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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021


JPLRepo

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made a profile to allow TAC and Kerbalism to work together.

http://spacedock.info/mod/1128/Kerbalism TAC profile

 

updated to fix kerbalism parts not working.

 

update 2 it is working but seems there is a mod that can prevent b9 and tac profile from working. trying to track it down and see how its setup to update the profile to avolid

Edited by sidfu
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Hi !

First of all, thank you for the work on this mod. I installed it yesterday to increase the challenge and add some "refill" missions :)

It's working fine, I guess, because I don't have any messages about errors or anything. And I have the parts and everything.

My problem is with the consomption : I made a small ship with one Kerbal and one "Life Support Supplies Container, 2.5M". My kerbal had enough food, water and oxygen for 6 years. I tried to change the ratio in the settings menu :

  • food : from 0.36 to 6.0
  • water : 0.24 to 4.0
  • oxygen : 37.0 to 600.0

Now, it's 172 days remaining for all supplies. Still a bit too much, I'd say. 

Is there something I do wrong ? Thank you for your help.

 

Edited by juluss
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On 12/21/2016 at 6:47 PM, Rough Draft said:

Confused about respawn delay, what is it? Does it make it so that kerbals are comatose for a while and then die? Truthfully that's what i'm looking for. I would like to be able to send rescue missions for my incapacitated kerbals.

This is the time it takes for a kerbal to respawn if they die. Currently TACLS does not hibernate/comatose kerbals and then kill them. It's one or the other.

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1 hour ago, juluss said:

Hi !

First of all, thank you for the work on this mod. I installed it yesterday to increase the challenge and add some "refill" missions :)

It's working fine, I guess, because I don't have any messages about errors or anything. And I have the parts and everything.

My problem is with the consomption : I made a small ship with one Kerbal and one "Life Support Supplies Container, 2.5M". My kerbal had enough food, water and oxygen for 6 years. I tried to change the ratio in the settings menu :

  • food : from 0.36 to 6.0
  • water : 0.24 to 4.0
  • oxygen : 37.0 to 600.0

Now, it's 172 days remaining for all supplies. Still a bit too much, I'd say. 

Is there something I do wrong ? Thank you for your help.

 

The FAQ has some info on this: https://github.com/KSP-RO/TacLifeSupport/wiki/FAQ

Also, the 2.5M container is kind of big to be using for a single kerbal. If you can't fit one of the smaller ones you can set the initial values to less than full in the VAB. But really you should use a smaller container.

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On 12/21/2016 at 6:58 PM, Walker said:

Minor issue (clean 1.2.2 x64 version of KSP + TAC life support). TAC LS adds two (instead of one) new VAB part categories - "TAC LS items" and "Life Support".

 

 

https://github.com/KSP-RO/TacLifeSupport/issues/66

Will be fixed next version.

On 12/25/2016 at 2:57 PM, Climberfx said:

Hello my dear @JPLRepo.

Just solved the problem... (post edited)

But still have a question JPLRepo.

Is there a way to make it use the resources first on the ship, and at last from the kerbals? And if a way to when i leave seat, it will automatically full resources of EVA suit?

(today is occurring in parallel)

<snip pic>

 

Not currently. Assuming they are external seats they are treated as separate vessels (EVA Kerbals). So what you are talking about is a special case. I'll have to think about how we could deal with this problem and get back to you.
Edit: raised a github request
https://github.com/KSP-RO/TacLifeSupport/issues/68

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On 12/25/2016 at 5:48 AM, Shinsaka said:

Hello, I noticed a strange behavior with the last version of TAC Life Support.
Here are my tests with vanilla KSP 1.2.2 and default TACLS 0.12.7.0

http://imgur.com/5Bd8Vbv

Here is the Mk1 Pod in VAB after loading the game. The LS UI displays 18h of LS resources and 2h of electricity. This is correct according to default parameters.

http://imgur.com/TOCwGPN

The pod is send into space. The numbers have changed! Now it's 3 days of LS resources and 9h of electricity.

http://imgur.com/OYmZ0IJ

During EVA, the LS UI displays 6 hours of LS resources and electricity. It's correct, as EvaDefaultResourceAmount is set to 21600 seconds by default. But if the current resource amounts are correct, the maximum amounts are strangely higher.

http://imgur.com/vsRmfmP

Reverting the game to VAB, the LS UI displays the wrong numbers as in space. If I quit the building and reenter, it's still wrong. I need to quit the game and reload the save to have the correct numbers... until I launch the ship.

