macc92 Posted July 7, 2019 Share Posted July 7, 2019 ive installed v0.13.13 and it seems to be working correctly except the displays list a Kerbin day as 7hrs long when I have my day length set to 8hrs through kronometer. I dont seem to have any errors in the console or KSP.log file Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted July 7, 2019 Share Posted July 7, 2019 (edited) 7 hours ago, macc92 said: ive installed v0.13.13 and it seems to be working correctly except the displays list a Kerbin day as 7hrs long when I have my day length set to 8hrs through kronometer. I dont seem to have any errors in the console or KSP.log file Would you mind to post the MM patch you've used to configure kronometer? I just tried it on my own and it works perfectly fine. I've tested it with a stack of 8 mk1 command pods, which results in a food reserve for 24 days without kronometer (6hours day length) and the same stack will carry enough food for 18 days after setting the day length to 8hours, which is exactly the expected result. Edited July 7, 2019 by 4x4cheesecake Quote Link to comment Share on other sites More sharing options...
macc92 Posted July 7, 2019 Share Posted July 7, 2019 (edited) 3 hours ago, 4x4cheesecake said: Would you mind to post the MM patch you've used to configure kronometer? I just tried it on my own and it works perfectly fine. I've tested it with a stack of 8 mk1 command pods, which results in a food reserve for 24 days without kronometer (6hours day length) and the same stack will carry enough food for 18 days after setting the day length to 8hours, which is exactly the expected result. I havent used a MM patch, the day length was set to 8hrs through 2.5x RESCALE! mod and I used kronometer to set the clock to show the 8hr days. The only change I have done personally is change the day length from the 7.5hr it comes with to 8 and that was in the rescale .cfg file stacking 8 mk1 command pods for me gives 20days 4hrs of food, I also have no ability to switch to either 6hr/24hr readouts Edited July 7, 2019 by macc92 Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted July 7, 2019 Share Posted July 7, 2019 19 minutes ago, macc92 said: I havent used a MM patch, the day length was set to 8hrs through 2.5x RESCALE! mod and I used kronometer to set the clock to show the 8hr days. The only change I have done personally is change the day length from the 7.5hr it comes with to 8 and that was in the rescale .cfg file Ok, but still we need to know how exactly did you do that, otherwise we have to guess for the next three days. Did you edit the "Settings.cfg" of Kronometer or the config which comes with the rescale mod? You probably just edited the value for the days but forgot to set "useHomeDay" to false. I actually don't know why the config of rescale contains values for the day and year length, it's not functional while "useHomeDay" and "useHomeYear" are set to true. 1 hour ago, macc92 said: I also have no ability to switch to either 6hr/24hr readouts Well, that's kinda expected while kronometer is installed since it overwrites the KSP clock, so even when you change the KSP settings to display "earth time", kronometer will change it to the custom clock settings. Quote Link to comment Share on other sites More sharing options...
macc92 Posted July 7, 2019 Share Posted July 7, 2019 1 minute ago, 4x4cheesecake said: Ok, but still we need to know how exactly did you do that, otherwise we have to guess for the next three days. Did you edit the "Settings.cfg" of Kronometer or the config which comes with the rescale mod? You probably just edited the value for the days but forgot to set "useHomeDay" to false. I actually don't know why the config of rescale contains values for the day and year length, it's not functional while "useHomeDay" and "useHomeYear" are set to true. I changed the @dayLengthMultiplier in 2.5xKSP.cfg from 1.25 to 1.333.. and the Kronometer useHomeDay was set to false since I downloaded it Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted July 7, 2019 Share Posted July 7, 2019 2 hours ago, macc92 said: I changed the @dayLengthMultiplier in 2.5xKSP.cfg from 1.25 to 1.333.. and the Kronometer useHomeDay was set to false since I downloaded it Ok, even this works for me (the 2.5xKSP.cfg contains a MM patch for kronometer to set "useHomeDay" to true, so kronometer adjust automatically to the new daylength). Not exactly 8hours but 7h58m though. Well, my KSC was buried in the ground but that's a different issue Would you mind to upload a log file and your ModuleManager.ConfigCache please? If you don't know where to find the log, take a look at this post, it contains the log file location for each operating system (for KSP 1.4.+ on windows system, it's the third path). The ModuleManager.ConfigCache is located in your GameData directory. Please upload the files to a filehoster or cloud service like dropbox, google drive, one drive, etc... and share a download link for it Quote Link to comment Share on other sites More sharing options...
