TaranisElsu Posted July 19, 2014 Author Share Posted July 19, 2014 I am sorry, but I am going to be gone for the next two weeks. I will try to help with issues when I get back. Link to comment Share on other sites More sharing options...
sidfu Posted July 20, 2014 Share Posted July 20, 2014 only bug i know right now is the gui bug. posted the error message ealier if u want to see it. Link to comment Share on other sites More sharing options...
munseeker Posted July 20, 2014 Share Posted July 20, 2014 The MunSeeker greenhouses now support TAC LS 0.9 - see the details here: http://forum.kerbalspaceprogram.com/threads/84246-0-24-MunSeeker-Greenhouses-%28TAC-Life-Support-0-9-add-on%29-Update-July-19-2014Please note that I've also increased the electricity consumption for the two greenhouses by quite a bit. I want there to be a serious challenge to supply a team of Kerbals off-planet, not just a little solar panel stuck to the side of the base. Link to comment Share on other sites More sharing options...
Liowen Posted July 20, 2014 Share Posted July 20, 2014 only bug i know right now is the gui bug. posted the error message earlier if u want to see it.If you are running Universal Storage there is an update that ends the conflict, there was something conflicting between the two mods but it seems sorted now. If it is something else you could try trail and error with remove all mods except TAC, then one at a time add in mods until you find where the conflict is in the mods. Hope this helps some. Also TaranisElsu thank you for helping, and I am sorry I couldn't get back to you with the log file I had a ton of 502 errors on the site last night. Now I wish I would have used TAC when I first started KSP, it gives more meaning to the Kerbals. Thank you again for all your work, and to the other modders as well. Link to comment Share on other sites More sharing options...
munseeker Posted July 20, 2014 Share Posted July 20, 2014 Now I wish I would have used TAC when I first started KSP, it gives more meaning to the Kerbals. Thank you again for all your work, and to the other modders as well.Ditto! TaranisElsu, thanks for the great work! Link to comment Share on other sites More sharing options...
NayNayY Posted July 20, 2014 Share Posted July 20, 2014 Soo... 0.24 May end up being the last update I can use this mod. Either that, or I just outright avoid rescue quests. I had alot of fun with it in the past, but the quests/missions to rescue stranded Kerbals becomes much more difficult with this mod installed. Maybe it's an issue with me just not being a good enough player, but it was disappointing to get to the kerbal only to find out they ran out of electric charge and couldn't even manually fire their suit packs to get on board my ship. xD Link to comment Share on other sites More sharing options...
SaSquatch Posted July 20, 2014 Share Posted July 20, 2014 x64 here, using the same version of TAC LS, and i'm not seeing the lag problem you are referring to.I had lag on launch with Tac and the new scansat build. The brand new one. I reverted back to the old one and the lag was gone on a fresh ship. I have a bunch of mods installed but I tried it out with only those two versions of scansat Link to comment Share on other sites More sharing options...
Shiv Posted July 20, 2014 Share Posted July 20, 2014 (edited) I had that lag issue as well. I thought ScanSat was the cause since it was my most recently added mod but when I deleted it and loaded the game, the issue remained. It may be TAC's new build causing it? Yet, after I rebuilt my rocket, it went away. So who knows. Was really weird. However, I cannot get the new version of TAC to work properly. It says it's installed. But something isn't working correctly. It'll pop up at the beginning and tell me that it's installed and ask if I want to use it (through the radio buttons) and I'll close it out. But it comes back every time I'm on the KSC screen and I have to close it out again. What's more, only food is recognized as a resource with no bars for water or oxygen. There are bars for the waste product, but they don't move nor does the food meter (even after being gone for several days with no added life support modules). This is a very perplexing and finicky mod. Followed the install instructions (deleting the old install, didn't use it when I switched over to 0.24, etc.) but still borked. Edited July 20, 2014 by Shiv Link to comment Share on other sites More sharing options...
