TaranisElsu Posted August 6, 2014 Author Share Posted August 6, 2014 I think there may have been a link to 0.8.0.4 up accidentally. Check your rates. If there seems to be way too much oxygen, then you probably downloaded the wrong version.Did you download from Curse? It looks to me like it did not update the links properly, so I will try to upload a new version soon. Link to comment Share on other sites More sharing options...
Voidryder Posted August 6, 2014 Share Posted August 6, 2014 Hi All,NathanKell once suggested that I could do my civic duty to help Modders by posting when appropriate three basic instructions on how to get the Modders the info they need to solve your problems. (Well just the ones in KSP. You're on your own for all your others.)So here what to do before you just post "it isn't working".1. Give a good description of the problem. What happened and what you were doing when it happened.2. Reproduction steps. Try and duplicate it and then list what you did. 3. Post the *entire* output log from after having caused the problem and quit KSP, zipped and uploaded to (file sharing site like dropbox). NOTE: The output log is not the error log you see after a crash in your KSP folder where GameData lives, but can be found as follows:A) Windows: KSP_win\KSP_Data\output_log.txt OR KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.logC) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.logAnother helpful hint, sometimes the mod you think is causing the problem isn't. So I always test the mod on a clean install of KSP before I sound the alarm on a mod's page. (Yep, I wash and rinse my computer thoroughly before each and every debugging session. I have a very shiny machine. )Hope this helps everyone. Link to comment Share on other sites More sharing options...
nebuchadnezzar Posted August 7, 2014 Share Posted August 7, 2014 Please read https://github.com/taraniselsu/TacLifeSupport/wiki/Help along with https://github.com/taraniselsu/TacLifeSupport/wiki/Download#upgrading-from-previous-versions.Please read https://github.com/taraniselsu/TacLifeSupport/wiki/Help, especially up to and including step 5.I wasn't asking for help, just sharing a workaround. Link to comment Share on other sites More sharing options...
sp1989 Posted August 7, 2014 Share Posted August 7, 2014 Did you download from Curse? It looks to me like it did not update the links properly, so I will try to upload a new version soon.Curse takes 24 hours to update. Link to comment Share on other sites More sharing options...
PDelta41 Posted August 7, 2014 Share Posted August 7, 2014 (edited) Did you download from Curse? It looks to me like it did not update the links properly, so I will try to upload a new version soon.I did! I didn't discover my error until I saw that a lot of things were lacking life support, and that it was back to the 1 unit = 1 day rate. I downloaded the proper version from Github. Incidentally, is it possible that's why my construction helper (in the VAB & SPH) is displaying times based on the old rates? Or is the construction helper something else entirely?Edit: Everything else seems to be working more or less as appropriate, though unfocused vessels don't lose ElectricCharge at all, it seems (though that may be intentional, as I could see it causing issues, since they also don't charge from solar panels etc.). Edited August 7, 2014 by PDelta41 Link to comment Share on other sites More sharing options...
TaranisElsu Posted August 7, 2014 Author Share Posted August 7, 2014 (edited) Curse takes 24 hours to update.It has been 6 days. I made the mistake of marking it as a "Beta" release, and now it won't update to a normal "Release" release type. The "Download Now" button apparently skips Beta releases.I did! I didn't discover my error until I saw that a lot of things were lacking life support, and that it was back to the 1 unit = 1 day rate. I downloaded the proper version from Github. Incidentally, is it possible that's why my construction helper (in the VAB & SPH) is displaying times based on the old rates? Or is the construction helper something else entirely?Edit: Everything else seems to be working more or less as appropriate, though unfocused vessels don't lose ElectricCharge at all, it seems (though that may be intentional, as I could see it causing issues, since they also don't charge from solar panels etc.).The Curse download should have worked, but I messed up when I uploaded it. I will fix it.The "Build Aid" window in the VAB & SPH should be displaying the proper times, so something is still wrong. Delete the {KSP}/GameData/ThunderAerospace/TacLifeSupport/PluginData/TacLifeSupport/LifeSupport.cfg file and see if that fixes it. Otherwise, please upload a log file.I turned off Electric Charge consumption from unfocused vessels because the game does not have any generation when vessels are unfocused. Neither solar panels nor RTGs work then. This way, it avoids switching back to a vessel after many months or years and having it immediately run out of EC and everybody dies. Edited August 7, 2014 by TaranisElsu Link to comment Share on other sites More sharing options...
