RobertaME Posted May 23, 2016 Share Posted May 23, 2016 On 5/22/2016 at 5:11 PM, danfarnsy said: 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. After trying some different combinations of mods, I ran TACLS v0.12.1 along with Kerbal Planetary Base Systems v1.0.12 since it includes recyclers. After thorough testing, the logs do not get spammed and the mods are 100% stable (no crashing, even after 24 hours in the VAB) when using any TACLS modules, or even derivative modules such as the recyclers that are included in Kerbal Planetary Base Systems. But the moment you attach any of the TACLS native recyclers (such as the Water Purifier or Carbon Extractor) to any build in the VAB, even if you remove it afterward, it spams the log until the game crashes to desktop. (typically within an hour of being in the VAB) Not sure exactly what's going on, but it does seem to be a bug that only affects the default recyclers, not with anything else. Hope this helps. Link to comment Share on other sites More sharing options...
Combatsmithen Posted May 28, 2016 Share Posted May 28, 2016 You guys should add some sort of inflatable greenhouse where you can grow food. 1 Greenhouse in the sun 24/7 would be enough to support 1 Kerbal's food and oxygen demands, but would take water and electric charge. Link to comment Share on other sites More sharing options...
damerell Posted May 28, 2016 Share Posted May 28, 2016 36 minutes ago, Combatsmithen said: You guys should add some sort of inflatable greenhouse where you can grow food. 1 Greenhouse in the sun 24/7 would be enough to support 1 Kerbal's food and oxygen demands, but would take water and electric charge. The USI mods (other than USI Life support) have TACLS support and include some agroponics parts. There are other greenhouse models to which a Module ResourceConverter could be added. However, the implementation you suggest would not be sensible - it would permanently destroy water, with the greenhouse apparently producing dehydrated space food. Link to comment Share on other sites More sharing options...
Commandodiamond Posted May 28, 2016 Share Posted May 28, 2016 Is this new version coming to CKAN? Link to comment Share on other sites More sharing options...
DaMachinator Posted June 1, 2016 Share Posted June 1, 2016 What mods can I use if I want to have a fully renewable base somewhere (or at least greatly increase the time between resupply missions)? Link to comment Share on other sites More sharing options...
damerell Posted June 2, 2016 Share Posted June 2, 2016 14 hours ago, DaMachinator said: What mods can I use if I want to have a fully renewable base somewhere (or at least greatly increase the time between resupply missions)? The USI mods have TACLS support and agroponics parts, as mentioned two posts above. Link to comment Share on other sites More sharing options...
cupcake Posted June 5, 2016 Share Posted June 5, 2016 (edited) I'm having issues using TAC-LS and USI Mods (Specifically the MKV agricultural module and the OKS Agricultural module). KSP will not load in either 64 or 32 bit if both mods are installed simultaneously. Remove one or the other and KSP loads and operates just fine. I looked on the USI forums and saw other people were having this issue too, but no luck resolving it. Any ideas here? Edit: Goldenpsp brought a fix to my attention! You have to update Kolonization core with this download: https://github.com/BobPalmer/Kolonization/releases Edited June 5, 2016 by cupcake Link to comment Share on other sites More sharing options...
eightiesboi Posted June 6, 2016 Share Posted June 6, 2016 (edited) Can someone confirm what the oxygen consumption rate should be in a non-RSS (Kerbal days) game? I have a heavily modded install and for some reason Oxygen counts down like my Kerbal is doing wind sprints, while food and water consumption are normal. No logs to post (yet), as I want to check the obvious first. Nevermind - I somehow managed to duplicate my profile doubling all my consumption rates. Error ID10T. Thanks, and thank you danfarnsy for bringing my must-have LS mod up-to-date! Edited June 7, 2016 by eightiesboi I is stupid Link to comment Share on other sites More sharing options...
Yemo Posted June 9, 2016 Share Posted June 9, 2016 Hey, great to see TAC LifeSupport continued. I made some pull requests for recycler rebalancing suggestions on github. Basically normal recyclers (1.25m) adjusted for 3 kerbals and general masses lowered for recyclers to make them useful not only for space (kerbin orbital) stations. Link to comment Share on other sites More sharing options...
danfarnsy Posted June 9, 2016 Author Share Posted June 9, 2016 @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). Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted June 9, 2016 Share Posted June 9, 2016 Personally, I think that the realism aspect is absolutely key to this mod. I mean, that's the whole reason I install mods like these, is for the added realism depth that it adds. CM Link to comment Share on other sites More sharing options...
Booots Posted June 16, 2016 Share Posted June 16, 2016 Oh hey! New textures! How did I only just notice that now? I like them! They look so much better! Link to comment Share on other sites More sharing options...
