breakthesystem Posted January 20, 2018 Share Posted January 20, 2018 (edited) On 1/18/2018 at 2:32 PM, linuxgurugamer said: If you just added the CTT after you started the game, you might be out of luck. I'm not sure, but I think there is an issue when you do that. Also, I need to see your log file. OK Hydroponics only includes the Garden in a Can Greenhouse and the Greenhouse: Expand-O-Matic. Seems like I'll have to start a new game. Thanks for the help! Edited January 20, 2018 by breakthesystem Forgot to be polite. Quote Link to comment Share on other sites More sharing options...
Keldion Posted January 23, 2018 Share Posted January 23, 2018 I believe there is an issue when you time warp to fast. The Organic Slurry doesn't get properly processed when above x 1000. I just time warped a save at different speed and under x 1000 there was no Slurry left, at x 10 000, 0.64 Slurry was left. The only thing difference was the time warp speed. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 23, 2018 Author Share Posted January 23, 2018 2 hours ago, Keldion said: I believe there is an issue when you time warp to fast. The Organic Slurry doesn't get properly processed when above x 1000. I just time warped a save at different speed and under x 1000 there was no Slurry left, at x 10 000, 0.64 Slurry was left. The only thing difference was the time warp speed. The sounds like a floating point error. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 23, 2018 Share Posted January 23, 2018 4 hours ago, linuxgurugamer said: The sounds like a floating point error. Krak-en response. I'll see myself out. Quote Link to comment Share on other sites More sharing options...
Keldion Posted January 25, 2018 Share Posted January 25, 2018 Something else :-\ It doesn't look like things are calculated properly in the other vessels when I time warp. If I timewarp at x 1000 everything seems fine in the current vessel, but for the others vessels, it looks like the organic slurry is just throw out the windows and my life support is melting... :-\ I always though that the life support in my station was doing down too fast and didn't undertood why the sludge wasn't accumulating (it supposed to since the aquatic greenhouse isn't currently working). Now I believe that regular greenhouse don't work at all while timewarping away from the vessel. You can time warp in the tracking station and see that 1 life support is being consume per kerbal per day even if the vessel got working greenhouses. Quote Link to comment Share on other sites More sharing options...
Keldion Posted January 28, 2018 Share Posted January 28, 2018 Anyone is getting the issues I'm seeing ? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 10, 2018 Author Share Posted February 10, 2018 (edited) I've found the problem with the background processing of the convertors. This is a test build, I would appreciate any feedback: (deleted, working on a new beta) Assuming no problems, I'll release this on Sunday. Edited February 10, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 10, 2018 Author Share Posted February 10, 2018 (edited) New test build, fixed a small bug where the foreground processing wasn't working: (deleted, new beta released below) Edited February 11, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 11, 2018 Author Share Posted February 11, 2018 Another beta, removed duplicated line, this fixes the issue of LS being used too fast: https://www.dropbox.com/s/7jwis5fefqsvopp/IFILS-3.4.5.2.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
Conzolax Posted February 16, 2018 Share Posted February 16, 2018 (edited) Seems i posted my last reply in a wrong thread, so here goes again: Hi everyone I have a small problem with the mod, just want to check if anyone has seen this before. I installed the mod yesterday, and my kerbals have lifesupport available and are using it away happily. However, im missing the parts that comes with the mod? They dont show up in sandbox parts list, and in career i can unlock them, but they dont show up in the parts list here either? What gives? Everything else seems to be working? I tried both with a modded and fresh install of KSP x64. Edited February 16, 2018 by Conzolax Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 17, 2018 Author Share Posted February 17, 2018 On 2/16/2018 at 4:37 AM, Conzolax said: Seems i posted my last reply in a wrong thread, so here goes again: Hi everyone I have a small problem with the mod, just want to check if anyone has seen this before. I installed the mod yesterday, and my kerbals have lifesupport available and are using it away happily. However, im missing the parts that comes with the mod? They dont show up in sandbox parts list, and in career i can unlock them, but they dont show up in the parts list here either? What gives? Everything else seems to be working? I tried both with a modded and fresh install of KSP x64. How are you installing it? It requires the following: Community Resource Pack Community Category Kit Module Manager Quote Link to comment Share on other sites More sharing options...
