Lexif Posted May 23, 2014 Share Posted May 23, 2014 It appears that preventing fuel flow on waste containers makes them not fill up, so waste resources disapear.Yeah, I think that's by design. You could consider those waste resources to get ejected. Seems much better to me than making Kerbals die from CO2 poisoning or overflowing toilets. Link to comment Share on other sites More sharing options...
Boomerang Posted May 25, 2014 Share Posted May 25, 2014 Has anyone ever developed a patch to adjust the time values to Kerbin days/years? Or is that being left for a future update? I don't -really- mind doing the conversions by hand for long missions, but this would be nice. Link to comment Share on other sites More sharing options...
Daishi Posted May 30, 2014 Share Posted May 30, 2014 Has anyone ever developed a patch to adjust the time values to Kerbin days/years? Or is that being left for a future update? I don't -really- mind doing the conversions by hand for long missions, but this would be nice.Left for a future update, which may also include a overhaul on how TAC defines resources. The mod author is in the middle of moving house so it may be a while. Link to comment Share on other sites More sharing options...
Boomerang Posted May 30, 2014 Share Posted May 30, 2014 Left for a future update, which may also include a overhaul on how TAC defines resources. The mod author is in the middle of moving house so it may be a while.Thanks for the reply! Link to comment Share on other sites More sharing options...
marce Posted May 30, 2014 Share Posted May 30, 2014 Has anyone ever developed a patch to adjust the time values to Kerbin days/years? Or is that being left for a future update? I don't -really- mind doing the conversions by hand for long missions, but this would be nice.You can try this modified dll and tell me if it works. Please backup the original version!There were several hardcoded values instead of const references throughout the project, some may have slipped through and still operate at 24h basis.My Kerbals get a maxAmount of 2 on EVA while the amount is set to 0.5 correctly (don't know why, maybe there are old settings lingering around in the persistent file).Your supplies will last 4 times less with this version!You may want to adjust the consumption rates etc. here is a sample config (everything reduced to 25%):{ MaxDeltaTime = 21600 ElectricityMaxDeltaTime = 1 FoodResource = Food WaterResource = Water OxygenResource = Oxygen CarbonDioxideResource = CarbonDioxide WasteResource = Waste WasteWaterResource = WasteWater FoodConsumptionRate = 1 WaterConsumptionRate = 1 OxygenConsumptionRate = 1 ElectricityConsumptionRate = 1200 BaseElectricityConsumptionRate = 2400 EvaElectricityConsumptionRate = 200 CO2ProductionRate = 1 WasteProductionRate = 1 WasteWaterProductionRate = 1 DefaultResourceAmount = 21600 EvaDefaultResourceAmount = 10800 MaxTimeWithoutFood = 648000 MaxTimeWithoutWater = 64800 MaxTimeWithoutOxygen = 1800 MaxTimeWithoutElectricity = 1800}GlobalSettingsAll credits to the OP of course. Link to comment Share on other sites More sharing options...
diomedea Posted May 30, 2014 Share Posted May 30, 2014 My Kerbals get a maxAmount of 2 on EVA while the amount is set to 0.5 correctly (don't know why, maybe there are old settings lingering around in the persistent file).About the EVA, I get the amount is tied to the settings (LifeSupport.cfg), default amount is 43200 sec (12 hours; 0.5 Earth days but 2 Kerbin days). Have yet to try your dll, if it gives all results correctly in Kerbin days then it is what I have been looking for since KSP 0.23.5 came. Link to comment Share on other sites More sharing options...
marce Posted May 30, 2014 Share Posted May 30, 2014 I think I figured it out, please backup & delete the LifeSupport.cfg in the PluginData folder when trying my modded dll. On the next KSP start the dll should create a new cfg file with seem-to-be-correct values. However: this does not apply to Kerbals currently on EVA, they have to board and exit once for a reset.If you find related bugs please tell me, I may or may not be able to fix them Link to comment Share on other sites More sharing options...
