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[WIP,PLUGIN,0.20.2] TAC Life Support [2Jul]


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Thunder Aerospace Corporation is proud to offer a sneak peak at our new Life Support system.

Many Kerbal lives were bravely sacrificed to bring you the latest in biological needs.

Features

  • Kerbals require resources to survive, whether in a vessel or on EVA: Food, Water, Oxygen, Electricity (for air quality and climate control)
  • They produce waste resources: CO2, Waste, WasteWater
  • They will die if they go without resources for too long: 30 days without food, 3 days without water, 5 minutes without Oxygen, and 2 hours without Electricity
  • Crewed pods come stocked with 3 days of resources.
  • When a Kerbal goes on EVA, he takes a half day of each resource with him in the EVA suit, taking from the pod that he was in.
  • Kerbals do require resources even when their vessel is not active, and they can die if you leave them alone for too long.
  • The system tries to stop Time Warp when resources get low and again when resources run out. No guarantees.

Please note:

  1. I did not include any parts, so there is no way to include more resources on a vessel nor send more resources to another vessel (i.e. a station).
  2. There are bugs that still need to be worked out.
  3. I am dynamically adding my PartModule and resources to parts that can hold crew that do not already have them.
  4. The resource amounts are not showing up in the VAB/SPH. They will show once you move to the launchpad or runway.
  5. There is no warning that a vessel far away is running out of resources. You might switch back to a vessel to find the entire crew dead.
  6. Eventually there will be a way to convert waste resources back into good resources.
  7. Filling up with waste resources (CO2, waste, waste water) has no effect. Any excess is dumped overboard, and you lose the opportunity to convert them back into good resources.
  8. Any part modelers that are interested in helping should contact me.

Kerbals will not start requiring resources until the first time that you focus the vessel, or get close enough that it loads -- within the 2.3 km load distance.

Pictures coming soon (not much to see). More information coming soon.

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Important

Make sure you backup your save before installing this mod. I recommend against trying out this mod in your main save. This is a prerelease version. I take no responsibility for anything that can or will go wrong. This mod intentionally kills Kerbals. Be aware.

Download from: https://www.dropbox.com/s/s7epesdwhlf0fik/TacLifeSupport_prerelease0.1.zip

Source code available on GitHub: https://github.com/taraniselsu/TacLifeSupport

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Change log:

Prerelease v0.1

- Resource requirements work in vessels and on EVA

Edited by TaranisElsu
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Nice work!

They will die if they go without resources for too long: 30 days without food, 3 days without water, 5 minutes without Oxygen, and 2 hours without Electricity

The electricity number seems a little off. Do Kerbals not pack blankets? :-)

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Temperature control in space is real fiddly; if your heater goes out in the shade it may take longer, but if your coolant circulator goes out in the sun, you could be roast kerbab faster than that

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  • Crewed pods come stocked with 3 days of resources.
  • When a Kerbal goes on EVA, he takes a half day of each resource with him in the EVA suit, taking from the pod that he was in.

Is this 24 hour days or Kerbin rotation days?

When you apply the parts and supplies will they be realistic (and somewhat lenient) according to te below link or adjusted for game play purposes (extra challenging)?

http://forum.kerbalspaceprogram.com/entry.php/457-Life-Support-Mathematics-How-much-food-water-and-oxygen-do-Kerbals-need

I adore all the work that Niv did in that but as it's point out in the comments his guess at the weight of a Kerbal was way wrong, and so all of those numbers are wrong as well.

Edited by Moon Goddess
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Nice work! The electricity number seems a little off. Do Kerbals not pack blankets? :-)

The electricity requirement is intended to cover temperature control, air circulation, humidity removal, CO2 removal, and air filtration. I did that rather than have you deal with CO2 buildup.

I chose the 2 hour window arbitrarily based on when I thought the extra CO2 could be a problem. I am thinking of scaling that based on the current number of crew vs. the crew capacity of the spaceship. So having a larger ship with more crew compartments but fewer crew members would be safer.

Is this 24 hour days or Kerbin rotation days?

24-hour days because I thought people might get confused if I used ~6 hour solar or sidereel days since the game uses 24-hour days. My preference would be to use solar days.

When you apply the parts and supplies will they be realistic (and somewhat lenient) according to the below link or adjusted for game play purposes (extra challenging)?

http://forum.kerbalspaceprogram.com/entry.php/457-Life-Support-Mathematics-How-much-food-water-and-oxygen-do-Kerbals-need

I adore all the work that Niv did in that but as it's point out in the comments his guess at the weight of a Kerbal was way wrong, and so all of those numbers are wrong as well.

Sadly I agree about Niv's numbers. He did a great job, and I referenced his work, but I ended up using different numbers. I need to finish writing up my calculations and justifications.

BTW, most of the numbers are configurable by changing them in the /GameData/TacLifeSupport/PluginData/TacLifeSupport/LifeSupport.cfg file (it gets created the first time you run it). Most of the numbers are in daily rations per second. Please let me know what numbers you use :)

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  • 3 weeks later...
Can you add various "amp-year" features?

such as temperature regulation requiring electricity, ect.

The way it is now, temperature regulation does require electricity. It is just lumped together under "temperature control, air circulation, humidity removal, CO2 removal, and air filtration." Did you want something more than that? I would prefer to avoid separating everything out and tracking them individually. It could be quite a pain.

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New version announced in the Add-on Releases and Projects Showcase thread: http://forum.kerbalspaceprogram.com/showthread.php/40667. It has been updated to 0.21.1 and now includes resource containers.

I wouldn't mind if a forum mod closed this thread. I will only be watching the other thread from now on.

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