13DaGGeR Posted June 5, 2014 Share Posted June 5, 2014 Hello. I have some troubles while installing this mod. I have parts and amounts of water, oxy and food in current resources, but nothing spends during the time. I tried to search on this forum, but did not found anything. Sorry, if my problem is solved, but not found by me.Game version is 23.5, i have module manager v 2.1.5, and the are some other mods. Have no idea what i did wrong or how to fix this. Please, help. Link to comment Share on other sites More sharing options...
TaranisElsu Posted June 5, 2014 Author Share Posted June 5, 2014 Hello. I have some troubles while installing this mod. I have parts and amounts of water, oxy and food in current resources, but nothing spends during the time. I tried to search on this forum, but did not found anything. Sorry, if my problem is solved, but not found by me.Game version is 23.5, i have module manager v 2.1.5, and the are some other mods. Have no idea what i did wrong or how to fix this. Please, help.Did you download from http://www.curse.com/ksp-mods/kerbal/221022-tac-life-support or https://github.com/taraniselsu/TacLifeSupport/releases ? You should have a file named: "TacLifeSupport_0.8.0.4.zip". Link to comment Share on other sites More sharing options...
13DaGGeR Posted June 5, 2014 Share Posted June 5, 2014 Did you download from http://www.curse.com/ksp-mods/kerbal/221022-tac-life-support or https://github.com/taraniselsu/TacLifeSupport/releases ? You should have a file named: "TacLifeSupport_0.8.0.4.zip".This was the reason! Thank you!First time i downloaded master branch from github. Just a professional habit =). Link to comment Share on other sites More sharing options...
Fraz86 Posted June 6, 2014 Share Posted June 6, 2014 I have a request:I use TacGenericConverter for a wide variety of custom modules, primarily because it handles resource consumption and production at high time warps far more reliably than the stock ModuleGenerator or generator modules found in other mods. In some cases, there is no conceivable reason to ever turn the generator off, and therefore the button just adds clutter to the part's context menu. I would love to be able to add "alwaysOn = true" in the config to remove the button. Link to comment Share on other sites More sharing options...
Prismatech Posted June 6, 2014 Share Posted June 6, 2014 i Ask me .What is the Size of a kerbal. What is the min at water L that a kerbal need to live.The idee with water ,food need is great but the size of storege parts found i to big. Link to comment Share on other sites More sharing options...
okdewit Posted June 6, 2014 Share Posted June 6, 2014 Awesome add-on!One tiny thing:The "TAC life support build aid" seems to report times in a 24h format during ship construction, but KSP seems to use the much shorter Kerbin days, which are 6 hours or so (unsure)? I just take the overkill-route now, but when I was just starting out in career mode I tried calculating how much I needed during a mission to limit payload weight, and had Kerbals dying. Link to comment Share on other sites More sharing options...
CaptainCrunch Posted June 6, 2014 Share Posted June 6, 2014 It would make more sense for TAC to measure in kg/liters or something from the real world, seems like it would play better with other mods as well. Maybe this is already planned somewhere and I missed it. Link to comment Share on other sites More sharing options...
Boomerang Posted June 6, 2014 Share Posted June 6, 2014 Sounds like you need to check your math then. 1 day in the TACLS calculator = 4 Kerbin days because like you said, the former is only six hours long. So if the calculator says that you have life support for your whole crew for 3 days, that's 12 Kerbin days worth of life support.Alternatively, you can change from Kerbin days to IRL days in the settings menu so that the MET clock lists time in 24 hour days as well.It's something that could use an update, but it's nothing terribly broken in the mod. Link to comment Share on other sites More sharing options...
Starstrider42 Posted June 6, 2014 Share Posted June 6, 2014 It would make more sense for TAC to measure in kg/liters or something from the real world, seems like it would play better with other mods as well. Maybe this is already planned somewhere and I missed it.It's one of the most hotly debated topics in the thread. I think there was another discussion of it a few weeks back, but I don't remember who, if anyone, won. Link to comment Share on other sites More sharing options...
TaranisElsu Posted June 7, 2014 Author Share Posted June 7, 2014 I am pretty sure that I said I am working on that. My dev build displays in either 6-hour days or 24-hour days depending on the "Kerbin Time" setting.I am working on a few other fixes and tweaks too, like changing to "1 unit = 1 liter", adding supply containers that use the Modular Fuel Tanks mod, and rebalancing how much each container can hold.Coming soonTM. Sorry I don't have much time to spend on Kerbal lately .On another topic, several of you have made some really nice textures to use with my parts. Can any of you do 3D modelling? I need a greenhouse part plus drills for mining regolith and ice. Scanning dishes for regolith and ice would also be nice. If someone makes some good parts, I will include them in the main release with all credit going to you of course. Link to comment Share on other sites More sharing options...
Temeriki Posted June 7, 2014 Share Posted June 7, 2014 Have you thought about resource integration with KSPI? Or a plugin that enables that. I already have enough forms of water/liquidwater/whatever water Link to comment Share on other sites More sharing options...