Conzolax Posted February 19, 2018 Share Posted February 19, 2018 I think i got it working. I believe i had the wrong version, since several seems to be floating around in several threads. Anyway, thanks. Quote Link to comment Share on other sites More sharing options...
eberkain Posted February 19, 2018 Share Posted February 19, 2018 I'm confused by the science experiments. The Garden in a Can GreenHouse says "Plant Respiration Study" must be completed in the biome before use. OK, so there are two experiments unlocked. The Biosphere Containment Unit has an experiment called "Observe Plant Life" The BSS-G has an experiment called "Perform Experiments" but the description specifically says this will need to be done to use the MicroBiome, BioReactor and Aquatic Greenhouse. I went back and checked the OP, and it says this. Quote The greenhouses need to have the experiment: BSS-1 (Biological Systems Study-1) to be run The AlgaeHouse and BioReactor need the experiment BSS-G (Biological Systems Study-Goo) The BioReactor needs the Biosphere Containment Study experiment run Which doesn't really help that much, maybe I just need more parts unlocked. Quote Link to comment Share on other sites More sharing options...
eberkain Posted February 20, 2018 Share Posted February 20, 2018 I've been doing some tests on my mod install and there seems to be a pretty big overhead that is worse with a vessel with more parts. With a 200 part ship I get about 55 FPS in the stock game, adding the mod gives me a steady 40FPS. With a small vessel I don't notice a performance impact. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 20, 2018 Author Share Posted February 20, 2018 Im working on an update which should fix this, maybe a week or so Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 22, 2018 Author Share Posted February 22, 2018 (edited) On 2/19/2018 at 8:07 PM, eberkain said: I've been doing some tests on my mod install and there seems to be a pretty big overhead that is worse with a vessel with more parts. With a 200 part ship I get about 55 FPS in the stock game, adding the mod gives me a steady 40FPS. With a small vessel I don't notice a performance impact. Is it the number of parts, or the number of parts that can contain crew? And, how are you measuring the FPS? Could you send me the ship so I can test with it? Edited February 22, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
eberkain Posted February 22, 2018 Share Posted February 22, 2018 24 minutes ago, linuxgurugamer said: Is it the number of parts, or the number of parts that can contain crew? And, how are you measuring the FPS? Could you send me the ship so I can test with it? I've been using the kerbo katz utilites to watch FPS and Sim Speed. The vessel was just several stock craft all docked together in the editor and cheated into orbit, I dont still have the save I was testing with. I've sense swapped over to a different install and reevaluated my mod list again. I did not test the difference between crew parts and just parts. I don't think my test craft had more than a few crew parts. I will see if I can reproduce easily and set something up to send you. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 22, 2018 Author Share Posted February 22, 2018 5 minutes ago, eberkain said: I've been using the kerbo katz utilites to watch FPS and Sim Speed. The vessel was just several stock craft all docked together in the editor and cheated into orbit, I dont still have the save I was testing with. I've sense swapped over to a different install and reevaluated my mod list again. I did not test the difference between crew parts and just parts. I don't think my test craft had more than a few crew parts. I will see if I can reproduce easily and set something up to send you. That would be helpful, but please see the PM I just sent you first Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted March 5, 2018 Share Posted March 5, 2018 Any compatibility with SSPRx, station parts expansion reduX? Lovely mod btw, currently gonna be my main ls mod Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 6, 2018 Author Share Posted March 6, 2018 13 hours ago, The-Doctor said: Any compatibility with SSPRx, station parts expansion reduX? Lovely mod btw, currently gonna be my main ls mod Wait a bit, Im working on some bugs Quote Link to comment Share on other sites More sharing options...
Elkram Posted March 31, 2018 Share Posted March 31, 2018 (edited) Thanks for your work. This mod looks really interesting. In the original mod thread it says this mod kills the kerbals when the vessel runs out of life support. Is there a way to configure it so kerbals just become tourist until the receive more life support? Thanks for your answer. Edit: Just took a look. I see you can choose if they die or not. Thanks Edited April 1, 2018 by Elkram Quote Link to comment Share on other sites More sharing options...
nebuchadnezzar Posted April 7, 2018 Share Posted April 7, 2018 @linuxgurugamer thank you for keeping this great mod alive, it has always been my favorite LS mod. You are a true hero of the KSP modding community, is there a way I can donate to your coffee/beer fund? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 8, 2018 Author Share Posted April 8, 2018 10 hours ago, nebuchadnezzar said: @linuxgurugamer thank you for keeping this great mod alive, it has always been my favorite LS mod. You are a true hero of the KSP modding community, is there a way I can donate to your coffee/beer fund? Patreon is best: https://www.patreon.com/linuxgurugamer Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted April 10, 2018 Share Posted April 10, 2018 @linuxgurugamer, do you have any new beta of this mod, I've noticed the tanks (LS, sludge and slurry) all seem to store life support... Although I've downloaded 1.4.2, I'm still playing KSP 1.3.1... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 10, 2018 Author Share Posted April 10, 2018 53 minutes ago, jlcarneiro said: @linuxgurugamer, do you have any new beta of this mod, I've noticed the tanks (LS, sludge and slurry) all seem to store life support... Although I've downloaded 1.4.2, I'm still playing KSP 1.3.1... No updates, and this is going to be one of the last, since there are some bugs I need to fix Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.