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danfarnsy

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Everything posted by danfarnsy

  1. My gentle (if snarky) reminder was enough. Sometimes people forget. Now I just need to go find a place to breath slowly while the neighbors blow stuff up and I remind myself that it's not somebody trying to kill me. Happy Independence Day!
  2. It shouldn't. The only problem you might run into is if you had USI-LS specific parts on flights in progress (KSP would then be unable to load those craft in-game). It sounds like that's unlikely to be an issue.
  3. Clarification: @Nakedchef, your recompile and support are not pestering at all. This is more than welcome. It was the other comments which were variations of "PLEASE UPDATE" which served no useful purpose, since they were repeating something I'd indicated I was already aware of and had on my to-do list. What you did instead was problem solving, and I always appreciate problem solving.
  4. Wasn't there some forum rule about pestering mod authors for updates, particularly when said mod authors already indicated the update was coming? Never mind. TACLS v0.12.2 -Recompiled for KSP 1.1.3 -Updated bundled dependencies -Made a few texture references consistent Download here. While this is a moot point at the moment, yes, posting links for temporary workarounds is fine. Thanks for helping your fellow kerbal slayers.
  5. Please see the release thread for release information.
  6. Yes, I need to update TACLS for 1.1.3. It will be coming. Thank you, everybody, for your patience, as I've got a bit of RL going on.
  7. Point taken. This is, as the title says, the development thread. There is a release thread, which is where screenshots would be placed, if I had placed them. Perhaps I'll fix that sometime.
  8. I doubt it. I haven't released a new update since I included DF support, but there are some other log spam issues I've confirmed. That is to say, it could be something I did wrong, but if it is, it's been wrong since DF support was included in TACLS.
  9. Something in the deep freeze wrapper included in the latest update. I'll see if I can reproduce it and narrow it down.
  10. @Yemo, thanks for the pull requests. I agree regarding the recycler weight logic. I suspect the original reasoning for the heavy weights was that TACLS resource consumption is pretty low (1/4th that of human consumption rates), so increased recycler weight has a way of balancing that out. But for a mod aiming for realism, it's better to be consistently realistic (without overly complicating it).
  11. Really? That's... interesting. OnSave, OnAwake, OnStart all log events in the log, yes. I'll agree that it's a bit cluttered, moreso depending on the text editor you use to view it. I'm not convinced that logging is worse than not logging here, but I'm open to persuasive arguments.
  12. @Diddly Feelerino I suspect PBS's internal greenhouse modules are the problem, since it uses its own module instead of the TACLS generic converter. Of course, since I don't know how PBS's module works, I'm just guessing.
  13. @Calvin_Maclure The key part of chrisl's question isn't on the technicality of what we would call a real device on Mars that extracts CO2, but how to use the TACLS module called TacGenericConverter to accomplish the goal. @chrisl Looks I missed your post on the release thread. Because TACLS now has CRP as a dependency, you can make a resource intake module on a part that uses IntakeAtm instead of IntakeAir. Unfortunately, this doesn't distinguish between high-CO2 environments like Mars and low CO2 environments like Earth. It will let you get the job done, though. You'll need a ResourceIntake module in your part configuration, in order to get access to IntakeAtm: MODULE { name = ModuleResourceIntake resourceName = IntakeAtm checkForOxygen = false area = 0.1 intakeTransformName = Intake } Resource { name = IntakeAtm amount = 1 maxAmount =1 } Then you also need to use the TACconverter module to convert from IntakeAtm to CarbonDioxide. For this part, you can find a good example in the TACLS recycler parts. Just tailor this module to spit out Methane (also CRP), and I think you should have something flexible. Let us know how it goes!
  14. Changelog from the OP (hidden in the spoiler):
  15. The "hacked" version from WaylandSmith is included in this release, which is largely why this release is working. Feel free to upgrade. Derp! Thanks for the keen eyes. That part is now fixed. I need to go through this and the dev thread and start making a checklist of silly mistakes to avoid in the future.
  16. This is strong praise for any mod. In addition to the original author, @TaranisElsu, a number of recent contributors have made it possible. The credit and praise belong to them. That said, I like that this and so many other mods are not stock. Modders give us an incredible array of choices. In the life support category alone, there are several different options, with different designs and underlying mechanics, which is awesome. It means that if you don't want life support, you don't have to have it. If you do want it but you don't like TACLS, you still have choices. This flexibility is what gives KSP so much staying power. I've been playing since 0.17, and not only has the base game evolved in fantastic and occasionally frustrating ways (looking at you, Euler-method instabilities for heat transfer to small parts, 1.0.4), but my own game has evolved into multiple games side by side. I have a heavily modded stock system install, an RO/RSS install, and various rotating setups trying new things. I love starting new games and exploring. Different mods make it something new to explore every time.
  17. Toxicity isn't measured directly: it's a simple timer. If your craft goes two hours without electric charge, you have to have memorial services for your brave kerbalnauts. Two hours without electricity, two hours without oxygen, 36 hours without water, 360 hours without food... those are your limits. It could be made more complicated than that, but it's not on my to-do list. These are default amounts and can all be changed in the configuration menu at the space center.
  18. I remember the first time I let my kerbal go two hours without electric charge. Her capsule's air filtration system stopped working, could no longer filter out her CO2 from the cabin, so she died a glorious kerbal death trapped outside the orbit of the Mun. She was a bad-S scientist too. I was sad for at least a minute or two. Good job!
  19. Those are the default settings. I just opened my non-RO install as well, and it has those settings. I'm not sure why they'd be overwritten in your case, unless you did a manual install of TACLS or I need to figure out how to tell CKAN to ignore that file when installing/updating. If it happens again, let me know, because that's not intended behavior.
  20. Sounds like the RO-TACLS config file may have been overwritten. This is the config file location: GameData/ThunderAerospace/TacLifeSupport/PluginData/TacLifeSupport/LifeSupport.cfg. If it is empty, it is using default TACLS config, which assumes kerbals weigh an eighth of what humans do, and consume one fourth the resources. The RO config uses human resource consumption amounts. Check which you have?
  21. Oh bother. I didn't have to tell it to update from 0.11.3 to 0.12.0. It just did its indexing thing and figured it out. This time, I did something to confuse it. Where's a real modder when you need him? Edit: It should still work just fine as long as you install CRP.
  22. Did you change anything else, say, whether the game clock was displaying Earth time or Kerbal time?
  23. Without more information, my guess is you have installed something incorrectly.
  24. My jaw is going to be bruised from hitting the floor so hard. That, sir, is awesome.
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