I'm not sure how you are getting these numbers.
The default settings:
 

Spoiler

dKkNMrx.png

MK1 in the VAB:
 

Spoiler

I9omPNw.png

The calcs are correct.
Can you post your settings screen please, and other steps you are doing to produce this? Did you change the settings at all?

On 12/22/2016 at 10:28 AM, Wolfair corp. said:

Any chance to make kerbals EVA light use ElectricCharge?

https://github.com/KSP-RO/TacLifeSupport/issues/67

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2 hours ago, superdavekerman said:

The FAQ has some info on this: https://github.com/KSP-RO/TacLifeSupport/wiki/FAQ

Also, the 2.5M container is kind of big to be using for a single kerbal. If you can't fit one of the smaller ones you can set the initial values to less than full in the VAB. But really you should use a smaller container.

Thank you for the link. Yes indeed the 2.5M is a bit big, but my spaceship was built using a pod that is 2.5m. So I used a 2.5M container. 

I'll see the real challenge when I'm going to colonize an other planet :)

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9 hours ago, JPLRepo said:

I'm not sure how you are getting these numbers.
The default settings:
 

  Reveal hidden contents

dKkNMrx.png

MK1 in the VAB:
 

  Reveal hidden contents

I9omPNw.png

The calcs are correct.
Can you post your settings screen please, and other steps you are doing to produce this? Did you change the settings at all?

https://github.com/KSP-RO/TacLifeSupport/issues/67

It's strange, but my issue only appears in the first save I did with this setup. All other saves are okay with correct numbers in VAB/Space/EVA from the default settings. Only this save has the problem. But I didn't changed anything.

Here is the default settings file I have (from github) :

Spoiler

TACLSGlobalSettings
{
    MaxDeltaTime = 86400
    ElectricityMaxDeltaTime = 1
    FoodResource = Food
    WaterResource = Water
    OxygenResource = Oxygen
    CarbonDioxideResource = CarbonDioxide
    WasteResource = Waste
    WasteWaterResource = WasteWater
    FoodConsumptionRate = 1.6927083333E-05
    WaterConsumptionRate = 1.1188078704E-05
    OxygenConsumptionRate = 0.001713537562385
    ElectricityConsumptionRate = 0.014166666666667
    BaseElectricityConsumptionRate = 0.02125
    EvaElectricityConsumptionRate = 0.00425
    CO2ProductionRate = 0.00148012889876
    WasteProductionRate = 1.539351852E-06
    WasteWaterProductionRate = 1.4247685185E-05
    EvaDefaultResourceAmount = 21600
    MaxTimeWithoutFood = 1296000
    MaxTimeWithoutWater = 129600
    MaxTimeWithoutOxygen = 7200
    MaxTimeWithoutElectricity = 7200
}
 

Here are the default settings ingame (they are different... don't know why...) :

Spoiler

oV4oicn.png

With these settings, the Mk1 Pod has 18h of LS and 2h of EC in VAB and space. EVA has 6h of LS and EC with correct max amounts.

Here are the settings in the bugged save (totally different, but I didn't touched them) :

Spoiler

aLPI9M6.png

In this save, the Mk1 Pod has 18h of LS and 2h of EC in VAB, but 3 days of LS and 9h of EC in space. EVA has 6h of LS and EC with incorrect max amounts.

Again, the setup is KSP 1.2.2 with TAC LS 0.12.7 and CRP 0.6.4

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18 hours ago, juluss said:

Thank you for the link. Yes indeed the 2.5M is a bit big, but my spaceship was built using a pod that is 2.5m. So I used a 2.5M container. 

I'll see the real challenge when I'm going to colonize an other planet :)

 

You could always swap out the 2.5m LS for fuel of some type and then use the small hex can LS. I use a lot of the hex cans because of where I can attach them. Just food for thought......yes, pun intended....   :)

 

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Strange Behavior - TAC LS containers are all empty.  The mod is otherwise working - the capsules all have LS in them, when they run out the Kerbals die.  But the containers have nothing in them.  Right-clicking on them brings up nothing - they have no attributes beyond weight and size.  