Hobodomis Posted August 7, 2014 Share Posted August 7, 2014 First off, I really enjoy your mod as it adds a realistic dynamic to space. The only question I have for you is have you considered using AVC (Addon Version Checker) version files? It helps us that don't check the forums as often as we probably should to see if updates have been released.There are only two files that you would need to do different. One in the master file and one in the latest release download file. If the end user has AVC installed and upon starting the game, the mod will check the .version file in the master file to local GameData .version file.An idea of the of what to use for the TacLifeSupport.version file:{ "NAME": "TacLifeSupport", "URL": "https://raw.githubusercontent.com/taraniselsu/TacLifeSupport/master/GameData/ThunderAerospace/TacLifeSupport.version", "DOWNLOAD": "https://github.com/taraniselsu/TacLifeSupport/releases/latest", "VERSION": { "MAJOR": 0, "MINOR": 8, "PATCH": 0 }, "KSP_VERSION": { "MAJOR": 0, "MINOR": 24, "PATCH": 2 }} Link to comment Share on other sites More sharing options...
PDelta41 Posted August 7, 2014 Share Posted August 7, 2014 Deleting the LifeSupport.cfg fixed it. Thanks! And I kinda figured it was something like that with electricity; I wouldn't want to lose Kerbals either!~Awesome mod, to be sure. Link to comment Share on other sites More sharing options...
TaranisElsu Posted August 7, 2014 Author Share Posted August 7, 2014 First off, I really enjoy your mod as it adds a realistic dynamic to space. The only question I have for you is have you considered using AVC (Addon Version Checker) version files? It helps us that don't check the forums as often as we probably should to see if updates have been released.There are only two files that you would need to do different. One in the master file and one in the latest release download file. If the end user has AVC installed and upon starting the game, the mod will check the .version file in the master file to local GameData .version file.An idea of the of what to use for the TacLifeSupport.version file:{ "NAME": "TacLifeSupport", "URL": "https://raw.githubusercontent.com/taraniselsu/TacLifeSupport/master/GameData/ThunderAerospace/TacLifeSupport.version", "DOWNLOAD": "https://github.com/taraniselsu/TacLifeSupport/releases/latest", "VERSION": { "MAJOR": 0, "MINOR": 8, "PATCH": 0 }, "KSP_VERSION": { "MAJOR": 0, "MINOR": 24, "PATCH": 2 }}Already working on it: http://ksp-avc.cybutek.net/ Link to comment Share on other sites More sharing options...
montyben101 Posted August 7, 2014 Share Posted August 7, 2014 Great mod and seems to be working well but just one thing: you can fill the waste containers with poop before launch XD?! Link to comment Share on other sites More sharing options...
toril Posted August 7, 2014 Share Posted August 7, 2014 (edited) tac 9#4 also not seeing any resources on pods. The resource containers are empty as well https://www.dropbox.com/s/n8ubn5opktbtaa8/output_log.txtthere is the log from ksp data if you need the other then i can upload it as welldownloaded from github not curse. deleted old directory before installing new one. Edited August 7, 2014 by toril Link to comment Share on other sites More sharing options...
MrWizerd Posted August 7, 2014 Share Posted August 7, 2014 For some reason my water resource is NOT tweakable, all other resources are accept Water and I don't know why... any thoughts? Link to comment Share on other sites More sharing options...
