possible idea. I don't really see much point in having more CO2 storage though. Either you're destroying it with a scrubber or converting it into oxygen with a recycler. You only really need enough storage to survive while the recycler can't run, for instance through the shadow of a planet. Smaller recyclers aren't a bad idea though. Do you know if it was adding the B9 .cfg file or installing the B9 mod when this problem showed up? If the latter then check the Module Manager thread for the fix to the Exsurgent Engineering plugin that lets it and Module Manager play nice together. If it was clearly adding the .cfg then there may be an error in it somewhere. I'll download B9 latter tonight and check that the module manager code is working.
  10. That is actually the old recycler module from version 1.03. I changed it to a generic generator in version 1.10 so it would be configurable with the rest of the mod. The code for version 1.10 is as follows: MODULE { name = IonModuleGenerator generatorName = RecyclerLarge generatorGUIName = Recycler requiresAllInputs = True INPUT_RESOURCE { name = ElectricCharge rate = 2.7777778 //set to 10 000/h, 900/02 } INPUT_RESOURCE { name = CarbonDioxide rate = 0.00462963 //set to 16.67/h } OUTPUT_RESOURCE { name = Oxygen rate = 0.00308642 //set to 11.11/h } }
  11. I would like to eventually release a version with extra resources. It'll probably just be food, water, and maybe a generic waste. That's a good resource. I know my estimation values a few pages back where way off now, as are the default values. I've been working on adding ModuleManager config files for the parts from other mods including B9 and HOME. These aren't tested and if B9 and ModuleManager are still conflicting the changes won't be applied anyway, but here's the code anyway. Just place this in a .cfg file in the IoncrossCrewSupport dir next to ModuleManager_Squad.cfg. If there are any other popular mods that add crew parts anyone think would make a good addition I can get working on those too. B9 @PART[B9_Cockpit_M27] { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 200 maxAmount = 200 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 20 } } @PART[B9_Cockpit_MK2] { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 200 maxAmount = 200 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 20 } } @PART[B9_Cockpit_MK5] { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 300 maxAmount = 300 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 30 } } @PART[B9_Cockpit_S2] { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 200 maxAmount = 200 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 20 } } @PART[B9_Cockpit_S2_Body_Crew_6m] { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 600 maxAmount = 600 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 60 } } @PART[B9_Cockpit_S2_Body_Crew] { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 200 maxAmount = 200 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 20 } } @PART[B9_Cockpit_S3] { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 100 maxAmount = 100 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 10 } } HOME @PART[HOME_3m_pod] { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 200 maxAmount = 200 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 20 } } @PART[HOME_modul_Recon] { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 400 maxAmount = 400 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 40 } } @PART[HOME_modul_habitat] { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 600 maxAmount = 600 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 60 } } @PART[HOME_modul_admin] { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 600 maxAmount = 600 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 60 } }
  12. Ah I forgot to remove some debugging code. That's probably not helping anyone's frame rates. Sorry about that.
  13. The mod currently only works on the active ship. I plan to add in calculations for inactive ship pretty much exactly as you proposed. It'll probably be done just once I start actually working on it.