Pyromaniacal Posted June 7, 2014 Share Posted June 7, 2014 (edited) What font did you use to label the parts? I really like that smooth, basic look and texture that the original textures have, but I'm trying to add in HexCan purifiers, extractors, and filters. At present, all I did was cover over the labels with the blank panel textures, but labels would be nice to have.Also, if I was to send you the .cfg files, would you consider putting them in the mod proper? I'm not really changing much, just copying over the module parameters from the 1.25 meter and 2.5 meter parts to the regular and large HexCans. I do not intend to release the parts as a standalone additional mod, as it would be easier (maybe?) to include in the basic mod. I don't think I'm the only one who would use them, presented the opportunity.Thank you for your consideration!EDIT: I've got them operational, although it's not like I had much work to do. Everything was already done for me. Edited June 8, 2014 by Pyromaniacal Link to comment Share on other sites More sharing options...
sumghai Posted June 8, 2014 Share Posted June 8, 2014 TaranisElsu, just a heads-up that the current version of FusTek now has its own Module Manager patch to add TAC Life Support to its parts.On a related note, I've been experiencing an add-on compatibility issue with Modular Fuel Tanks - specifically, with my FusTek Resupply Module.The Resupply module is a probe core that is supposed to hold fixed quantities of Life Support provisions in its front half, while having a user-configurable MFT tank at the back. However, having both features active actually causes the Life Support provisions to not show up in the VAB/SPH, and any in-flight vessels with the Resupply module as it is right now becomes uncontrollable (KSP ends up trying to focus on the Sun instead). I've provided my configs for your reference:Resupply module CFGPART { name = FusTekResupplyModule module = Part author = sumghai MODEL { model = FusTek/Station Parts/Parts/modelFusTekResupplyModule scale = 1.0, 1.0, 1.0 texture = fustek_station_icon_stor_texture, FusTek/Station Parts/Parts/fustek_station_icon_resupply_texture } MODEL { model = FusTek/Station Parts/Parts/modelKarmonyEndRing position = 0.0, 1.09375, 0.0 scale = 1.0, 1.0, 1.0 } // Top (Forward) Hatch MODEL { model = FusTek/Station Parts/Parts/modelKarmonyHatch position = 0.0, 1, 0.0 scale = 1.0, 1.0, 1.0 } rescaleFactor = 1 node_stack_bottom = 0.0, -1, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 1, 0.0, 0.0, 1.0, 0.0, 2 TechRequired = composites entryCost = 24500 cost = 4900 category = Pods subcategory = 0 title = FusTek Resupply Module manufacturer = Sum Dum Heavy Industries Co., Ltd (under licence from FusTek Aerospace) vesselType = Probe description = An unmanned module designed to transport pressurized cargo such as crew provisions to and from space stations. For best results, use with SDHI Service Module System. Warranty void if used as crew return vehicle. attachRules = 1,0,1,1,0 mass = 1.7 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2900 breakingForce = 280 breakingTorque = 280 stackSymmetry = 3 MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.05 } } RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.15 } } MODULE { name = ModuleSAS }}MM patchTANK_DEFINITION{ name = FusTekResupply_RearSection basemass = -1 TANK { name = LiquidFuel amount = 0.0 maxAmount = 0.0 utilization = 1 } TANK { name = Oxidizer amount = 0.0 maxAmount = 0.0 utilization = 1 } TANK { name = MonoPropellant mass = 0.000625 amount = 0.0 maxAmount = 0.0 utilization = 1.25 } TANK { name = XenonGas mass = 0.000625 amount = 0.0 maxAmount = 0.0 utilization = 50 note = (pressurized) }}@PART[FusTekResupplyModule]:Final{ MODULE { name = ModuleFuelTanks volume = 160 type = FusTekResupply_RearSection } RESOURCE { name = Food amount = 400 maxAmount = 400 } RESOURCE { name = Water amount = 400 maxAmount = 400 } RESOURCE { name = Oxygen amount = 400 maxAmount = 400 } RESOURCE { name = Waste amount = 0 maxAmount = 400 } RESOURCE { name = WasteWater amount = 0 maxAmount = 400 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 400 }} Link to comment Share on other sites More sharing options...
Glyph Posted June 9, 2014 Share Posted June 9, 2014 Found a small bug. This is probably a bug with any window but it only happened with TAC Life Support for me so far. Basically, I right clicked on the Life Support Monitoring window and the game lagged at the same time. The window completely disappeared and clicking the life support button didn't do anything.I fixed the window position in the config. The offending settings are here: http://i.imgur.com/3ihWN1b.pngYou may want to sanity-check your window position values after the window gets moved around. Link to comment Share on other sites More sharing options...
guto8797 Posted June 9, 2014 Share Posted June 9, 2014 Hello! I personally love this mod, and hope that it gets an update, but i have one question:Resource integration. We really need something like minecraft's OreDictionary. How does TAC water fare with KSPI Water? Does MKS fit well into TAC? Does kethane fiddle with it?Also, is there some sort of greenhouse? I am not looking forward to making a 100% self sustainable base (IRL that is pretty much impossible), just something do delay death point. Link to comment Share on other sites More sharing options...
