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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)


yongedevil

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Based on what exactly? Why not use the Apollo data? Or research how it's handled on modern space flights? Research the International Space Station. 100x???? That's pretty arbitrary and unrealistic. I mean, if you wanted to make the oxygen resource more massive I could understand that; unless my math is wrong the amount of oxygen consumed in kilograms is pretty low (nearly 100 times less dense actually...).

But leave the rate of consumption alone, let that be equal to the amount of oxygen being used by one Kerbal in an hour, the way it's calibrated now. Also, recyclers shouldn't take so much energy. The power is mostly just for fans to move the air around.

You're right about the energy, I changed that back after finding you can't power life support from Solar Cells. But I found it too easy not needing any life support at all for Mun trips and I wanted trips to Jool etc to FEEL like a big expedition, maybe even have a reason to want to fill up on Oxygen in Laythe's atmosphere. Just trying to challenge myself in the game maybe to balance that I added the bigger rockets from the popular packs, and modded engines a bit to simulate near-future sci-fi - I mean, the "Ariane 5 Clone" craft I downloaded FAILED to make orbit, and I'm pretty sure the real one works just fine, so I use better rockets but I make life support and caring for crew comfort more of a challenge. I hope this gets updated and becomes able to prevent cheating ie/kill kerbals in non-active ships.

Accuracy/Apollo data? I'm not sure. Scrubbers don't use much power, but do use up some chemical instead. Recovering the Oxygen from CO2 would take power, its not just fans. But.. yeah.. in KSP you can get to the Mun in hours not days, so you're right, but for gameplay/roleplay I think my way fits (when I changed power back to normal) and gameplay is what matters to me.

Thanks, mainly I want Yongedevil to see how awesome he is. Everybody is making big rockets, theres no shortage of those. But nobody else has done a real life support mod which makes KSP a real Sim not just a "robots in rockets" game.

Thanks

Corum.

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Okay folks bit confused here. I've previously used IonCross in 0.20 and it worked fine, but was having difficulty getting it working with my heavily modded 0.21 so I created a completely clean vanilla 0.21.1.276 install and added the mod again. Still no worky... the part resources are showing up but Module Manager does not appear to have changed any of the command parts and kerbals are not consuming oxygen (the 'IonCrossCrewSupport' folder and 'ModuleManager.dll' are in the root GameData folder as per the instructions).

Am I missing something? I've read through the last few pages of this thread and the Module Manager thread and folks are saying it's fine in 0.21.

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Okay folks bit confused here. I've previously used IonCross in 0.20 and it worked fine, but was having difficulty getting it working with my heavily modded 0.21 so I created a completely clean vanilla 0.21.1.276 install and added the mod again. Still no worky... the part resources are showing up but Module Manager does not appear to have changed any of the command parts and kerbals are not consuming oxygen (the 'IonCrossCrewSupport' folder and 'ModuleManager.dll' are in the root GameData folder as per the instructions).

Am I missing something? I've read through the last few pages of this thread and the Module Manager thread and folks are saying it's fine in 0.21.

I don't know if this is helpful for you but I find if I reload the database in-game via alt-f12 I get a similar problem, but a normal restart usually works. You might also try using a different version of Module manager.

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Thanks man, I do appreciate the response. I've not been reloading the DB and earlier on I tried the .dll from this download and the one in the Module Manager thread (didn't check to see if they were the same). So still stumped.... hopefully Yongedevil can shed some light.

I hope I can get this mod working again because this does still seem the best option.

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I'm a little perplexed by these problem since I've not seen any trouble, but I have been working on it slowly so I rolled back my version to the last one I put up on the Spaceport (version 1.10 uploaded on 2013-07-24). However, I still don't seam to have any problems.

So first, troubleshooting ModuleManager to confirm if it is working or not. If ModuleManager is working the crewed parts should display “Ioncross Crew Support Systems Installed†in the info window when mousing over them in the part list in the VAB. They should also have Oxygen and CarbonDioxide quantities when right clicking them in flight.

If these aren't showing up then the problem is with the ModuleManager edits. I don't know why it might not be working but there is a simple, if time consuming, workaround. Copy the changes from ModuleManager_Squad.cfg to the individual parts.cfg files.

If the problem is not ModuleManager then there's something wrong in the Ioncross module. Unfortunately nothing obvious comes to mind, but it may be something that shows up in the logs. If you could do the following it might be helpful to finding the problem:

Open <kerbal dir>\KSP_Data\output_log.txt

Search for the last instance of “Ioncross†to appear and any instance of “NullReferenceExceptionâ€Â.

Post these, plus about the next 10 lines here

I hope we can figure out why it's not working.

I hadn't been planing on officially updating the mod for Kerbal 0.21 since for me there hasn't been any problems that need fixing. If there does turn out to be something wrong that I can fix I'll do so an release a version for 0.21.

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The only time I've had any trouble with IonCross is when I accidentally had two versions of ModuleManager.dll installed. One was in the GameData/ folder, and another was hiding in the RemoteTech .20 compatibility folder.

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I'm happy to report that the problem is at my end.

Given that I was on a completely clean install I was equally perplexed as to what the issue might be. As far as I could see the only thing that had changed since it last worked on my computer was the KSP version. Then I thought some more about this...

The only other thing that was different was that I had installed it on my windows SSD rather than my bulk data drive. I think there is some issue with the permissions on that drive that is stopping something from loading because when I copied the clean install on to the other drive IonCross ran normally. Strange really, since my main KSP install is on the SSD and a multitude of other plugins are working fine.