macc92 Posted July 7, 2019 Share Posted July 7, 2019 31 minutes ago, 4x4cheesecake said: Would you mind to upload a log file and your ModuleManager.ConfigCache please? https://drive.google.com/open?id=13tlRHyyCBaFkFqryVsFzaLzJ-2VLQghy thanks for all this help by the way Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted July 7, 2019 Share Posted July 7, 2019 2 hours ago, macc92 said: https://drive.google.com/open?id=13tlRHyyCBaFkFqryVsFzaLzJ-2VLQghy thanks for all this help by the way Hm...I'm a bit puzzled here. The configs are fine, nothing exceptional in the log. But I've noticed two things anyway: 1) I made a mistake My "test craft" actually got 7 mk1 pods, not 8. 8 pods actually sum up to 20d and 4h like you said. 2) there seem to be some inaccuracy when using "useHomeDay" in this case. For example: The calulations are on point when using 7 pods (I choose this number to get an easy way to double check it manually). 7 pods in stock = food for 144h, divided by 6h per day = 24 days 7 pods in rescale = food for 144h, divided by 8h per day = 18 days But for some reason, it doesn't work for a single pod. The TAC LS ingame helper calculates 2 days and 4 hours in this case, but it need to be 2 days and 2 hours. After setting the day length in kronometer to 28800 seconds (that's 8 hours), it works perfectly fine though. Try to run this patch: @Kronometer:FINAL { @useHomeDay = false @useHomeYear = true @useLeapYears = true @CustomTime { @Day { %singular = Day %plural = Days %symbol = d %value = 28800 } } } That should fix it for now Quote Link to comment Share on other sites More sharing options...
macc92 Posted July 8, 2019 Share Posted July 8, 2019 13 hours ago, 4x4cheesecake said: Try to run this patch: @Kronometer:FINAL { @useHomeDay = false @useHomeYear = true @useLeapYears = true @CustomTime { @Day { %singular = Day %plural = Days %symbol = d %value = 28800 } } } That should fix it for now Yep, it's running perfectly fine now, thanks for sorting this out Quote Link to comment Share on other sites More sharing options...
traisjames Posted August 12, 2019 Share Posted August 12, 2019 Will I be able to use the parts ok if I remove the TacLifeSupport.dll file? I like using Kerblism, but also like the TAC parts. Quote Link to comment Share on other sites More sharing options...
overkill13 Posted August 12, 2019 Share Posted August 12, 2019 I've done it before while using USI LS and Snacks because I liked the hex cans. I did have to write MM patches to give them the proper resources though. Quote Link to comment Share on other sites More sharing options...
mikegarrison Posted August 15, 2019 Share Posted August 15, 2019 (edited) I am having a strange issue where only Val has monoprop when she goes on EVA. No other Kerbals bring along monoprop. Is this possibly due to TAC? Never mind. It was due to only partially unistalling kerbalism. Edited August 15, 2019 by mikegarrison Quote Link to comment Share on other sites More sharing options...
bobisback Posted August 27, 2019 Share Posted August 27, 2019 (edited) Is there any information about when it is practical to use the water purifier and carbon extractor? Some information I would be interested in is how many kerbals one can support, and also when it makes more sense to carry supplies vs bringing the recyclers. Edit: Do they work with time warp? Or should I put waste storage and switch to it every once and awhile. Edited August 27, 2019 by bobisback Quote Link to comment Share on other sites More sharing options...