Starstrider42 Posted June 9, 2014 Share Posted June 9, 2014 Resource integration. We really need something like minecraft's OreDictionary. How does TAC water fare with KSPI Water? Does MKS fit well into TAC? Does kethane fiddle with it?People have already tried to do this. Twice.http://forum.kerbalspaceprogram.com/threads/74409-The-resource-meag-research-thread!http://forum.kerbalspaceprogram.com/threads/61296-Unified-Resource-Guidelines-and-Catalog-for-ModdersAnd, for the record, MKS is based on TAC, so of course they're compatible. Link to comment Share on other sites More sharing options...
RoverDude Posted June 9, 2014 Share Posted June 9, 2014 Hello! I personally love this mod, and hope that it gets an update, but i have one question:Resource integration. We really need something like minecraft's OreDictionary. How does TAC water fare with KSPI Water? Does MKS fit well into TAC? Does kethane fiddle with it?Also, is there some sort of greenhouse? I am not looking forward to making a 100% self sustainable base (IRL that is pretty much impossible), just something do delay death point.MKS subclasses off of TAC, so it has a very tight integration, which lets it do nifty things like, even if you switch away from your base for years, when you reset focus, all of the generators catch up together (so all of the intermediary steps for food production and water purification kick off in lockstep with TAC 'catching up'), so no weird cases of having a ton of food but a pile of dead Kerbals due to mods having different 'clocks'. Link to comment Share on other sites More sharing options...
jduchock Posted June 11, 2014 Share Posted June 11, 2014 I am a bit new to this mod...could someone tell me how to don a space suit for EVA? is it hidden in the tech tree and still undisovered for me or is it a right clicky thing?please help...i am killing them off one by one Link to comment Share on other sites More sharing options...
Starstrider42 Posted June 11, 2014 Share Posted June 11, 2014 I am a bit new to this mod...could someone tell me how to don a space suit for EVA? is it hidden in the tech tree and still undisovered for me or is it a right clicky thing?please help...i am killing them off one by one Going on EVA should just be a matter of clicking "EVA" on the kerbonaut's portrait. Can you explain in more detail what you're having trouble with? Link to comment Share on other sites More sharing options...
jduchock Posted June 11, 2014 Share Posted June 11, 2014 Going on EVA should just be a matter of clicking "EVA" on the kerbonaut's portrait. Can you explain in more detail what you're having trouble with?aahh...give me a minute to retest...i was using a NovaPunch capsule which doesn't have life support... Link to comment Share on other sites More sharing options...
Albert VDS Posted June 11, 2014 Share Posted June 11, 2014 I am working on a few other fixes and tweaks too, like changing to "1 unit = 1 liter", adding supply containers that use the Modular Fuel Tanks mod, and rebalancing how much each container can hold.Can I suggest the new texture and fuel switcher from Firespitter. That way you can have 1 mesh with multiple switchable textures and resource setups. Link to comment Share on other sites More sharing options...
Shiv Posted June 12, 2014 Share Posted June 12, 2014 Sorry if this has been answered already (not really in the mood to dig through 130 pages) but I installed TAC the other day by placing it in my GameData folder, same as any mod I reckon. It seems to have installed well in that all the resource additions for the capsule are there and located in the tech tree, however when I go out into space, there's no resource demands. No waste is built up, no food is consumed, nothing. I don't think it's even reading correctly, as it shows my food and water as 1.0 instead of other values like 86 and what not. It's definitely not working because I've done a month long expedition to Minmas with no resources and my Kerbal survived just fine. Any idea as to what's going on? Link to comment Share on other sites More sharing options...
whatzamatta Posted June 13, 2014 Share Posted June 13, 2014 I am also having this problem, I just copy the files from GameData into the KSP/GameData folder and I have all the parts, but no resources drain.I have Module Manager installed. Link to comment Share on other sites More sharing options...
whatzamatta Posted June 13, 2014 Share Posted June 13, 2014 Sorry if this has been answered already (not really in the mood to dig through 130 pages) but I installed TAC the other day by placing it in my GameData folder, same as any mod I reckon. It seems to have installed well in that all the resource additions for the capsule are there and located in the tech tree, however when I go out into space, there's no resource demands. No waste is built up, no food is consumed, nothing. I don't think it's even reading correctly, as it shows my food and water as 1.0 instead of other values like 86 and what not. It's definitely not working because I've done a month long expedition to Minmas with no resources and my Kerbal survived just fine. Any idea as to what's going on?I was having the same issue.A user kindly pointed out about two pages prior to this one that you need to download the mod from the Curse link http://www.curse.com/ksp-mods/kerbal/221022-tac-life-support/2203539.I hope this solves your problem.God Bless Link to comment Share on other sites More sharing options...
Zimplizity Posted June 13, 2014 Share Posted June 13, 2014 Hey there,I made some textures for the containers. If you like them I could do some for the hexcans aswell:You can download them here:https://www.dropbox.com/sh/u0p1vut1rhmmhi4/AAAOmbYqDBkf2G20ggAPrqI4aTo install them just put the .tga files into your GameData\ThunderAerospace\TacLifeSupportContainers folder and don't forget to backup the original files.Greetings Zimplizity Link to comment Share on other sites More sharing options...
Recommended Posts