Do you do IT support, too? :P

Thanks for the great mod!

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Hi guys, I'm pretty new to messing with scripting so I was wondering if someone could help me with getting this mod to work. I have unzipped the files to the respective folders but cannot get life support to show in game. thanks

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Yes, those are the two issues at the top of the to do list along with EVA resource usage. I've been reworking the initializing and loading system to handle the new features. So far I've managed to break everything that was working.

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Yes, those are the two issues at the top of the to do list along with EVA resource usage.

Cool. Good luck with it all!

EVA life support is going to be interesting. Rescue missions will have to avoid all delays.

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Just open the cfg for the kethane converter and add a module for "Oxygen".

Hi Sandworm. I stil haven't been able to get this to work, i.e. kethane converters to produce oxygen (see previous post here:http://forum.kerbalspaceprogram.com/showthread.php/26935-0-20-Ioncross-Crew-Support-Plugin?p=516144&viewfull=1#post516144

Do you have it working in the latest versions?

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Any plans to add water and food to it? Would be good if Kethane mod could produce oxygen for Ioncross.

I've actually been working on the water and food in .20, to add to my own installation of Ionocross, and it's a very simple addition really. I got bored of it though :P. And all i can do is work the text files, so i haven't been able to make any new models, but i have implemented files for different sizes of food and water storage, onboard food production and water recycling - food being a resource that's easier to take in large amounts but harder to produce, and water being a resource that turns into a UsedWater resource when used by either Kerbals or for food production, which can then be 100% recycled, making it a resource you don't need to take much of as long as you recycle it.

I've barely tested it, but on first sight the modules seemed to be in place and the recyclers and production plants working. Still quite a few bugs i haven't adjusted (electricity production rather than usage for example), but with the original mod author's permission i can upload you my WIP if you want.

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Hi Sandworm. I stil haven't been able to get this to work, i.e. kethane converters to produce oxygen (see previous post here:http://forum.kerbalspaceprogram.com/showthread.php/26935-0-20-Ioncross-Crew-Support-Plugin?p=516144&viewfull=1#post516144

Do you have it working in the latest versions?

I do, but I am not allowed to distribute them under Kethane's insanely restrictive license. But I can show this, code that will allow IonCross's converters to turn Kethane into Oxygen.


MODULE
{
name = IonModuleGenerator
generatorName = KethaneConverter
generatorGUIName = Kethane Cracker
requiresAllInputs = True

INPUT_RESOURCE
{
name = ElectricCharge
rate = 2.00000000
}
INPUT_RESOURCE
{
name = Kethane
rate = 4.000000
}
OUTPUT_RESOURCE
{
name = Oxygen
rate = 4.000000
}
}

See original post here: http://forum.kerbalspaceprogram.com/showthread.php/26935-0-20-Ioncross-Crew-Support-Plugin?p=416069&viewfull=1#post416069

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Has anyone figured out a way sans Kethane to -produce- oxygen? As much as I love this mod it's kinda made it utterly impossible for me to leave Kerbin's SOI with any hope of survival...

I planned out a Duna round-trip mission that had enough oxygen, so it's definitely possible. The large recycler module effectively triples your oxygen supply so the real trick is figuring out just how long your mission is going to be. I used Kerbal Alarm Clock to determine how long it would be before Kerbin was in the right place for the return journey and then added... I can't remember, but I think the total came out to a bit over 300 days, just to be on the safe side. One big oxygen tank plus two of the smaller ones (radially mounted w/ the radial mount adapter thingy) got me to the target amount with oxygen to spare. (I might have added a few of the tiny sphere ones, too.)

I do agree that we need some sort of greenhouse module and/or something that can split LOX into LiquidFuel and O2 -- the first being bulky and requiring sunlight, and the latter being heavy and requiring a lot of power.

Yongedevil mentioned earlier that he doesn't have the ability to craft new models, so maybe if we got a volunteer? As a last resort, I could certainly try. I've got Lightwave, and I've seen instructions on how to roundtrip the models through Blender so they'll be Unity-compatible. I'm not that great of a modeler, so that's the downside.

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LOX is really just that: Liquid Oxygen. It's probably exactly the same resource you're using in the Ionocross oxygen tanks, just under a different name so different units can be used. But yes, a converter would be nice.

It can all be arranged rather easily though: these recyclers are surprisingly easy to convert to whatever kind of production/conversion plant you need. It's just editing names and numbers.

The greenhouses would have to be well balanced so you'd need to go out reasonably far to be worth taking greenhouses over normal plain oxygen tanks.

How about a power-hungry, big fat 100% converter?

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Has anyone figured out a way sans Kethane to -produce- oxygen? As much as I love this mod it's kinda made it utterly impossible for me to leave Kerbin's SOI with any hope of survival...

I made a trip to duna and eve and back to kerbin. With the intakes and a recycling unit you can restock on oxygen on dunas surface. The intakes produce CO2 there and the recycler can convert it into oxygen. I think this works on every planet with an atmosphere...

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The greenhouses would have to be well balanced so you'd need to go out reasonably far to be worth taking greenhouses over normal plain oxygen tanks.

How about a power-hungry, big fat 100% converter?

How about you need to carry heavy soil to use them in space? So greenhouses would be good as bases, since you can use the soil present on the planet. But in space you have to carry and (from time to time) replace the soil?

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