SaSquatch Posted July 20, 2014 Share Posted July 20, 2014 I had that lag issue as well. I thought ScanSat was the cause since it was my most recently added mod but when I deleted it and loaded the game, the issue remained. It may be TAC's new build causing it? Yet, after I rebuilt my rocket, it went away. So who knows. Was really weird. However, I cannot get the new version of TAC to work properly. It says it's installed. But something isn't working correctly. It'll pop up at the beginning and tell me that it's installed and ask if I want to use it (through the radio buttons) and I'll close it out. But it comes back every time I'm on the KSC screen and I have to close it out again. What's more, only food is recognized as a resource with no bars for water or oxygen. There are bars for the waste product, but they don't move nor does the food meter (even after being gone for several days with no added life support modules). This is a very perplexing and finicky mod. Followed the install instructions (deleting the old install, didn't use it when I switched over to 0.24, etc.) but still borked.That's a bug with US containers... mentioned earlier in the thread.On the flights I did, the lag Did stay around on vessels that were still loaded (still at the launchpad). But reloaded the craft from the VAB had no lag. At least on my current setup. Link to comment Share on other sites More sharing options...
Algiark Posted July 20, 2014 Share Posted July 20, 2014 Can you make a version of this mod where there's only one kind of life support resource? Link to comment Share on other sites More sharing options...
Furious1964 Posted July 20, 2014 Share Posted July 20, 2014 The thing that was wrong was that I tried the v9 pack of TAC Life Support. Should have used v8. Link to comment Share on other sites More sharing options...
BananaDealer Posted July 20, 2014 Share Posted July 20, 2014 Is it me or is the Oxygen now gone from all containers/pods? Like, not empty, just gone... Link to comment Share on other sites More sharing options...
montyben101 Posted July 20, 2014 Share Posted July 20, 2014 Why did you change the old way of life support which meant that 1 "unit" means 1 day of life support? could you change it back or make it optional since that made it much easier to use and was one of the reasons i liked this mod so much against other life support mods Link to comment Share on other sites More sharing options...
TheWampa Posted July 20, 2014 Share Posted July 20, 2014 Why did you change the old way of life support which meant that 1 "unit" means 1 day of life support? could you change it back or make it optional since that made it much easier to use and was one of the reasons i liked this mod so much against other life support modsThis is the result of lengthy discussions to make this mod more compatible to other mods, which mostly use real-world-like units (e.g. liters). Link to comment Share on other sites More sharing options...
thesnakedoc Posted July 20, 2014 Share Posted July 20, 2014 Hello,Sorry to fall in but i have a question what can i do to bring the CarbonDioxide back to zero or make the contaner bigger ? Link to comment Share on other sites More sharing options...
AndreyATGB Posted July 20, 2014 Share Posted July 20, 2014 Yeah, I'm assuming this is a multi-mod idea to switch to a "unit" being a SI unit. I don't see what your problem is, all you need to do is open the build aid. Link to comment Share on other sites More sharing options...
custume Posted July 20, 2014 Share Posted July 20, 2014 (edited) Hi all,so I test the new version and WTF ?!?!? wy the hell the containers are separated, now I have to add life support and trash separated.I have part count to consider.Best regardsPS, when I send you the PM was to add a trash can not separate the containers Edited July 20, 2014 by custume Link to comment Share on other sites More sharing options...
Boomerang Posted July 20, 2014 Share Posted July 20, 2014 Hi all,so I test the new version and WTF ?!?!? wy the hell the containers are separated, now I have to add life support and trash separated.I have part count to consider.Best regardsPS, when I send you the PM was to add a trash can not separate the containersI was curious about this as well, but the recycling units both hold some of the waste resources that they each need. So really, if you want to save mass and you don't need a reserve of waste resources to recycle, you're better off this way. I just deleted the waste containers myself. Link to comment Share on other sites More sharing options...
munseeker Posted July 20, 2014 Share Posted July 20, 2014 wy the hell the containers are separated, now I have to add life support and trash separated.This is really up to you - if you don't include waste containers, waste products will be silently vented into space, so if part count is the main concern, just do that. But TAC LS supports different play styles. If you want to recycle resources with the water filters or something like my greenhouses, then you will have to bring containers to store waste products. TAC LS is a pretty complex mod that now also supports real-world units and allows for a deep simulation of a long-duration space flight, but it is still pretty easy to just bring one large life support container and nothing else and be good for typical 30-100 day missions with a bunch of Kerbals. Link to comment Share on other sites More sharing options...