severedsolo Posted September 25, 2019 Share Posted September 25, 2019 Is there any way to stop TAC from killing timewarp? I currently have a kerbal who is stranded on Duna, he has plenty of supplies, but the EC situation is a little dicey. The night lasts for just a little more EC than the craft has, but it recharges before he dies. Meaning that once every day, Tac is killing timewarp to tell me he's out of EC. I'm waiting for a transfer window to send a rescue craft, but it's going to get really tedious having to timewarp a day at a time. I think turning off background processing will also stop him using supplies too? Which isn't really optimal. Quote Link to comment Share on other sites More sharing options...
panarchist Posted October 18, 2019 Share Posted October 18, 2019 FYI - I haven't seen any problems yet using the current version under 1.8.0 - looks good, though I'm sure at some point there will be a dll recompile. Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted October 19, 2019 Author Share Posted October 19, 2019 v0.14.0 published for KSP 1.8.x Re-compile for KSP 1.8.x Add Warning and Critical Warning percentage levels to difficulty settings. Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted October 20, 2019 Author Share Posted October 20, 2019 I saw someone complaining in another thread, not in this one where they’d get help, about the TAC parts not showing up? Is anyone else having this issue with 1.8? Quote Link to comment Share on other sites More sharing options...
MechBFP Posted October 21, 2019 Share Posted October 21, 2019 On 10/20/2019 at 1:21 PM, JPLRepo said: I saw someone complaining in another thread, not in this one where they’d get help, about the TAC parts not showing up? Is anyone else having this issue with 1.8? I had the game crash straight to desktop the first time I went to the VAB after installing this mod, but then on the second attempt it worked fine and I see all the parts in its own tab. Possibly related I suppose. Quote Link to comment Share on other sites More sharing options...
Bombredeemer Posted October 22, 2019 Share Posted October 22, 2019 Hey there. So, fresh install of this mod, using very few others, 1.8 ksp, new save. The parts for this mod are not showing up at all, either in vab or sph. I've tried uninstalling, and reinstalling, so far has not fixed it. I am being presented with an incorrect installation notice upon launching the game, but cannot find clear installation instructions for it. Something about incorrect file pathing, being told by the notice that all items need to be located in KSP/GameData/Thunderaerospace/taclifesupport/plugins and to "not remove any files from this folder" I haven't touched any files nor moved anything, and it appears to be working when I load the game (minus any parts being available, the ui at least is visible and useable) Quote Link to comment Share on other sites More sharing options...
Friend Bear Posted November 5, 2019 Share Posted November 5, 2019 (edited) My issue is when I launch, in the TAC window, it shows the vehicle in pre-launch and won't show the kerbal consuming oxy, food, etc. When I click on the kerbal viewer in the TAC window, the time the kerbal consumption was last reported in that window keeps climbing and it never tells me how many supplies there are, at what rate they are being consumed, etc. It only shows remaining power and it is a negative number of minutes that keeps climbing into the negatives (-3 min, - 4 min, etc). I made it into orbit and sped up for a while but consumption never seemed to kick in. The TAC window open while building works fine and shows how many supplies and expected consumption rates. Know of a general cause? Pictures HERE Just tested with fresh new games still with all my mods and the problem persists. It is probably a bug with a mod but honestly if it isn't a simple fix, I'm not gonna play for a bit. Put 1000 hours into the game, this was just to be a project now but sad about the problem. BUT it isn't your fault. I love the mod! Thanks for all the help. Edited November 5, 2019 by Friend Bear Added pictures Quote Link to comment Share on other sites More sharing options...