diomedea Posted May 30, 2014 Share Posted May 30, 2014 Confirm it worked fine for EVA, with your dll and modding the settings. Great work! (Now, I have to retry with the standard units for TAC LS, as I switched to using the liters config, and now those units show differently). Link to comment Share on other sites More sharing options...
marce Posted May 30, 2014 Share Posted May 30, 2014 Confirm it worked fine for EVA, with your dll and modding the settings. Great work! Glad it works for you! Can you do me a favor and check if it's using ElectricCharge correctly during TimeWarp?(Now, I have to retry with the standard units for TAC LS, as I switched to using the liters config, and now those units show differently).I somehow missed that... what liters config? Is this something I have to look at or is this only a cfg tweak you can do yourself without recompiling? Link to comment Share on other sites More sharing options...
diomedea Posted May 30, 2014 Share Posted May 30, 2014 Glad it works for you! Can you do me a favor and check if it's using ElectricCharge correctly during TimeWarp?I somehow missed that... what liters config? Is this something I have to look at or is this only a cfg tweak you can do yourself without recompiling?The liters config I mean is the one made by Coolbeer (here). Still unclear, until the OP returns, if TAC LS will implement liters or stay with the units representing time*consumption/creation.I will look at theTimewarp and ElectricCharge. Let me a bit of time, I have to make a new game to test that. Link to comment Share on other sites More sharing options...
marce Posted May 30, 2014 Share Posted May 30, 2014 Ah I see, well that's "only" a cfg change so you should be able to do it with my dll as well, you may only adapt the values. No guarantees though since I haven't tried it myself And don't hurry with the testing! Link to comment Share on other sites More sharing options...
diomedea Posted May 30, 2014 Share Posted May 30, 2014 Ah I see, well that's "only" a cfg change so you should be able to do it with my dll as well, you may only adapt the values. No guarantees though since I haven't tried it myself And don't hurry with the testing!Simple testing done, up to only 50x timewarp: ElectricCharge is consumed (and generated) correctly. Tell me if you need more, I have no reason to suspect something may break at higher timewarps.Thanks for making clear about those config. I have to check few things to see how better go. WIth those configs and your dll I had KSP resources showing a value, and TAC LS panel showing another. Nothing wrong with either dll or configs, just seems two different methods of handling a problem. Link to comment Share on other sites More sharing options...
marce Posted May 30, 2014 Share Posted May 30, 2014 Simple testing done, up to only 50x timewarp: ElectricCharge is consumed (and generated) correctly. Tell me if you need more, I have no reason to suspect something may break at higher timewarps.Thanks for making clear about those config. I have to check few things to see how better go. WIth those configs and your dll I had KSP resources showing a value, and TAC LS panel showing another. Nothing wrong with either dll or configs, just seems two different methods of handling a problem.Thanks! I had some problems with the EC at first (it only drained 1sec per real time second even at 10000x timewarp leading to practically infinite EC if warping fast enough), but if it now works all is well.And sorry about your problems with the liter config, I have no idea why you get different values displayed since the default settings in the dll should get overridden by your LifeSupport.cfg and then everything should work as expected but only with 4 times faster consumption then stock TACLS Link to comment Share on other sites More sharing options...
kenbobo Posted May 31, 2014 Share Posted May 31, 2014 Oh no! Spaceport is gone- This mod cannot be downloaded! NOOOOO! Link to comment Share on other sites More sharing options...
