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


yongedevil

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Looks like 0.22 broke this, my ships carrying cylindric oxygen tanks and recyclers have a serious lack of integrity (like that of a couple of dev. versions back, when I reported as well). As in every of that oxygen tank or recyclers appear to not be solid anymore. Landed ships crumble and that parts and everything over it just fall, flying ships explode in a most spectacular way (rain of debrisssss!!). And manned pods get some weird resource text repeated four times in their contextual menu. Time to rebuild the galaxy, nothing I didn't expect anyways. Happily the pod with Jeb, Bill and Bob is the only part that's in one piece from my exploded space station xD

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Looks like 0.22 broke this, my ships carrying cylindric oxygen tanks and recyclers have a serious lack of integrity (like that of a couple of dev. versions back, when I reported as well). As in every of that oxygen tank or recyclers appear to not be solid anymore. Landed ships crumble and that parts and everything over it just fall, flying ships explode in a most spectacular way (rain of debrisssss!!). And manned pods get some weird resource text repeated four times in their contextual menu. Time to rebuild the galaxy, nothing I didn't expect anyways. Happily the pod with Jeb, Bill and Bob is the only part that's in one piece from my exploded space station xD

Hi, I'm going to make an attempt to fix these parts (as I've got guys stranded on Duna!) I'll let everyone know if I make any progress.

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Looks like 0.22 broke this, my ships carrying cylindric oxygen tanks and recyclers have a serious lack of integrity (like that of a couple of dev. versions back, when I reported as well). As in every of that oxygen tank or recyclers appear to not be solid anymore. Landed ships crumble and that parts and everything over it just fall, flying ships explode in a most spectacular way (rain of debrisssss!!). And manned pods get some weird resource text repeated four times in their contextual menu. Time to rebuild the galaxy, nothing I didn't expect anyways. Happily the pod with Jeb, Bill and Bob is the only part that's in one piece from my exploded space station xD

Does this happen with newly launched ships or did it only happen with existing pre-.22 ships?

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I was able to get a fair bit done over the recent long weekend so I almost have dev build 4 ready for version 0.22 of Kerbal. Besides updating the parts so they're added to the tech tree it will be mostly bug fixes. I still need to finish testing and clean up at least one minor bug, but that shouldn't take more than a few hours. I expect to have it ready sometime this evening (within 12 hours of this post).

I just noticed an odd thing using this plugin. I have two space stations, one around Kerbin, orbiting about 500Km, and another one at the Mun, orbiting at 250Km. Both have the latest dev. 3 versión of this plugin, but in severla in game years, both space stations are the only ships that don't loose oxygen. Every time I load them up, they have about 99'9% of their oxygen, and if I stay a bit on them, they get the full 100%. Every other ship, including my land bases get their oxygen down with time. Even the one in Eve with the CO2 intake open isn't ever at full oxygen. I don't think this is supposed to happen XD

I'm still not sure what could be causing that behaviour. There were are a number of problems with dev 3 but nothing immediately springs to mind as causing behaviour like that. It could also maybe be an issue with them having been built before dev 3. With the changes to saves even saved craft might end up with some bad data.

No. I have not seen anything released by Mulbin yet.

Although support for planetary resources (ice) is place, there are no provisions for adding ice support to the kethane scanners. The following should do it

I've been experimenting a bit with integrating the mod a bit with Kethane but wasn't sure if the edit I had violated the Kethane licence so I errored on the side of caution and pulled them out. Anyone wanting to use it will have to add in a way to detect, mine, and convert ice on their own for now.

Hi there!

I love your mod, its absolutely fantastic! Have been using it for a while and have had no problems, bar 1.

i am using the latest dev build, and everything works fine, except for the EVA oxygen used, i find thats its too high. Watching the numbers i'd estimate around 10 minutes for oxygen before i get to a critically low level.

I'm relatively new to modding this game, but is there a way i could change the oxygen usage? or the amount the kerbal can take with him? If so how would i go about doing that? a short step by step or some general guide would be greatly appreciated. I've read most of this thread and couldn't find anything.

Thank you in advance

-LordDakson

I actually did find a bug that was causing double resource usage. I never got around to testing if it was affecting EVA, but it had the same code so probably. Anyway it has been fixed and test show proper resource usage for the next dev build.