TACLS 12.7, KSP Windows 64bit, lots of other mods, but most don't interact with TACLS.  Listed the ones that might

InterstellarFuelSwitch, KAS, KAX, Tweakscale, Tweakable Everything.

 

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4 hours ago, kyrcant said:

Strange Behavior - TAC LS containers are all empty.  The mod is otherwise working - the capsules all have LS in them, when they run out the Kerbals die.  But the containers have nothing in them.  Right-clicking on them brings up nothing - they have no attributes beyond weight and size.  

TACLS 12.7, KSP Windows 64bit, lots of other mods, but most don't interact with TACLS.  Listed the ones that might

InterstellarFuelSwitch, KAS, KAX, Tweakscale, Tweakable Everything.

 

Probably Tweakscale, or Everything.. but no logs, no help.

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On 12/29/2016 at 11:55 AM, JPLRepo said:

 

This is the time it takes for a kerbal to respawn if they die. Currently TACLS does not hibernate/comatose kerbals and then kill them. It's one or the other.

Thanks for the info I was a little confused. Is that a feature that you have thought about implementing? 

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if u have 0 resources but can still change teh ammount that normaly means something is changeing the default for tac. with my kerbalism tac profile i found that old cfg can prevent some cfg for mods from working so make sure they all upto date or remove them.

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Just thought that I'd let you know that having a level 5 engineer onboard a vessel with a water purifier and 3 other kerbals (total 4 kerbals), creates a situation where you are generating more water than you are using. Is this a bug, oversight in the numbers or intended feature?

I mean, having bonuses for leveled kerbals is a great idea, but this seems like too much. I installed a life support mod for realism, and then infinite water. Must be a mistake, right?

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Hello. I am having an issue with TAC-LS in my heavily modded game. I am not sure if it is a conflict with one of the other mods or not.

The problem is when docking 2 vessels, it seems that TAC-LS adds a 'phantom' entry in it's tracking data for both vessels, even though one of them gets merged with the other when docking.

For example, I have a station (with a science lab and hitch-hikers) with no kerbals on it. I then bring a crewed vessel (command pod + engines) and dock it. Before docking, the TAC-LS status window shows the crew pod as the only thing with kerbals life support. After docking, the status window still shows the crew pod as if it was a separate vessel but it also has an entry for the station.

I put the KSP logs up on my google drive: https://drive.google.com/file/d/0B6VIZ-8kBTMGVnZ1MlFXZW1GRXc/view?usp=sharing

I can work around the issue by saving and then editing the save file and removing the extra entry in the TacLifeSupport Scenario section.

Thought I would see if anyone knows the issue before I start digging around in the code or removing mods to try and figure it out.

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On 1/2/2017 at 3:24 PM, Vereox said:

Just thought that I'd let you know that having a level 5 engineer onboard a vessel with a water purifier and 3 other kerbals (total 4 kerbals), creates a situation where you are generating more water than you are using. Is this a bug, oversight in the numbers or intended feature?

I mean, having bonuses for leveled kerbals is a great idea, but this seems like too much. I installed a life support mod for realism, and then infinite water. Must be a mistake, right?

Oversight. I'll look to change it. You can adjust the Specialist parameters in the part config. or turn it off completely by setting "UseSpecialistBonus = false"

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4 hours ago, serdarilban said:

Hi,

There is a problem, Life Support comes out in KW Rocketry mode. How can I resolve it?

http://imgur.com/a/V7sqU

http://imgur.com/a/qfPbi

I have not used KW Rocketry in a long time. But as TAC LS operates correctly without it my guess would be there is something wrong with KW Rocketry that is causing this.If you can supply logs and that contain information about what version and other mods you have installed as well it may contain messages that may help to identify the problem. Without your log there is not much I can do for you.
See the OP for info and a link for where to find your logs and how to supply a link to them.
 

On 1/2/2017 at 3:24 PM, Vereox said:

Just thought that I'd let you know that having a level 5 engineer onboard a vessel with a water purifier and 3 other kerbals (total 4 kerbals), creates a situation where you are generating more water than you are using. Is this a bug, oversight in the numbers or intended feature?

I mean, having bonuses for leveled kerbals is a great idea, but this seems like too much. I installed a life support mod for realism, and then infinite water. Must be a mistake, right?

https://github.com/KSP-RO/TacLifeSupport/issues/71

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V 0.12.8 released.