TaranisElsu Posted August 7, 2014 Author Share Posted August 7, 2014 (edited) tac 9#4 also not seeing any resources on pods. The resource containers are empty as well https://www.dropbox.com/s/n8ubn5opktbtaa8/output_log.txtthere is the log from ksp data if you need the other then i can upload it as welldownloaded from github not curse. deleted old directory before installing new one.In your log file, it looks like ModularFuelTanks has an issue:Non platform assembly: c:\games\KSP_winback\GameData\ModularFuelTanks\Plugins\modularFuelTanks.dll (this message is harmless)AssemblyLoader: Exception loading 'modularFuelTanks': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'RealFuels.ModuleFuelTanks' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'RealFuels.ModuleFuelTanks+FuelTank' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'RealFuels.ModuleFuelTanks+FuelTankList' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'RealFuels.MFSSettings+TankDefinition' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'RealFuels.MFSSettings+TankDefinitionList' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'FuelInfo' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<UpdateTankType>c__AnonStorey0' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<UpdateUsedBy>c__AnonStorey1' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'.(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[ModuleManager] compiling list of loaded mods...Mod DLLs found: Assembly-CSharp v1.0.0.0 ModuleManager v2.2.0.0 aaa_Toolbar v1.0.0.0 ActiveTextureManagement v1.0.0.0 CactEye v1.0.0.0 CET_FSanimateGeneric v1.0.0.0 Chatterer v0.5.9.2 CrossFeedEnabler v1.0.0.0 DavonRestrictedResourceSupplyModule v1.0.0.0 DMagic v0.8.2.0 CityLights v1.0.0.0 Clouds v1.0.0.0 Geometry v1.0.0.0 OverlayMgr v1.0.0.0 Terrain v1.0.0.0 Firespitter v7.0.5320.35444 MechJeb2 v2.3.0.0 RasterPropMonitor v0.17.0.0 MechJebRPM v0.17.0.0 KAS v1.0.5325.39758 KerbalEngineer v1.0.3.0 LitJson v0.7.0.0 NearFutureElectrical v1.0.0.0 NearFuturePropulsion v1.0.0.0 NearFutureSolar v1.0.0.0 OpenResourceSystem_1_1_0 v1.1.0.0 KSPAPIExtensions v1.6.3.0 ProceduralFairings v0.0.0.0 RealChute v1.2.5321.29610 JsonFx v2.0.1209.2800 ModStatistics v1.0.5311.28247 SCANsat v1.0.6.0 TacLifeSupport v0.9.0.0 TreeLoader v1.1.3.0 KerbalAlarmClock v2.7.2.0 Scale v1.33.0.0 Scale_Redist v1.0.0.0 Karbonite v1.0.0.0 KolonyTools v0.16.0.0 USITools v1.0.0.0 Lifeboat v0.1.2.0 AdvancedAnimator v1.0.5205.2310Non-DLL mods added: ModularFuelTanks SpaceplanePlusMods by directory (subdirs of GameData): 000_Toolbar BoulderCo DavonSupplyMod DMagic Orbital Science EnvironmentalVisualEnhancements JSI KSPX NASAmission NearFuture OpenResourceSystem Squad TextureReplacer ThunderAerospace TriggerTech TweakScale UmbraSpaceIndustries US_Core US_KASModularFuelTanks should be listed in the first section, "Mod DLLs found", with a version number but it is listed in the second section instead, "Non-DLL mods added".What version are you using? The latest is v5.1.1. Try updating to that.Also, it looks like there are newer versions of both Tweak Scale and Procedural Fairings. Update those also.http://forum.kerbalspaceprogram.com/threads/64117-0-24-2-Modular-Fuel-Tanks-v5-1-1http://forum.kerbalspaceprogram.com/threads/80234-24-2-TweakScale-Rescale-Everything!-%28v1-37-2014-08-05-13-35-UTC%29http://forum.kerbalspaceprogram.com/threads/39512-0-24-2-Procedural-Fairings-3-09-procedural-costs-Win64-decoupler-fix-%28August-3%29Thank you for providing a problem description along with the full log file. It really helps when trying to track down the issue. Especially since this had nothing to do with my mod.For some reason my water resource is NOT tweakable, all other resources are accept Water and I don't know why... any thoughts?It sounds like there is another mod providing a definition for the Water resource. Look for a file with something like this in it:RESOURCE_DEFINITION{ name = Water density = 0.0010000000 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0.0001}Or search your log file for something like this:Config(RESOURCE_DEFINITION) <whatever mod path>/Water Edited August 7, 2014 by TaranisElsu Link to comment Share on other sites More sharing options...
toril Posted August 7, 2014 Share Posted August 7, 2014 thank you for the help. usually I can find this stuff but that one had me. works fine now Link to comment Share on other sites More sharing options...
TaranisElsu Posted August 8, 2014 Author Share Posted August 8, 2014 thank you for the help. usually I can find this stuff but that one had me. works fine nowYou are welcome. Have fun Link to comment Share on other sites More sharing options...