  14. I haven't gotten as far as testing this in reentry but I've notice a problem in the editor. The parts with ablative heat shields cause a drop in FPS in editor. I'm using a rocket with six NCS Adaptors and six Standard NC and the editor becomes very slow after a while. It isn't immediately noticeable upon launching the game but after flying an returning to the VAB a few times it is a fairly pronounced slow down. I've tried the Mk1 and Mk2 cockpits as well and they have the same effect so I tried removing the heat shield module from the parts and that cleared the problem. I have not noticed an effect in flight Other mods I'm using: Mechjeb v2.0.8.0 (tested both on and not on the ship) Engineer Redux v0.6.0.3 (tested both on and not on the ship) Ferram Aerospace Research v0.9.4 (also tested without FAR installed) Crew Manifest v0.5.4.0 Ioncross v1.1
  15. This mod comes with ModuleManager 1.01, which as of this post is the current version. I believe the Modular Fuel System mod comes with the same version but don't see it directly mentioned anywhere. My guess is this is another problem with the comments in MonduleManager_Squad.cfg in the Ioncross mod like Mulbin had. I'm strongly considering just removing them for the next version. If you can try removing them yourself to see if that is in fact the problem. They're the lines that start with “//â€Â. That's difficult as the rate of oxygen consumption isn't any any way based on reality. A quick Google search and some calculations suggests a human consumes about 24 kg of oxygen a day (so really oxygen should have a density of 0.001 since Kerbals consume 1 per hour and I think the game uses the tonne as its unit of mass). Another quick search suggest people eat about 1.3 kg of food a day. So very roughly, food consumption should be 1/20th of the oxygen consumption. For water again quick searching suggests between 2 and 3 litters (2-3 kg), call that 1/10th the oxygen consumption. In theory it shouldn't matter if you chose similar rates to oxygen and use lighter resources or similar densities and slower consumption. Either way you need to lift x amount of mass to keep the kerbals alive for a given period. In piratical terms though a good idea keep the rate numbers in the same order of magnitude to limit floating point errors. There's been reports of a conflict between ModuleManager and the plugin that B9 uses for the Sabre engines. Until these two mods start playing nice together the only thing I can tell you to do is to manually add the crew support module to the part.cfg files for the appropriate parts. Go bug ialdabaoth and bac9 to get their mods working so it stop breaking everyone else's stuff To add the functionality to new cockpits you'll need to either add it to the part.cfg file by Adding the IonModuleCrewSupport module and Oxygen and CarbonDioxide resource entries as shown in the code below. PART { ... MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 300 maxAmount = 300 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 10 } } Or you can create a new ModuleManager.cfg file and add the changes there. You should look at the ModuleManager thread for the syntax used in it but very quickly you just want to add the following code for a part, replacing <PartName> with the the name of the part as it appears in the part.cfg file. This obviously won't work for B9 until the mod conflict is resolved though. @PART[<PartName>] { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 100 maxAmount = 100 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 10 } } EDIT: Looking at page 39 of Advanced Life Support Baseline Values and Assumptions Document it looks like my estimates for oxygen were way off. In part I made an error on the units using kg instead of g but it looks like my starting values were off too. From the document: oxygen / crewmember day = 0.835 kg carbon dioxide / crewmember day = 0.998 kg food / crewmember day = 0.617 kg water / crewmember day = 3.909 kg
  16. I think 2. If you put the rocket on the pad and right click the crewed parts you should see a reading on how much power they're consuming. I think the default rate is 10/h + 5/h * crew capacity, and it looks like the Munbug has two cupola pods so that is 30/h. Form the wiki, Mun has a rotational period of about 40h. At 30/h, 400 units of electric charge will last about 13h. Two should therefore get you through 20h of darkness with a comfortable margin, assuming nothing else is draining power. I'm using both mods as well and I'm not seeing any problems. Only guess is that somehow the text editor you're using is causing errors that stops ModuleManager. I don't see how though as I use Notepad++ like everyone else, but I really have no other idea. Is it just everything loaded after Ioncross (I think mods and parts are loaded alphabetically) that is breaking, just RemoteTech, or are the changes to Ioncross not taking effect either? What happens if you just edit the RemoteTech file? The models look nice. They have about half the radius I'd thought they'd have though so that probably means my suggested capacities aren't proportionally correct, but that's something that can be worked out latter.
  17. I'm having trouble applying changes to a part because it has a space in the name. I'm using the following syntax. @PART[Part Name] { ... } If I remove the space in the part.cfg and in the modulemanger.cfg it works so I know it's the space character that causing trouble. Does anyone know how to go about specifying a part that has a space in the name?
  18. I've taken a look at the Ampyear mod and reserve power will not be recognized. Also, it is not possible to setup the mod to use an alternate resource if the primary is not available through the config file, but it is possible to add a pod generator to convert the alternate resource into the primary. I should add though that kerbals will not die from lack of electric charge anymore, their command pods just stop working. I've also look into modelling temperature a bit more and it seams like handling it properly would be quite involved. As others have pointed out in a vacuum to actually get rid of it requires radiators or venting coolant gas. It's not just a question of using electrical power to run an air conditioner to move the heat around. To properly model heat you'd have to take into consideration how much heat is produced by the ship and its systems, how much heat it is absorbing from the sun, how much heat is being dissipated through radiation, and how much is carried away by venting gasses such as engines and RCS thrusters. To manage it you'd need extra parts like radiators and solar shades as well as possibly resources and generators to provide heat and cooling as well. And most heat management would probably handled by static systems consisting of solar shades and radiators. It adds a bit to the craft design but not much to be managed during the actual mission. I really do like the idea of it though. It would add a little bit of immersion to be able to monitor your cabin temperature. It just doesn't seam like enough of a gain for the work right now.