kalor Posted July 20, 2014 Share Posted July 20, 2014 RE the "unit" of life support vs. "litre" or other, more specific unit...The "1 unit = 1 day" method is, as noted, a simple method, probably the simplest, to go about this. However, not much really changes in regards to complexity. You just need to know how many litres (to use the previous example) each Kerbal uses per day, multiply that number by your kerbal count (just like you would with "units"), and divide your total life support by that number. That gives you the totals of what you have on board. Or, you could just use the build aid I actually like the real-world measurements. I'm just glad the Litre is used, as opposed to the US-specific "minim", equivalent to ~1 drop or 0.95 grains of water Now, back to the reason I came over here to start with... if I am understanding correctly, 0.9 is *NOT* compatible with 0.24 X64, but 0.8 is? I hope so, I want to kill mo.... see how long I can keep some Kerbals alive for! Link to comment Share on other sites More sharing options...
Smurfalot Posted July 20, 2014 Share Posted July 20, 2014 My Kerbals do not seem to be breathing-- the monitor shows Oxy levels are not going down like the others LS supplies. Link to comment Share on other sites More sharing options...
sidfu Posted July 20, 2014 Share Posted July 20, 2014 My Kerbals do not seem to be breathing-- the monitor shows Oxy levels are not going down like the others LS supplies.if u in a oxy enviroment they wont use oxy Link to comment Share on other sites More sharing options...
Alvin853 Posted July 21, 2014 Share Posted July 21, 2014 Is it me or is the Oxygen now gone from all containers/pods? Like, not empty, just gone...Are you using the MFT version of TAC? MFT is not yet updated for .24 and quite buggy, so I guess stick to the regular containers for now Link to comment Share on other sites More sharing options...
morph113 Posted July 21, 2014 Share Posted July 21, 2014 (edited) I have a strange major bug with TAC life support. It happens with 32 and 64 bit KSP. When I do an EVA, the kerbal leaves the vessel but it doesn't automatically switch to him and I need to use the [ bracket to switch to him. Not only this, when I try to re-enter the vessel, it won't work because it says the vessel is full. When I then switch to the vessel, a perfect duplicate of the Kerbal is inside it and with whom I can leave the vessel as well, resulting in having 2 identical kerbals outside the vessel. But when I re-enter the vessel with one of them, he dissappears in the vessel as if he would have never been there. When I then use the remaining kerbal to enter the vessel, it tells me again that the vessel is full. Any ideas? When I delete TAC it works. I also deleted my customer greenskull spacesuits to see if that makes a change but it doesn't. Not sure what other mod could cause it or if it is a general issue. I have so many mods so it would take too long to test it out every other mod.Edit: by the way I use the latest version Pre-release #3 of v0.9 from TAC Edited July 21, 2014 by morph113 Link to comment Share on other sites More sharing options...
Liowen Posted July 21, 2014 Share Posted July 21, 2014 I have a strange major bug with TAC life support. It happens with 32 and 64 bit KSP. When I do an EVA, the kerbal leaves the vessel but it doesn't automatically switch to him and I need to use the [ bracket to switch to him. Not only this, when I try to re-enter the vessel, it won't work because it says the vessel is full. When I then switch to the vessel, a perfect duplicate of the Kerbal is inside it and with whom I can leave the vessel as well, resulting in having 2 identical kerbals outside the vessel. But when I re-enter the vessel with one of them, he dissappears in the vessel as if he would have never been there. When I then use the remaining kerbal to enter the vessel, it tells me again that the vessel is full. Any ideas? When I delete TAC it works. I also deleted my customer greenskull spacesuits to see if that makes a change but it doesn't. Not sure what other mod could cause it or if it is a general issue. I have so many mods so it would take too long to test it out every other mod.Edit: by the way I use the latest version Pre-release #3 of v0.9 from TACIf you have Universal Storage mod you need to update it, this should fix the error. Link to comment Share on other sites More sharing options...
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