TaranisElsu Posted August 8, 2014 Author Share Posted August 8, 2014 Anyone mind if I package MiniAVC (Add-on Version Checker) with my mod?From cybutek, MiniAVC's developer:DEVELOPERSIf you wish your add-on to have KSP-AVC support even if the player does not have the KSP-AVC Plugin installed, you may use MiniAVC. Just bundle the .dll in with your mod and version files. Because of the bundled nature, the player will be given the option to allow update checking on the first run. If the player does disable update checking, it will continue to run in local mode assessing game version compatibility. MiniAVC will always run from the most up-to-date version which has been bundled with any of the installed add-ons. If a player has KSP-AVC Plugin installed, MiniAVC will automatically be disabled to allow the KSP-AVC Plugin to run.For more information read the online readme file.Get MiniAVC Here!The source code and project is part of the same repository on GitHub as KSP-AVC Plugin.Licensed under GNU General Public License v3AdditionallyThis software searches through just the KSP installation directory and subfolders.This software gets remote information depending on what is set in a .version file.This software has the ability to open up a browser window to what is set in a .version file.All remote destinations set in .version files are up to the respective add-on developers and I hold no responsibility for how these features are used.Learn more about the KSP-AVC Add-on Version Checker Plugin.Note that it is opt-in. It asks you whether you want to allow update checks before it ever makes an outside connection. It also does not send anything to the external server. It is just making a GET request to download the latest .version file that I posted on cybutek's website.You might recognize cybutek as the creator of the Kerbal Engineer, another popular and highly recommended mod. Link to comment Share on other sites More sharing options...
larkvi Posted August 8, 2014 Share Posted August 8, 2014 I personally don't mind, and trust you on this one. I suppose a mod author could always make a web call without us knowing, so if someone intended to be malicious about it, they wouldn't need this, and versioning support would be nice. Link to comment Share on other sites More sharing options...
Voidryder Posted August 8, 2014 Share Posted August 8, 2014 No problem from where I sit. More real time info to me about my mods' versions simplifies my life. Link to comment Share on other sites More sharing options...
drtedastro Posted August 8, 2014 Share Posted August 8, 2014 With it being opt-in and the way you have told us about it... Sure, no problem... Link to comment Share on other sites More sharing options...
Ippo Posted August 8, 2014 Share Posted August 8, 2014 I'm ok with it, but as I said to cybutek... tread lightly. You know this isn't the best of times to bundle something with your mod.I really like the idea (in fact I am running the full AVC), just consider if it's worth the risk. Link to comment Share on other sites More sharing options...
WololoW Posted August 8, 2014 Share Posted August 8, 2014 In your log file, it looks like ModularFuelTanks has an issue:Non platform assembly: c:\games\KSP_winback\GameData\ModularFuelTanks\Plugins\modularFuelTanks.dll (this message is harmless)AssemblyLoader: Exception loading 'modularFuelTanks': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'RealFuels.ModuleFuelTanks' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'RealFuels.ModuleFuelTanks+FuelTank' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'RealFuels.ModuleFuelTanks+FuelTankList' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'RealFuels.MFSSettings+TankDefinition' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'RealFuels.MFSSettings+TankDefinitionList' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'FuelInfo' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<UpdateTankType>c__AnonStorey0' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<UpdateUsedBy>c__AnonStorey1' from assembly 'modularFuelTanks, Version=5.1.0.0, Culture=neutral, PublicKeyToken=null'.