Smorfty Posted May 31, 2014 Share Posted May 31, 2014 I had the zip-file laying around so I uploaded it here:http://s000.tinyupload.com/index.php?file_id=07136379946560667177 Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 31, 2014 Share Posted May 31, 2014 I've been using TAC Life support in my current game and it's fun! I do have a question though, I've got the carbon extractor and water purifier on my bases/stations, but what to do with the Waste resource? I've tried both versions of BioMass to convert waste into nutrients for a greenhouse, but frankly BioMass + Science is too complicated to use. So I'm wondering what's available to convert the Waste resource into something useful. Link to comment Share on other sites More sharing options...
marce Posted May 31, 2014 Share Posted May 31, 2014 I've been using TAC Life support in my current game and it's fun! I do have a question though, I've got the carbon extractor and water purifier on my bases/stations, but what to do with the Waste resource? I've tried both versions of BioMass to convert waste into nutrients for a greenhouse, but frankly BioMass + Science is too complicated to use. So I'm wondering what's available to convert the Waste resource into something useful.I don't want to blow my own trumpet, but you could test the simple greenhouse I created some time ago. You would be the first one to do that though, so tell me if you find bugs Link to comment Share on other sites More sharing options...
SnappingTurtle Posted May 31, 2014 Share Posted May 31, 2014 I don't want to blow my own trumpet, but you could test the simple greenhouse I created some time ago. You would be the first one to do that though, so tell me if you find bugs The greenhouse mod is great. People probably don't tend to look in the add on development forum as much as this one. Link to comment Share on other sites More sharing options...
marce Posted May 31, 2014 Share Posted May 31, 2014 The greenhouse mod is great. People probably don't tend to look in the add on development forum as much as this one.Thanks! Well, I know, but I wanted to have at least someone test it before releasing it since there have to be some bugs (first mod after all) and I'd like to at least try fix them before posting here.And there's still the problem that I don't know how to get it sun tracking Anyway: if you find some bugs, please tell me (in the original thread if possible). Link to comment Share on other sites More sharing options...
Hands MCML Posted June 1, 2014 Share Posted June 1, 2014 TAC Life Support is not on the new CURSE site yet! Where can I get it if it is required? Link to comment Share on other sites More sharing options...
TaranisElsu Posted June 1, 2014 Author Share Posted June 1, 2014 See my signature. I am working on an update along with getting all of my mods rehosted somewhere. Link to comment Share on other sites More sharing options...
BombastixderTeutone Posted June 1, 2014 Share Posted June 1, 2014 Anybody got Realistic real fuels configs for Tac life support? Link to comment Share on other sites More sharing options...
Pyromaniacal Posted June 2, 2014 Share Posted June 2, 2014 Hey, I have a question, maybe a bit of a request. Is there any way we can get the O2 scrubbers and water purifiers in Hexcans? I like the minimalist look of pods strapped to modular girder segments, and they would look amazing. Link to comment Share on other sites More sharing options...
futrtrubl Posted June 3, 2014 Share Posted June 3, 2014 Hey, I have a question, maybe a bit of a request. Is there any way we can get the O2 scrubbers and water purifiers in Hexcans? I like the minimalist look of pods strapped to modular girder segments, and they would look amazing.There is. Either create a part .cfg that uses the hexcan model and the TacGenericConverter MODULE from the scrubber/purifier, or use module manager to copy a hexcan part, remove the resource storage and to add the TacGenericConverter of your choice.Edward Link to comment Share on other sites More sharing options...
ClLaw Posted June 3, 2014 Share Posted June 3, 2014 Hi there, this is my very first post on this forum. The reason for signing up is because I have encountered a problem unfortunately. I have been enjoying this game more and more but have only recently installed this mod. The problem I'm having though is that 1) I don't seem to have a toolbar icon(or any icon) to access the settings for this mod. Nor anything to monitor the resources aboard my craft that involve this mod;2)(Forgot I had a second problem) When I've built my craft with the resources onboard, it doesn't seem that anything gets used up. I still come back to Kerbin with the same amount of Oxygen, Water, etc as what I had installed into the craft. I do have other mods installed and rather than type a list of mods(partly because I'm unsure of the exact amount of mods installed) I figured I'd take a snippet of the GameData file - https://www.dropbox.com/s/o4ux02m5koo595z/Snip2.PNGI hope someone can help me as I'd really like to make myself more of a challenge before I try jumping into the RSS/RO mods. Thank you in advance Link to comment Share on other sites More sharing options...
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