Jump to content

danfarnsy

Members
  • Posts

    399
  • Joined

  • Last visited

Everything posted by danfarnsy

  1. I'm no longer working on it because... it's finished and integrated! With it, there is now a release thread! Fully Deep Freeze compatible.
  2. As do all 0.625 m parts (not just TACLS). The Mk1 capsule's cap is a little too narrow.
  3. Leaving aside the funky release folder, I overlooked a couple of important issues that I will get fixed as soon as I'm able: The CKAN meta is missing {"name" : "CommunityResourcePack" } , so it won't automatically install CRP. You can tell CKAN to install CRP for you, or you can use the manual installation. This mod does not yet support the stock toolbar, but it does support Blizzy's toolbar. This means that if you don't have Blizzy's toolbar, the control icon will be ugly and difficult to configure. TACLS will still work, so it isn't a "requirement," but I recommend it until I properly support the stock toolbar. And of course, the "release" folder. Thanks for the slack, folks. I never did any of this until two weeks ago. Edit: CKAN metadata fix submitted. Hopefully it will go through soon.
  4. Official update is available! Get it while it's hot! New forum release thread!
  5. It's on the list of things I'd like to do. It is CKAN indexed, if you use that tool to keep track of mod installs and updates.
  6. O frabjous day! Callooh! Callay I feel like we've slain the Jabberwock. Actually, I had tried DeepFreeze briefly before, but the issues with TACLS kept me from trying it out seriously. Even just testing this mod with the fixes, I quickly realized I've been missing out. This is excellent.
  7. I didn't have a personal problem with the realism as it stands, knowing that the CO2 recycling or sequestration has a number of different avenues which are represented by a slightly more abstract model: electric charge consumption. The CaO is a viable avenue that lines up well with how TACLS handles it, but the TACLS model is not so explicit as using CaO, nor has it included the particular energy requirements per Kerbal for using that. My particular statement and frustration came from me trying to make a broader point: the model may line up well with any given realistic extraction method, buit is not explicitly identified with any realistic model for CO2 extraction. That is what my statement about realism was talking about. It wasn't whether the current system could be identified with a good real life analogue, but only that it hadn't been, and there are a number of complex choices available if we choose to make that real-life process explicit instead of abstract. Edit: For what it's worth, I apologize for my cranky/crazy response. I'm sorry. Sure, I felt irritated, but my response was way out of proportion.
  8. This thread has been superseded by a new release thread from JPLRepo: Find it here Thunder Aerospace Corporation Life Support (TACLS) update and development Mod License: Attribution-NonCommercial-ShareAlike 3.0 Creative Commons License TACLS originally by Taranis Elsu TAC Life Support is under new management in conjunction with the Realism Overhaul team! We are glad for the opportunity to keep this great mod alive. We are also very grateful to @TaranisElsu for creating TAC Life Support. Our hats are off to him. What is TACLS? TAC Life Support is a mod which adds food, water, oxygen, and electric charge as requirements for survival in space. Go without support for too long, and your Kerbals die a non-fiery death! Included are parts with storage for food, water, oxygen, waste products, as well as some recyclers for oxygen and water. It does not include support for growing food, but there are many mods which play well with TACLS to provide this functionality. It also integrates well into Realism Overhaul! No pics right now, but they'll be posted soon! SUPPORT REQUESTS - PLEASE READ I've been noticing two different kinds of support requests. The first kind involves errors (buttons don't work, kerbals don't die like the kerbals they are, parts aren't available in editor, and so on). This is the kind we like to solve and help you get past. Please include detailed descriptions of the issue, screenshots, logs, mods installed, and so on, and we'll get it straightened out. The second kind is less concrete and involves requests for assurance that this mod works. It works. If you're unsure about how it works, make a new sandbox save and kill kerbals to your heart's content there. Any additional posts of the "I'm afraid to try this" variety will be referred back to this OP. Installation and Dependencies Please delete any previous installations of GameData/ThunderAerospace/TacLifeSupport before installing this. Module Manager and Community Resource Pack are both required dependencies. They are included in the download for your convenience. DOWNLOAD v0.12.2 Source Changelog: Development Planning Thread
  9. ERmaergerg, would you people stop nitpicking things that aren't the point?! My crazy is up to here. A good clue that it might not be the point: (it was in paranthesis). This deluge of know-it-alls in the details who can't see the social forest for the trees are going to make me a crusty modder before my time.
  10. Glad we're on the same page! We don't like the parts editor redundancy either, so it's on my list of things to do. 95% reduction is a bit optimistic, but it can definitely be made smaller than it is. Discussion earlier in the thread was focused on exactly this problem and the use of mesh/texture switches for parts. It's definitely on my radar.
  11. This is already "abstracted" through ElectricCharge consumption and the accrual of CO2 in waste containers. Essentially, scrubbed CO2 beyond storage capacity is "vented" into space. There are a few realism issues here (for instance, it's hard to vent CO2 without venting something it's saturated in, like water. For your second question: TACLS does provide outside air when it's available! At a low enough altitude, the air is simply free (like, you could open a window and breathe the air). Above a certain altitude, where the air can be compressed and pumped in by a fan (but you'd otherwise have difficulty breathing it) it takes electric charge, but you can still get air from outside. Above a certain altitude, you have to rely on your ship's air supplies. As of right now, I don't have plans to change the CO2 process, but I'm open to ideas and discussion. We've had some interesting discussion about LithiumHydroxide and other CO2 stowage processes. I think those will come later rather than sooner. Some game mechanics under the hood are higher priority, e.g., 3.75m parts for when you need to kill a lot of kerbals all at once. We'll talk about it.