  19. If you manually added the module to the part.cfg files then that's my fault as I forgot to update the instructions on the front page from IonModuleLifeSupport to IonModuleCrewSupport; that's updated now. If you didn't then there may be a problem with ModuleManager as you said. I'd suggest trying to manually add the crew support module to one of the pods and seeing if that works. Then we'll at least know if the problem is ModuleManager or IoncrossCrewSupport.
  20. Isn't temperature directly related to re-entry through? I see the connection to crew survivability, but I don't really see how it's more appropriate to model the crew dieing through a life support mod rather than destroying the whole part in a re-entry mod. Not trying to say I don't want to do this but I'll need more understanding of what I'm trying to model and why if I am going to add it in. G forces I can more clearly see as being applicable to this rather than re-entry. I'll add it to the todo list.
  21. Because at some point between the last update and now amid replacing large portions of code and moving the files around for the new file structure I decided to standardize the naming convention without really thinking about it. I can't see any problems with renaming the parts themselves back to the old naming convention. The module names though can't be changed back since the code has changed, but an invalid module name should only cause the module to not work. Another possible option might be editing persistent.sfs. You'd be searching for the following names to replace. No guarantee that will work so make a backup. lifeSupportIntake -> crewSupportIntake lifeSupportRecycler -> crewSupportRecycler lifeSupportRecycler.Large -> crewSupportRecycler.Large lifeSupportTank -> crewSupportTank lifeSupportTank.Large -> crewSupportTank.Large lifeSupportTank.Radial -> crewSupportTank.Radial Ah I'd glanced at that before and the licence seamed pretty restrictive. I didn't see that using the Kethane resource was allowed. Since it is, a simple converter can be made based on the recycler parts. Just add this module to the recycler parts. This will result in each recycler having two IonModuleGenerator modules and you'll see two sets of buttons on the part interface. I have no idea if the rate values are appropriate, someone who uses Kethane might be able to suggest better values. MODULE { name = IonModuleGenerator generatorName = KethaneConverter generatorGUIName = Kethane Cracker requiresAllInputs = True INPUT_RESOURCE { name = ElectricCharge rate = 2.00000000 } INPUT_RESOURCE { name = Kethane rate = 4.000000 } OUTPUT_RESOURCE { name = Oxygen rate = 4.000000 } }
  22. Opps. That would be because the readme is wrong. It should be: MODULE { name = IonModuleCrewSupport } EDIT: Okay I fixed that error in the readme.
  23. ModuleManager is awesome. Thank you ialdabaoth. I have a question though about trying to modify parts that aren't installed. I'm considering doing this to add support for other mods into my own. Are there any downsides to this that I should be aware of?
  24. Mod has been updated to version 1.10. Highlights of changes in this version: - custom textures by zzz - converted to Kerbal 0.20 format - configurable setup allowing for just about everything to be customized - use of ModuleManage to add the module and resources to the stock parts without overwriting the files The first post has been updated with information on how it works now. If anything isn't clear please let me know. For the next updating I'm aiming to work on: - Resource use calculation for inactive craft - EVA resource use Further down the line I plan on working on: - Simple warning message when resources reach critical levels - Intakes and general collector improvements - Optional versions of the mod to support food and water The module only runs if the ship is currently active. I am working on adding consumption calculations for inactive ships but even when that is added kill checks will only ever be done on the active ship and they're only made once every hour after at least one hour (though this interval can be changed in the configuration file). Worse case you'll ever have is switching to a ship to find it out of oxygen and needing to switch off of it before the hour has elapsed. I like this idea for handling CO2 though I'm not sure it's worth adding an additional resource. There's also the fact that unless there's a use for uncompressed CO2 there's no reason to not use the scrubbers to convert it to compressed CO2. I think if a system is added it should be there to give the player a choice. Still automatic systems to vent excess CO2 make a lot of sense and I'll keep this in mind when I move on to focusing on the intake systems Yes. Yes. Yes. You'll have to add water and supplies resources but once you do they should work fine with this mod. See the first post for details on how to edit the configuration file.
  25. For a change development has come along well the last couple of days and I fully expect to release it tomorrow. The next version supports custom resources and makes use of ModuleManager by ialdabaoth to apply the module to the stock parts. I'll post more details with the update.
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