(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[ModuleManager] compiling list of loaded mods...Mod DLLs found: Assembly-CSharp v1.0.0.0 ModuleManager v2.2.0.0 aaa_Toolbar v1.0.0.0 ActiveTextureManagement v1.0.0.0 CactEye v1.0.0.0 CET_FSanimateGeneric v1.0.0.0 Chatterer v0.5.9.2 CrossFeedEnabler v1.0.0.0 DavonRestrictedResourceSupplyModule v1.0.0.0 DMagic v0.8.2.0 CityLights v1.0.0.0 Clouds v1.0.0.0 Geometry v1.0.0.0 OverlayMgr v1.0.0.0 Terrain v1.0.0.0 Firespitter v7.0.5320.35444 MechJeb2 v2.3.0.0 RasterPropMonitor v0.17.0.0 MechJebRPM v0.17.0.0 KAS v1.0.5325.39758 KerbalEngineer v1.0.3.0 LitJson v0.7.0.0 NearFutureElectrical v1.0.0.0 NearFuturePropulsion v1.0.0.0 NearFutureSolar v1.0.0.0 OpenResourceSystem_1_1_0 v1.1.0.0 KSPAPIExtensions v1.6.3.0 ProceduralFairings v0.0.0.0 RealChute v1.2.5321.29610 JsonFx v2.0.1209.2800 ModStatistics v1.0.5311.28247 SCANsat v1.0.6.0 TacLifeSupport v0.9.0.0 TreeLoader v1.1.3.0 KerbalAlarmClock v2.7.2.0 Scale v1.33.0.0 Scale_Redist v1.0.0.0 Karbonite v1.0.0.0 KolonyTools v0.16.0.0 USITools v1.0.0.0 Lifeboat v0.1.2.0 AdvancedAnimator v1.0.5205.2310Non-DLL mods added: ModularFuelTanks SpaceplanePlusMods by directory (subdirs of GameData): 000_Toolbar BoulderCo DavonSupplyMod DMagic Orbital Science EnvironmentalVisualEnhancements JSI KSPX NASAmission NearFuture OpenResourceSystem Squad TextureReplacer ThunderAerospace TriggerTech TweakScale UmbraSpaceIndustries US_Core US_KASModularFuelTanks should be listed in the first section, "Mod DLLs found", with a version number but it is listed in the second section instead, "Non-DLL mods added".What version are you using? The latest is v5.1.1. Try updating to that.Also, it looks like there are newer versions of both Tweak Scale and Procedural Fairings. Update those also.http://forum.kerbalspaceprogram.com/threads/64117-0-24-2-Modular-Fuel-Tanks-v5-1-1http://forum.kerbalspaceprogram.com/threads/80234-24-2-TweakScale-Rescale-Everything!-%28v1-37-2014-08-05-13-35-UTC%29http://forum.kerbalspaceprogram.com/threads/39512-0-24-2-Procedural-Fairings-3-09-procedural-costs-Win64-decoupler-fix-%28August-3%29Thank you for providing a problem description along with the full log file. It really helps when trying to track down the issue. Especially since this had nothing to do with my mod.It sounds like there is another mod providing a definition for the Water resource. Look for a file with something like this in it:RESOURCE_DEFINITION{ name = Water density = 0.0010000000 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0.0001}Or search your log file for something like this:Config(RESOURCE_DEFINITION) <whatever mod path>/WaterI just have to say, that was a really cool post to read. You are quite the modder Taranis, my hat is off to you good sir. Link to comment Share on other sites More sharing options...
TaranisElsu Posted August 9, 2014 Author Share Posted August 9, 2014 Since it leads to a common mistake when installing my mods, I would like to gather your opinions and see if there are strong feelings one way or the other. Please answer this quick straw poll:In your opinion, should I group all of my mods under the ThunderAerospace directory or not?http://strawpoll.me/2298616 Link to comment Share on other sites More sharing options...
Gaugeforever Posted August 9, 2014 Share Posted August 9, 2014 (edited) So I havn't updated this in awhile, granted, but it appears with .24 update that 1 oxygen is the starting command pod is equivalent to 4 minutes. In comparison to 1 water which is 2 days, and 1 food which is 4 days, this seems to be odd to me. This a bug in my installation or did values for oxygen go WAY up?EDIT: Nvm, I guess this was related to loading a pod created before I updated. Using a new starting pod it has .71 food, 1.35 water, and 228.2 oxygen. All of which lasts about 3 days even. Is this correct? Edited August 9, 2014 by Gaugeforever Link to comment Share on other sites More sharing options...
undercoveryankee Posted August 9, 2014 Share Posted August 9, 2014 So I havn't updated this in awhile, granted, but it appears with .24 update that 1 oxygen is the starting command pod is equivalent to 4 minutes. In comparison to 1 water which is 2 days, and 1 food which is 4 days, this seems to be odd to me. This a bug in my installation or did values for oxygen go WAY up?EDIT: Nvm, I guess this was related to loading a pod created before I updated. Using a new starting pod it has .71 food, 1.35 water, and 228.2 oxygen. All of which lasts about 3 days even. Is this correct?That sounds correct. 0.8 and below used 1 unit of resource = 24 Kerbal-hours. 0.9 changed the resource densities and rates based on 1 unit=1 liter at STP. Link to comment Share on other sites More sharing options...
riles Posted August 9, 2014 Share Posted August 9, 2014 Any time I load up a ship i am told that my resources are depleted despite having a large life support can or not. Link to comment Share on other sites More sharing options...
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