As for changing the amount of oxygen caried on EVA, that is pretty simple. If you look in Config\IoncrossBase.cfg you'll see entries for all the resources kerbals consume or produce. The two related to EVA are (I don't think evaMaxAmount exists in dev 3 but it will be in dev 4):

evaAmount = 1

evaMaxAmount = 1

evaAmount is the amount in units that the kerbal will take when leaving the ship and evaMaxAmount is the maximum amount the EVA suit can hold. evaMaxAmount was added to allow for resources like CO2 to be handled during EVA. I don't intend to add CO2 to EVA, but I want the mod to support it.

Looks like 0.22 broke this, my ships carrying cylindric oxygen tanks and recyclers have a serious lack of integrity (like that of a couple of dev. versions back, when I reported as well). As in every of that oxygen tank or recyclers appear to not be solid anymore. Landed ships crumble and that parts and everything over it just fall, flying ships explode in a most spectacular way (rain of debrisssss!!). And manned pods get some weird resource text repeated four times in their contextual menu. Time to rebuild the galaxy, nothing I didn't expect anyways. Happily the pod with Jeb, Bill and Bob is the only part that's in one piece from my exploded space station xD

I honestly can't claim any intentional fixing of this but I just ran some tests with my current build and it looks like parts no longer fall through the ground. Old saves will probably still explode since if anything I've changed the save format even more. I've actually seen some problems with saves from older dev builds now.

I've also tested the mod with Universe Replacer and Deadly Re-retry since there were reports it wasn't working with those. The current build appears to work fine with both for me.

One more thing, what bits changed in the way things are stored in the persistence files? I get the impression it's more than just part names?

A hint so we know where to look when file editing would be nice, thank you.

I've been putting documenting this off because it hasn't been finalized yet but as of right now this is how the saved data looks vs version 1.10. This applies to saved craft files and the persistence file.

Crewed Parts

Crewed parts from version 1.10 had the crew support module, a CO2 scrubber module, and several display modules. Crew parts from the current version (the as of yet unreleased dev build 4) also have these same parts but use a different class for the CO2 scrubber module, and add a atmosphere vent module.

Crew Support Module

The IonModuleCrewSupport class hasn't changed much. Except the for ION_SUPPORT_RESOURCE entries which have been trimmed down. There's actually a bug here because it is not saving the time since the last kill roll.

current version (unreleased dev 4)


MODULE
{
name = IonModuleCrewSupport
isEnabled = True
lastLoaded = 246.300000000052

ION_SUPPORT_RESOURCE
{
name = Oxygen
guiName =
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
}
ION_SUPPORT_RESOURCE
{
name = CarbonDioxide
guiName =
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
}
ION_SUPPORT_RESOURCE
{
name = ElectricCharge
guiName =
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
}
}

v1.10


MODULE
{
name = IonModuleCrewSupport
isEnabled = True

ION_SUPPORT_POD_RESOURCE
{
name = Oxygen
GUIName = 02
rate = 0
ratePerKerbal = 0.000277778
boolCauseLock = False
boolCauseDeath = True
killRollInterval = 3600
lastKillRoll = 0
framesWithoutResource = 0
killChance = 0.1
}
ION_SUPPORT_POD_RESOURCE
{
name = CarbonDioxide
GUIName = CO2
rate = 0
ratePerKerbal = -0.000277778
boolCauseLock = False
boolCauseDeath = True
killRollInterval = 3600
lastKillRoll = 0
framesWithoutResource = 0
killChance = 0.1
}
ION_SUPPORT_POD_RESOURCE
{
name = ElectricCharge
GUIName = Electricity
rate = 0.00833334
ratePerKerbal = 0
boolCauseLock = True
boolCauseDeath = False
}
}

CO2 Scrubbers

The CO2 scrubbers have changed the most. In the current version they're just an IonModuleGenerator class but v1.10 used an IonModuleIntegratedGenerator class, which no longer exists. I've been able to avoid old craft exploding by deleting the IonModuleIntegratedGenerator entires in the save file.

current version (unreleased dev 4)


MODULE
{
name = IonModuleGenerator
isEnabled = False
lastLoaded = 246.300000000052
generatorName = CO2Scrubber
generatorGUIName = Scrubber
isActive = True
alwaysOn = False
outputLevel = 1
outputLevelStep = 0.1
outputLevelMin = 0
outputLevelMax = 1
hideStatus = False
hideStatusL2 = True
hideEfficency = True
hideOutputControls = True
hideActivateControls = False

OUTPUT_RESOURCE
{
name = CarbonDioxide
guiName =
rateBase = 0
ratePerKerbal = 0
ratePerCapacity = -0.000416667
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
resourceLow = False
resourceDepleated = False
effectOnEfficency = 1
cutoffMargin = 0
}
}

v1.10


MODULE
{
name = IonModuleIntegratedGenerator
isEnabled = False
isActive = True
outputLevel = 100
generatorName = CO2Scrubber
generatorGUIName = Scrubber