mcwaffles2003 Posted November 16, 2019 Share Posted November 16, 2019 (edited) Just a question, when time warping from anywhere but the station my batteries run out, they drain (as they should) but do not replenish as the station goes to the day time side of kerbin (Station at max EC drain about to finish its night time pass) (Station about to finish its day time pass from tracking station, didnt charge at all during pass) (The station I am speaking about with 1 of each part displayed) Only non-stock part used in this station is the greenhouse from Stockalike Station Parts Redux, I've asked about this on their end and they'vew directed me here as possibly finding the answer This is making time warping cumbersome and playing from anywhere but the station means I have to run back to the station and watch it pass the day side so it can recharge. If there's any info I can provide please let me know Mod List: Spoiler HangerExtenderExtended ToolbarController DynamicBatteryStorage KerbalEngineerRedux MechJebForAll CommunityTechTree ModuleManager RealPlume-StockConfigs SmokeScreen ScienceAlert EnvironmentalVisualEnhancements-HR Scatterer Scatterer-config Scatterer-sunflare EnvironmentalVisualEnhancements KSP-AVC SCANsat Toolbar ContractConfigurator StageRecovery WaypointManager DMagicOrbitalScience UniversalStorage2 RealPlume MechJeb2 CommunityResourcePack ReentryParticleEffect BetterTimeWarpCont DestructionEffects xScienceContinued CommunityCategoryKit InfernalRoboticsNext KerbalJointReinforcementNext NearFutureElectrical NearFutureElectrical-Core NearFutureElectrical-DecayingRTGs NearFuturePropulsion NearFuturePropulsion-XenonHETs NearFutureSolar NearFutureSolar-Core B9PartSwitch ClickThroughBlocker NearFutureConstruction StationPartsExpansionRedux NearFutureProps EngineLightRelit QuickSearch ResearchBodies REPOSoftTech-Agencies BetterBurnTime BetterCrewAssignment CapCom Chatterer CommunityTerrainTexturePack ContractConfigurator-FieldResearch ContractConfigurator-KerbinSpaceStation ContractConfigurator-RemoteTech ContractConfigurator-Tourism ContractParser ContractsWindowPlus CustomBarnKit ProgressParser RemoteTech ScienceRelay SETI-ProbeControlEnabler SETI-RemoteTech TACLS UnmannedBeforeManned BackgroundResources SETI-BalanceMod SETI-Contracts SETI-ProbeParts RealChute KerbalAlarmClock TriggerAu-Flags AVP also installed, though not through CKAN Edited November 22, 2019 by mcwaffles2003 Quote Link to comment Share on other sites More sharing options...
jojo5144 Posted November 29, 2019 Share Posted November 29, 2019 (edited) Hello, sorry to bother you . I have a little problem with tac life support, when I instal I can run the game only the first time. the next times the game stops at the beginning of loading. a small window opens, with a small kerbal character with an exclamation point and a small loading bar. the window is named: Kerbal Space Program-Unity 2019.2.2f1_ab11 ... I have a screenshot but I dont know how post it here... if I delete the mod the game is working again. can somebody help me ? thanks PS: 1.8.1 kerbal alarm klock ; community ressource pack ; background ressource; module manager ; with CKAN Edited November 29, 2019 by jojo5144 Quote Link to comment Share on other sites More sharing options...
eightiesboi Posted November 30, 2019 Share Posted November 30, 2019 7 hours ago, jojo5144 said: Hello, sorry to bother you . I have a little problem with tac life support, when I instal I can run the game only the first time. the next times the game stops at the beginning of loading. a small window opens, with a small kerbal character with an exclamation point and a small loading bar. the window is named: Kerbal Space Program-Unity 2019.2.2f1_ab11 ... I have a screenshot but I dont know how post it here... if I delete the mod the game is working again. can somebody help me ? thanks PS: 1.8.1 kerbal alarm klock ; community ressource pack ; background ressource; module manager ; with CKAN Please follow the instructions above and post a link to your logs in dropbox / gdrive / onedrive so that people can help you. Quote Link to comment Share on other sites More sharing options...
fragtzack Posted December 6, 2019 Share Posted December 6, 2019 Any chance can add 1.875 parts for Making History? Quote Link to comment Share on other sites More sharing options...
Fierce Wolf Posted December 17, 2019 Share Posted December 17, 2019 Hello everyone, I started a new career with TAC installed and i'm hitting a wall with oxigen, water and food in the early game, they deplete too fast and I have no parts to tackle the issue, any suggestions? Another mod maybe? Quote Link to comment Share on other sites More sharing options...
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