Stone Blue Posted June 16, 2016 Share Posted June 16, 2016 15 minutes ago, Booots said: Oh hey! New textures! How did I only just notice that now? I like them! They look so much better! Are there screenshots of these "new" textures?... I dont see anything in EITHER this, or the dev thread, OP... Link to comment Share on other sites More sharing options...
danfarnsy Posted June 16, 2016 Author Share Posted June 16, 2016 5 hours ago, Stone Blue said: Are there screenshots of these "new" textures?... I dont see anything in EITHER this, or the dev thread, OP... 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. Link to comment Share on other sites More sharing options...
Stone Blue Posted June 16, 2016 Share Posted June 16, 2016 25 minutes ago, danfarnsy said: 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. Oops... Sorry... I meant to say nothing either THIS thread, or the release thread...lol I was just wondering if the textures Booots was talking about were the TAC-LS Retextures, or maybe these, or... ??? Link to comment Share on other sites More sharing options...
KNOEBBER Posted June 27, 2016 Share Posted June 27, 2016 when will the 1.1.3 update come out? Link to comment Share on other sites More sharing options...
danfarnsy Posted June 27, 2016 Author Share Posted June 27, 2016 7 minutes ago, KNOEBBER said: when will the 1.1.3 update come out? Please see the release thread for release information. Link to comment Share on other sites More sharing options...
edrobotguy Posted July 1, 2016 Share Posted July 1, 2016 @danfarnsy I posted this in the release thread, but I figure I should give you a heads-up here. The TimeWarp.SetRate function has changed from two to three parameters; LifeSupportController.cs needs to be changed in lines 530, 544, and 640. RemoteTech had success by setting the new third parameter to true. Link to comment Share on other sites More sharing options...
danfarnsy Posted July 13, 2016 Author Share Posted July 13, 2016 On 6/30/2016 at 11:05 PM, edrobotguy said: @danfarnsy I posted this in the release thread, but I figure I should give you a heads-up here. The TimeWarp.SetRate function has changed from two to three parameters; LifeSupportController.cs needs to be changed in lines 530, 544, and 640. RemoteTech had success by setting the new third parameter to true. When I read this note before, for some reason I had only glanced over it and filed it under "issue has already been reported." I just recompiled with the new KSP targets, and I didn't note any issues after that. I also haven't been playing KSP much, so I didn't test this exhaustively, just enough to verify the Null Reference Exceptions were fixed and that the resource counter properly counted down. I didn't really check behavior/consumption under warping. Anybody seeing any issues with the current release? Link to comment Share on other sites More sharing options...
edrobotguy Posted July 13, 2016 Share Posted July 13, 2016 17 hours ago, danfarnsy said: When I read this note before, for some reason I had only glanced over it and filed it under "issue has already been reported." I just recompiled with the new KSP targets, and I didn't note any issues after that. I also haven't been playing KSP much, so I didn't test this exhaustively, just enough to verify the Null Reference Exceptions were fixed and that the resource counter properly counted down. I didn't really check behavior/consumption under warping. Anybody seeing any issues with the current release? The current release got TACLS working properly again, but this might be an issue in the future; something to keep an eye on. Link to comment Share on other sites More sharing options...
How to: KSP Posted July 18, 2016 Share Posted July 18, 2016 (edited) Help! Whenever I put this mod in the gamedata folder it says that I have installed incorrectly. Did anyone have this issue and fixed it plz tell me how. I downloaded the one for version 1.1.3 Edited July 18, 2016 by How to: KSP Link to comment Share on other sites More sharing options...
danfarnsy Posted July 18, 2016 Author Share Posted July 18, 2016 3 hours ago, How to: KSP said: Help! Whenever I put this mod in the gamedata folder it says that I have installed incorrectly. Did anyone have this issue and fixed it plz tell me how. I downloaded the one for version 1.1.3 There is a GameData folder inside the download. You need to move the contents of that to your own GameData folder. You cannot simply drop the download in the GameData folder and have it run correctly. Link to comment Share on other sites More sharing options...
shuggaloaf Posted July 21, 2016 Share Posted July 21, 2016 On 7/18/2016 at 9:37 AM, danfarnsy said: ... You cannot simply drop the download in the GameData folder and have it run correctly. Really had to fight the urge to throw the old "one does not simply..." meme up here after that post. Link to comment Share on other sites More sharing options...
How to: KSP Posted July 22, 2016 Share Posted July 22, 2016 Hey mod dev. Can you add a way to like salvage oxidizer for oxygen? Link to comment Share on other sites More sharing options...
oren Posted July 23, 2016 Share Posted July 23, 2016 I did a test to see if the recyclers work when the vessel isn't focused. They don't. The vessel had: an Mk1 Command Pod with a kerbal in it, a Sabatier Recycler and a Water Purifier, a can of food for a year, and one of the nuclear power plants from the KSPI-E mod to provide constant power. I went to the Tracking Station and time warped for 4 days, meaning that the kerbal could only survive if the recyclers worked. I went back to the vessel, to find the kerbal dead and the oxygen and water supplies empty. The Sabatier recycler and the water purifier started up as soon as the vessel loaded, and started filling the supplies back up. Link to comment Share on other sites More sharing options...
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