OUTPUT_RESOURCE
{
name = CarbonDioxide
rate = -0.001666668
amount = 0
}
}

Display Modules

The display modules have barely changed at all.

current version (unreleased dev 4)


MODULE
{
name = IonModuleDisplay
isEnabled = False
resourceName = Oxygen
resourceGUIName = Oxygen
isRate = True
RatesSize = 20
}

v1.10


MODULE
{
name = IonModuleDisplay
isEnabled = False
resourceName = Oxygen
resourceGUIName = Oxygen
RatesSize = 20
}

Atmosphere Vents

Crewed parts now also have atmosphere vents attached using an IonModuleCollectorAtmosphere class. There was no equivalent module from version 1.10.

current version (unreleased dev 4)


MODULE
{
name = IonModuleCollectorAtmosphere
isEnabled = False
lastLoaded = 246.300000000052
generatorName = AtmoVents
generatorGUIName = Air Vents
isActive = False
alwaysOn = False
outputLevel = 1
outputLevelStep = 0.1
outputLevelMin = 0
outputLevelMax = 1
hideStatus = False
hideStatusL2 = True
hideEfficency = True
hideOutputControls = True
hideActivateControls = False
minAtmosphere = 0.5
isAutomaticOxygen = True
isAutomaticNoOxygen = False
hideAtmoContents = True

OUTPUT_RESOURCE
{
name = Oxygen
guiName =
rateBase = 0
ratePerKerbal = 0
ratePerCapacity = 0.000277778
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
resourceLow = False
resourceDepleated = False
effectOnEfficency = 0
cutoffMargin = 0
}
OUTPUT_RESOURCE
{
name = CarbonDioxide
guiName =
rateBase = 0
ratePerKerbal = 0
ratePerCapacity = -0.000277778
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
resourceLow = False
resourceDepleated = False
effectOnEfficency = 0
cutoffMargin = 0
}
OUTPUT_RESOURCE_OXYGEN
{
name = Oxygen
guiName =
rateBase = 0
ratePerKerbal = 0
ratePerCapacity = 0.000277778
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
resourceLow = False
resourceDepleated = False
effectOnEfficency = 0
cutoffMargin = 0
}
OUTPUT_RESOURCE_OXYGEN
{
name = CarbonDioxide
guiName =
rateBase = 0
ratePerKerbal = 0
ratePerCapacity = -0.000277778
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1

resourceLow = False
resourceDepleated = False
effectOnEfficency = 0
cutoffMargin = 0
}
}

Recyclers

Recycler parts from version 1.10 just had a generator module and several display modules. The current version just adds an atmosphere intake module to the recyclers.

Generator Module

The IonModuleGenerator has had a lot more fields added to it and the RESOURCE entries are a lot more similar to those used by the crew support module, just with more of the data stored locally.

current version (unreleased dev 4)


MODULE
{
name = IonModuleGenerator
isEnabled = True
lastLoaded = 246.300000000052
generatorName = RecyclerLarge
generatorGUIName = Recycler
isActive = False
alwaysOn = False
outputLevel = 1
outputLevelStep = 0.06666667
outputLevelMin = 0
outputLevelMax = 1
hideStatus = False
hideStatusL2 = False
hideEfficency = False
hideOutputControls = False
hideActivateControls = False

INPUT_RESOURCE
{
name = ElectricCharge
guiName =
rateBase = 3
ratePerKerbal = 0
ratePerCapacity = 0
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
resourceLow = False
resourceDepleated = False
effectOnEfficency = 1
cutoffMargin = 0
}
INPUT_RESOURCE
{
name = CarbonDioxide
guiName =
rateBase = 0.00416667
ratePerKerbal = 0
ratePerCapacity = 0
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
resourceLow = False
resourceDepleated = False
effectOnEfficency = 1
cutoffMargin = 0
}
OUTPUT_RESOURCE
{
name = Oxygen
guiName =
rateBase = 0.0025
ratePerKerbal = 0
ratePerCapacity = 0
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
resourceLow = False
resourceDepleated = False
effectOnEfficency = 1
cutoffMargin = 0
}
}

v1.10


MODULE
{
name = IonModuleGenerator
isEnabled = True
isActive = False
outputLevel = 100
generatorName = RecyclerLarge
generatorGUIName = Recycler