  12. So far I don't believe there is one. Care to put together a MM patch? Otherwise, I could throw it on my pile of things to eventually do. I'd likely submit it as MM-patch for HabTech to include in its own download.
  13. @benjee10 Beautiful parts pack, brother. I was looking for your sources to see if I (or somebody else) could submit a pull request for a MM-patch for TACLS (somebody asked just a bit ago). I can't seem to find any link to your source. Also, you probably ought to include license information in the OP and perhaps a more explicit license or a link in your download (like this). Obnoxious overhead stuff aside, this is great work! Edit: my mistake, the source rule applies to .dll files. This pack has none. I'd still love to throw together a MM patch for TACLS. Where can I submit that?
  14. It's on CKAN! No plans yet, but it sounds like a solid idea! If by "outdated," you mean it works perfectly fine and requires no changes, then yes, it's outdated! Welcome to the forums! Glad to have you. Pre-launch is a different status where TACLS resources aren't consumed. Try launching your craft. It will update and be good to go. If it doesn't, let me know.
  15. Everything that worked before works now, the same way it worked before. Since you are not inclined to believe it coming straight from the horse's mouth, and you're worried about killing kerbals, perhaps you can try a test in a new sandbox save and see for yourself how the parts behave. There's no better way to trust your parts than to test for yourself. See the discussion above. You do not have to keep the parts in focus. The life support monitoring window will not track the fact that you have recyclers while the ship is unloaded, but when you load it again, you'll see that your resources are updated to reflect that, indeed, your recyclers have been working.
  16. Nothing about TACLS has changed, including how it handles background processing for resources. There have been other mods which work with TACLS to provide increased self-sufficiency, and you may be remembering these. Some of them are discussed on the previous page, if you want to explore.
  17. You are wrong. The old behavior was identical to how it is now. It displays an estimate of the time remaining based on the EC that was in the batteries when you last had the vessel loaded, and it never effectively simulated background consumption because, as @ShotgunNinja said, it didn't simulate background EC production. The timer doesn't know that. But it didn't know it before, either. It's a longstanding issue that's on my list of things to address (see OP for development plans).
  18. My mistake! I grew up in a wonky household, and sometimes I don't realize I'm talking like an academic wonk. "Provisional" here was unnecessary and confusing (I'll go edit the OP). The release (0.11.3) in the OP is the official release. The next release will have a thread in the Add-on Releases forum, will condense two .dll files into one, and include support for Deep Freeze. If your game is working now with TAC-LS, nothing should break. The reason I'll have two separate threads for this mod is so we can keep support questions in the release thread, while this thread is intended to discuss development issues. If having two threads turns out to be pointless, we'll adjust.
  19. I thought fertilizer could be produced with gypsum or hydrates or some other such USI resource with some special ISRU converter, which then allows you to tie that production into TACLS resources. Since the fertilizer bit is an MKS mechanic instead of TACLS, I'd suggest looking in the MKS thread to confirm or deny whether I'm blowing smoke.
  20. Good point. I usually got around that with TweakScale and Procedural Parts, but your request is reasonable. It would have to come with the part overhaul I've been talking about, as adding more parts to our already cumbersome and redundant list wouldn't be cool.
  21. I haven't tested it yet, but I believe it should. Care to report back if it works? In TAC-LS by itself, like with USI-LS by itself, it's not possible to have complete self sufficiency. It requires some additional mods to do so. I don't have a list of the mods that do this with TAC-LS, but I know UKS/MKS fully supports TAC-LS. The only additional requirement (that I'm aware of) is that USI parts which store "supplies" aren't configured to store TAC-LS resources, so you also have to bring TAC-LS parts for storing food, water, oxygen, etc. It's even rougher when you're using someone else's code to learn C#. My primary qualifications for taking the lead on this mod are an ability to learn quickly, insufficient fear of screwing it all up, and a bit of free time to do it. Regarding CKAN, yes. That's in the works if it's not already up. Off topic but hilarious. That reminds me of my own off topic story: a few years ago the website for my favorite Chinese takeout place was defaced by some Indonesian script kiddies. I call them that because they're the type of poor sods who go around scanning ports looking for known vulnerabilities and then declare how awesome they are when they take down a website as if it was some sort of triumph. So I found their IRC channel, congratulated them on their success, and asked them if they could put it back because, really, I just wanted some pork lo mein. It turned out their English was limited to crude comments about my mother.
  22. We're definitely keeping this sort of thing in mind, though the details may turn out differently. Community driven, configurable frameworks are key for mods playing well with each other, which is something I've emphasized a few times as part of my design intent. I like the community resource pack, for instance. But this is all for future reference and is not a commitment to any specifics. I'm glad to see everybody's enthusiasm and excitement for this mod! I'm excited too! Some people are already successfully using WaylandSmith's .dll, but I know others are waiting on an "official" release. I'm also pulling my hair out because it's not obvious how to update submodules in a git repository to point to a different location and have recursive clones successfully clone the new forked submodule rather than the old and somebody get me a paper bag because I might be hyperventilating which makes no sense because I'm typing not speaking but... Ahem. All that is to say, the bigger chunk of my time right now is spent trying to figure out unfamiliar tools rather than trying to fix the code itself. Code changes are mostly done, so I've got my fingers crossed for Soon™.
  23. Glad to see you drop by! I'd tell you it's in good hands, but, well... it's in hands!
×
×
  • Create New...