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Stavell

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Everything posted by Stavell

  1. Figure I'll have a Vessel check for a alarm on activate and delete it if there - then on inactivate I'll have the vessel create a alarm for the time in which a Vessel LS status goes to caution. TriggerAU made a nice API for plugins to interact with the Kerbal Alarm Clock plugin.
  2. I've decided to Use kerbal Alarm clock to have a way of warning you when life support is low.
  3. Thanks for the nice plugin. Do you support x64. (Not trying to start a debate) Just considering using the API in my LifeSupport plugin and would like to know where you stand TriggerAU? Thanks Stavell
  4. At this time no. I just added notifications when the system kills a kerbal. (will be in next release). I'm messing around with LS Warning notifications for in flight vessels - issue I'm working on is how to have all the information from every inflight vessel when loading a save game.
  5. That is my thought too - balance it so mission still need planning - if this LS mod is capable of creating completely self sustaining Vessel (Then why track LS at all it becomes a plugin that drains cpu for no playablity gain.). More IVA editing.
  6. Gravity might be a way to factor efficiency. Here are some examples of results with my initial concept: and formula 5 Man crew 4 Greenhouse mods - 300 days of life support per man - w/ green houses running LS would last 576 days 4 Man crew 4 Greenhouse mods - 300 days of life support per man - w/ green houses running LS would last 750 days 3 Man crew 4 Greenhouse mods - 300 days of life support per man - w/ green houses running LS would last 1500 days 2 Man crew 4 Greenhouse mods - 300 days of life support per man - w/ green houses running LS would last indefinite. After running the numbers I think tweaking them for Sun exposure or gravity might just put it in the sweet spot for base construction.
  7. Actually I have given it some thought - I was actually thinking about having Green house the size of a 2.5 rockomax grey tank(the one that holds 1440 fuel). Reduce LS consumption instead of generate it (Less overhead and less tracking) - LIFE SUPPORT RATE WITH ACTIVE GREENHOUSE = LS RATE PER KERBAL * ( (100 - (60 / NUMBER OF KERBALS ON VESSEL)) / 100) so with a 2 man crew 4 greenhouses would be self sufficient but would require More EC or the Sun to stay active. Opinions? As for time-frame. I want to get the solar panel code tweaked and throughly tested before I add more new code to the DLL.
  8. Interstellar Flight Inc Kerbal-Life-Support-Mod is compatible with .25
  9. Now I just have to turn them into props so they show up textured in game. with out having to re-texture the IVA
  10. Download link has been updated to VERSION 1.12 release. 10-15-2014 : Release VER 1.12 - IFILifesupportPlugin112.zip or GitHub IFI Life Support Releases or Project Page on curse Changes: Fixed bug with Warning Status changing back to Caution at 0 LS Remaining. Added Base IVA for Inline Tank. Added Debug Tracking to see how the new crew transfer mechanic effects the LS plugin. Thanks to therealcrow999 added flag and Logo to the system. Up-coming: Cfg file for consumption rates. internal view props and re texture.
  11. Found a error in the Status check code that causes the Status to flip from WARNING back to CAUTION. fixed on Git and will be in next update.
  12. With the current battle between Modders and some users about x64 version and the fact that Modders can lock their work from running on x64 (which is their right). But being at the mercy of another author if the get upset and pull the plug on a dependant module. Makes me want to code all my cfg changes into my DLL for base support of stock items and drop module-manager as required and leave it to the user to decide what they want to add and use. Still just a thought....
  13. I have the IVA for the Inline tank working in game - now time to work on the texture and add some food and boxes around the inside. Also time to try my hand at animation so the food packets can float around the head in the IVA camera mode
  14. Ok trying to make a patch that applies to all pods with a CrewCapacity tag and a value > 0 Tried this but doesn't work: @PART[*]:HAS[!CrewCapacity[0],@CrewCapacity[*],!MODULE[IFILifeSupport]] { MODULE { name = IFILifeSupport } } I want to add the module IFILifeSupport to any module with a CrewCapacity greater than zero that doesn't have the module already loaded
  15. Thanks to the generosity of therealcrow999 I have a logo for Interstellar Flight Inc. and will be packaged in the next release. The Logo - you can also see I'm testing pipes for the radial tanks. and the Flag:cool:
  16. Download link has been updated to VERSION 1.10 release. 10-8-2014 : Release VER 1.11 - IFILifesupportPlugin111.zip or GitHub IFI Life Support Releases or Project Page on curse Changes: Modulemanager DLL was updated due to a build bug - I also made playability changes to module-manager file. if you normally just overite the mod in your gamedata folder you will have to manually delete the ModuleManager_Squad.cfg in the IFILS didrectory as it is no longer used. Module-manger dll update. updated module-manager CFG for adding LS system to all crewed pods/parts. Decided to ease support for multiple mods and thier crew pods to standardize LS based on crew cap. I think it adds to Playability each pod with crew-capacity gets 3 days of LS per Crew member. If a mission needs more that is what The other LS parts are for. Thank you to GeoPhizzix for the MM code to add LS to pod based on crew-capacity. Up-coming: Cfg file for consumption rates. internal view for inline tank.
  17. Download link has been updated to VERSION 1.10 release. 10-7-2014 : Release VER 1.10 - IFILifesupportPlugin110.zip or GitHub IFI Life Support Releases or Project Page on curse Changes: KSP 0.25 Compatibility Adjusted POD life support values not that the Systems has LS Containers Added more debug messages to Kerbal Kill code to track possible bug in code. Adjusted kill chance values. Up-coming: Cfg file for consumption rates. internal view for inline tank.
  18. Unable to duplicate - is it "Life Support Status = Inactive" or "Debug =: Inactive" that you are seeing?
  19. Try going on eva with a kerbal - then right click on that kerbal ( is LS and electric charge at 0.0?) Also is it a stock part or a mod? and which part? thanks A save game would help me isolate the bug also.
  20. I'm going to add a couple more debug lines in the KILL code so if this is a bug we might be able to catch what is causing it. Bill wasn't lucky enough to have this bug. I forgot about him in Mun orbit and did a mimus trip with Jeb, when I did realize Bill needed attention All I found was a empty pod in orbit of the MUN ... opps
  21. how much time passed after you reached 0 - at first there is a 25% chance for a kerbal to die and it goes up 15% each time the LS is checked which means if extremly lucky the kerbal would die not more than 2.5 hours after it reaches 0.
  22. is there a Kerbal in the pod that you are right clicking on? a part should only say inactive if no kerbals are currently on the part. if there is a kerbal on the part please let me know the Part so I can see if we have a bug.
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