INPUT_RESOURCE
{
name = ElectricCharge
rate = 2.7777778
amount = 0
}
INPUT_RESOURCE
{
name = CarbonDioxide
rate = 0.00462963
amount = 0
}
OUTPUT_RESOURCE
{
name = Oxygen
rate = 0.00308642
amount = 0
}
}

Intake Module

The IonModuleCollectorAtmosphere is new and adds the ability to collect atmosphere directly to the recycler. Like the atmosphere vents on the crewed parts there was no equivalent module from version 1.10.

current version (unreleased dev 4)


MODULE
{
name = IonModuleCollectorAtmosphere
isEnabled = True
lastLoaded = 246.300000000052
generatorName = RecyclerCollector_Large
generatorGUIName = Atmo Intake
isActive = False
alwaysOn = False
outputLevel = 1
outputLevelStep = 0.1
outputLevelMin = 0
outputLevelMax = 1
hideStatus = False
hideStatusL2 = False
hideEfficency = True
hideOutputControls = True
hideActivateControls = False
minAtmosphere = 0.5
isAutomaticOxygen = False
isAutomaticNoOxygen = False
hideAtmoContents = False
INPUT_RESOURCE
{
name = ElectricCharge
guiName =
rateBase = 1.5
ratePerKerbal = 0
ratePerCapacity = 0
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
resourceLow = False
resourceDepleated = False
effectOnEfficency = 1
cutoffMargin = 0
}
OUTPUT_RESOURCE
{
name = Oxygen
guiName =
rateBase = 1.6666667
ratePerKerbal = 0
ratePerCapacity = 0
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
resourceLow = False
resourceDepleated = False
effectOnEfficency = 1
cutoffMargin = 0
}
OUTPUT_RESOURCE_OXYGEN
{
name = Oxygen
guiName =
rateBase = 1.6666667
ratePerKerbal = 0
ratePerCapacity = 0
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
resourceLow = False
resourceDepleated = False
effectOnEfficency = 1
cutoffMargin = 0
}
OUTPUT_RESOURCE_NO_OXYGEN
{
name = CarbonDioxide
guiName =
rateBase = 1.6666667
ratePerKerbal = 0
ratePerCapacity = 0
rateBaseMod = 1
ratePerKerbalMod = 1
ratePerCapacityMod = 1
resourceLow = False
resourceDepleated = False
effectOnEfficency = 1
cutoffMargin = 0
}
}

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Thank you for these dev news yougedevil !

Can't wait for an update ! :D

However, I don't want you to feel urged to update ! :blush:

Take all your time, I can wait for it disregard what I said...since I can't play KSP anymore without your mod ! :sticktongue:

(Oh, and I don't know if you noticed that, but in dev 3, "alwaysOn" seems not to be working properly !)

PS: Sorry for my poor English... --'

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I've been experimenting a bit with integrating the mod a bit with Kethane but wasn't sure if the edit I had violated the Kethane licence so I errored on the side of caution and pulled them out. Anyone wanting to use it will have to add in a way to detect, mine, and convert ice on their own for now.

If you look in Kethane's Doc's he added support for more stuff to mine. He just said don't use my modles to make your detector/miner/storage. But yes make more stuff to mine.

as long as you use new modles and PNG files you will not be violating his licence.

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Dev build 4 is available now. There are not too many changes this time:

  • The amount of oxygen a kerbal has will now save properly during an EVA.
  • Part info in the editor has a bit more information on resource usage now.
  • Parts have been added to the tech tree
  • Various bug fixes.

Still left to do before I'm ready to release this as v1.11:

  • Clean up the saved data a bit more, especially for the generators.
  • Recovery of unused resources when boarding a craft from EVA.
  • Fix the intakes (default ones) so the can be used to collect atmosphere to breath but don't hold onto air after leaving the atmosphere.

For anyone looking for the parts in the tech tree the oxygen tanks have been added to the rocketry nodes, and the recyclers to the electrics nodes. If you've already unlocked a tech node you should be able to go back and unlock the parts by clicking on them in the available parts display.

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The mod is not compatible with Kethane as of now for me .

P.S. So i have posted on the Kethane forum but im 99.9% sure its from, IonCross, the ice module is breaking the game, and here is the error :

[Error]: [Kethane] Could not find generator name

[Warning]: [Kethane] Defaulting to empty generator for Ice

P.S.S. Old version works flawlesly

Edited by nismobg
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I have managed to find a bug with the latest version of Kethane (0.8) installed along with Ioncross Crew Support v1.11 dev4 where the exit tracking centre button stops working if the grid overlay for Kethane is turned on.