See the changelog in the OP for the changes and details.
EDIT: Probably worth noting here though the two biggest changes.
Change to the way rescue kerbals are handled.
Added EC consumption setting and functionality for EVA kerbal's lights.

See the changelog for more info.

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I am indebted to you for all the added enjoyment, but I am having an issue, where TAC LS resources are not added to command pods at all. 

My log and I hope it is the right one: http://www.filedropper.com/outputlog_8

I have approx 100 mods installed through CKAN, likely there is a conflict somewhere, but I am not qualified enough to identify it and was hoping someone could help. I have tried a reinstall, disabling and renabling it, fresh saves removing tweakscales / all anmd toadicus tools, without success. 

 

Edit: This was extant before your most recent update. 

Edited by WhitestWizard
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On 05.01.2017 at 11:48 AM, JPLRepo said:

I have not used KW Rocketry in a long time. But as TAC LS operates correctly without it my guess would be there is something wrong with KW Rocketry that is causing this.If you can supply logs and that contain information about what version and other mods you have installed as well it may contain messages that may help to identify the problem. Without your log there is not much I can do for you.
See the OP for info and a link for where to find your logs and how to supply a link to them.

hi, how can i find logs of KWRocketry?

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@JPLRepo, I have a station, the originally named "KSS"  with 4 crew and 188 days of supplies from the "Life Support" containers and a bit more than that of the "Waste" containers.  I am using them instead of the individual life support resource containers to save on part counts.

When I switch to another vessel (e.g. Kerbin High Orbit Space Station), and click on the TAC-LS menu, the first station ("KSS") is displayed as having anywhere from 12 crew to 28 crew at one point. My "KSS" has space for 19 kerbals at the moment.  The LS supply values are no longer at 188 days of supplies, but, depending upon the crew numbers displayed, anywhere from 4 days to 12 days worth of supplies are displayed.  I have even received the "x,y,z is depleted!" messages.  Upon returning to the KSS, everything is as it should be: 4 Kerbals, 188 days worth of supplies.

Using KSP 1.2.2, TAC-LS 0.12.8.0.  I have a whole host of mods, here is the list:

Spoiler

Filter Extensions
Ares Exploration (Hermes replica, using it in a sandbox game to help test it in 1.2.x)
B9 Aerospace
B9 AnimationModules
B9 Part Switch
CactEye Telescopes
Chatterer
Community category kit
Community resource pack
community tech tree
Cormorant Aeronology
CTTP
Custom Barn Kit
Decaying RTGs
Direct_LV
Distant Object Enhancement
DMagic Orbital Science
Dmagic Science Animate
FASA (Launch clamps only with 1.2 fix)
Firespitter core
Hide empty tech tree nodes
Interstellar fuel switch
Raster Prop Monitor
JX2Antenna
KAS
Kerbin Environmental Institute
KER
Kerbal Konstructs
KIS
Kopernicus
Kerbin Shuttle Orbiter System (testing in 1.2.2)
KSP AVC
KW Rocketry
Lack Misc (for KK)
Infernal Robotics
Mechjeb 2
Modular Flight Integrator
Monthly Budgets
Shuttly Payload Technologies
DPAI
Near Future (all)
Orbital Material Science "Continued or whatever
Final Frontier
OPM
Persistant Rotation
RCS Sounds (out of date, but works... does throw errors in the
Alt+F12 debug console)
Real Plume
Real Plume Stock
REPO Soft Tech (not sure what this is?)
SCANsat
Science Relay
Smoke Screen
Speedy's Hex Truss System
Toadicus Tools
Trajectories
KAC
Transfer Window Planner
Tweakscale
Universal Storage
Vanguard Astrodynamics VX II engines (just trying these out)
EVA Parachutes and Ejection Seats "continued or whatever is
current"
VaporVent
KSPI-E
Wild Blue Tools
DSEV

That is my entire List.  All except for Direct LV,  RCS sounds, Speedy, and KSO are updated to 1.2.x .  If you need logs for this one, where in the log file should I look or should I just upload the whole log?  And as I have never posted a log file before, do I need to have KSP shut down, and then upload the log?

 

EDIT:

Switching back to Space Centre and/Tracking station sets the values to where they should be.  Interesting.

 

EDIT 2:  

It seems to be a random occurrence.  I am only able to replicate it  a few times.....

Edited by smotheredrun
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