I agree it has something to do with the Ice resource. Since there's no support to use the Ice for anything yet so it I just re-uploaded re-uploaded dev 4 without it.

Edited by yongedevil
typo in link
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I have managed to find a bug with the latest version of Kethane (0.8) installed along with Ioncross Crew Support v1.11 dev4 where the exit tracking centre button stops working if the grid overlay for Kethane is turned on.

I agree it has something to do with the Ice resource. Since there's no support to use the Ice for anything yet so it I just re-uploaded re-uploaded dev 4 without it.

Thanks devil :) you still rock :)

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I have managed to find a bug with the latest version of Kethane (0.8) installed along with Ioncross Crew Support v1.11 dev4 where the exit tracking centre button stops working if the grid overlay for Kethane is turned on.

I came across the same bug, except also there was no turn on scrubber button, or anything about eva oxygen that I could see. Trying a new install of the mod.

A little inconvenient, needing to go back each time, hopefully the issues can be sorted out soon.

Edited by Tw1
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I have managed to find a bug with the latest version of Kethane (0.8) installed along with Ioncross Crew Support v1.11 dev4 where the exit tracking centre button stops working if the grid overlay for Kethane is turned on.

I agree it has something to do with the Ice resource. Since there's no support to use the Ice for anything yet so it I just re-uploaded re-uploaded dev 4 without it.

As of kethane 0.8 the deposit generator has changed, by rather alot from what I can gather. And unfortunatly I think it makes the deposit info on Kethane wiki inaccurate... Im sure Majiir will update the wiki at somepoint, but with taking on KAS Im guessing he got alot on his plate, so wouldnt hold my breath waiting for it or nothing

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I may have found a bug, unless it is something intentional. While having a Kerbal run around on Kerbin, with the latest Dev Build linked on this thread installed, I noticed that the Oxygen level dropped. While the 1-2% per minute rate does give me an idea on how fast the EVA Suits air tanks will be used up when in space. I have to ask if it's meant to drop while on Kerbin or if that is a bug?

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I loved this mod in .21, but haven't been able to use it in .22. I installed it, but I get the "Model Entry purchase required in R&D" message after I unlock them. I've found other threads that say you just have to go to the R&D node with the parts and click on them, but the parts don't show up in the R&D nodes at all, so I have nothing to click on. Any ideas?

Edit: Reinstalled KSP and installed Ioncross first, and it works now. Might have been a conflict with the tech tree changer.

Edited by Silophant
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I may have found a bug, unless it is something intentional. While having a Kerbal run around on Kerbin, with the latest Dev Build linked on this thread installed, I noticed that the Oxygen level dropped. While the 1-2% per minute rate does give me an idea on how fast the EVA Suits air tanks will be used up when in space. I have to ask if it's meant to drop while on Kerbin or if that is a bug?

For the sake of simplicity opted to forgo allowing the EVA suits to get oxygen from the atmosphere, at least for now.

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Been using this, and I love the realism it adds.

I noticed a bug, though: the air vents subtract oxygen as I land on Kerbin. I read somewhere that they should add CO2 instead of oxygen in non-Kerbin atmospheres, but it appears they remove oxygen and add CO2 in Kerbin's atmosphere also. I'm using the dev4 build.

The systems are definitely using resources even while unfocused now, but the scrubber still stops working as soon as I unfocus the ship, so if I stay unfocused from a ship for too long Kerbals will die from the CO2 buildup. I solved this temporarily by making CO2 buildup non-lethal.

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Been using this, and I love the realism it adds.

I noticed a bug, though: the air vents subtract oxygen as I land on Kerbin. I read somewhere that they should add CO2 instead of oxygen in non-Kerbin atmospheres, but it appears they remove oxygen and add CO2 in Kerbin's atmosphere also. I'm using the dev4 build.

The systems are definitely using resources even while unfocused now, but the scrubber still stops working as soon as I unfocus the ship, so if I stay unfocused from a ship for too long Kerbals will die from the CO2 buildup. I solved this temporarily by making CO2 buildup non-lethal.

I have not been able to produce similar behaviour with the air vents or the atmosphere intakes on the recyclers. For me, the air vents on the pods are not doing anything in non oxygen atmospheres, and they are producing oxygen and removing carbon dioxide in oxygen atmospheres. This is the intended behaviour for them. The recycler intakes are also operating as intended; they are producing oxygen in oxygen atmosphere and carbon dioxide in non-oxygen atmospheres.

The scrubber on the other hand are a known bug. For now you'll have to make sure to turn any scrubbers back on when loading a ship.

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