VinceBongiovi Posted December 10, 2014 Share Posted December 10, 2014 (edited) I have a problem, the cans don't show up in the tab only the recyling units Edited December 11, 2014 by VinceBongiovi Link to comment Share on other sites More sharing options...
Ford6 Posted December 11, 2014 Share Posted December 11, 2014 I'm trying to use a module manager file to change the amount of resources on a ship. I know the script is running as the carbon and water filters are getting added . . . but the amounts of resources aren't changing. Heres the file I made. @PART[iSS_FGB]:NEEDS[TacLifeSupport]:Final { // remove MFT Support !MODULE[ModuleFuelTanks] {} // Standard TAC-LS Carbon Extractor using the Bosch process MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 8.16 inputResources = CarbonDioxide, 0.001703210064733, ElectricCharge, 0.039783051310155 outputResources = Oxygen, 0.001713537562385, false, Waste, 0.000001209166498, true } // Standard TAC-LS Water Purifier MODULE { name = TacGenericConverter converterName = Water Purifier conversionRate = 8.16 inputResources = WasteWater, 0.000014247685185, ElectricCharge, 0.007123842592593 outputResources = Water, 0.000012822916667, false, Waste, 0.000001994675926, true } // Install New Lifesupports %RESOURCE[Food] { %amount = 467 %maxAmount = 467 } %RESOURCE[Water] { %amount = 308 %maxAmount = 308 } %RESOURCE[Oxygen] { %amount = 47283 %maxAmount = 47283 } %RESOURCE[Waste] { %amount = 0 %maxAmount = 42 } %RESOURCE[WasteWater] { %amount = 0 %maxAmount = 393 } %RESOURCE[CarbonDioxide] { %amount = 0 %maxAmount = 40843 } } Any Ideas? Link to comment Share on other sites More sharing options...
Olympic1 Posted December 11, 2014 Share Posted December 11, 2014 I'm trying to use a module manager file to change the amount of resources on a ship. I know the script is running as the carbon and water filters are getting added . . . but the amounts of resources aren't changing. Heres the file I made. @PART[iSS_FGB]:NEEDS[TacLifeSupport]:Final { // remove MFT Support !MODULE[ModuleFuelTanks] {} // Standard TAC-LS Carbon Extractor using the Bosch process MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 8.16 inputResources = CarbonDioxide, 0.001703210064733, ElectricCharge, 0.039783051310155 outputResources = Oxygen, 0.001713537562385, false, Waste, 0.000001209166498, true } // Standard TAC-LS Water Purifier MODULE { name = TacGenericConverter converterName = Water Purifier conversionRate = 8.16 inputResources = WasteWater, 0.000014247685185, ElectricCharge, 0.007123842592593 outputResources = Water, 0.000012822916667, false, Waste, 0.000001994675926, true } // Install New Lifesupports %RESOURCE[Food] { %amount = 467 %maxAmount = 467 } %RESOURCE[Water] { %amount = 308 %maxAmount = 308 } %RESOURCE[Oxygen] { %amount = 47283 %maxAmount = 47283 } %RESOURCE[Waste] { %amount = 0 %maxAmount = 42 } %RESOURCE[WasteWater] { %amount = 0 %maxAmount = 393 } %RESOURCE[CarbonDioxide] { %amount = 0 %maxAmount = 40843 } } Any Ideas?Try to change your % into a @, see if that works Link to comment Share on other sites More sharing options...
Climberfx Posted December 11, 2014 Share Posted December 11, 2014 (edited) So for some reason none of the stock or B9 command pods have life support or water, food, e.t.cI've tried going into the files my self and adding them but that ends up deleting the part from the game, doing nothing or rendering the pod useless.Any ideas on how to fix it?Having the same here, was working until today.Basically not changed here, but still no resources.Already try restore to an early saved game data folder, from today first hour, and nothing to work...Lost all Life Support (TAC) from all, stock, B9, Alcor, etc command pods and never had the B9 s2 crew (2 and 6 meters) LS on then.This happens after i put 2.5.3, and when it happens, i try delete the cache, and try revert to 2.5.1 that i use ok all time, but now, still isn't life support at all.What is happening?EDIT: I Remove MFT (Modular Fuel Tanks) and it get to work again. This is in conflict with it. Need an attention here.EDIT2: Solved. Redownloaded the TAC LS, and used the MFT folder with the correct configs to solve this. MFT is on again, and all working. Edited December 11, 2014 by Climberfx Link to comment Share on other sites More sharing options...
Ford6 Posted December 12, 2014 Share Posted December 12, 2014 (edited) Is there a way to keep TACLS from overwriting the resource variables in a craft file? the automated script for adding resources for the # of crew is overwriting the values I've entered in my space stations craft files, and MM mod file.Ive tried removeing the add_resources.cfg's, but it's still occurring. Removed the .dll and it stopped. so the dll is ignoring the cfg's and overwriting the resources. Edited December 12, 2014 by Ford6 Link to comment Share on other sites More sharing options...
a__gun Posted December 12, 2014 Share Posted December 12, 2014 Recently discovered a combination of MFT and TAC-LS leads to odd behavior in B9 cockpits. Pretty sure its a conflict between the B9 MM patches and the TAC-LS ones, but I really can't figure out how it is supposed to be (Not quite got my head around MFT configs yet).Any help would be much appreciated Link to comment Share on other sites More sharing options...
Climberfx Posted December 12, 2014 Share Posted December 12, 2014 Recently discovered a combination of MFT and TAC-LS leads to odd behavior in B9 cockpits. Pretty sure its a conflict between the B9 MM patches and the TAC-LS ones, but I really can't figure out how it is supposed to be (Not quite got my head around MFT configs yet).Any help would be much appreciated Having sort of a bug here with B9 cockpits too, after i put the MFT cfg from TAC LS.I can't access the contextual menu on Editor. It's lagging the FPS when you click to show the menu, but don't show anything. Link to comment Share on other sites More sharing options...
a__gun Posted December 12, 2014 Share Posted December 12, 2014 Yea i think that's the same - it doesn't let you right click the part unless you save/load the craft or fly/revert. When you do you will see that there's two tank GUI buttons and the whole thing goes wonky because there's two modules fighting for control. If you look at the cfg file as the game see's it (Via alt-f12 in game) you'll see the two MFT modules. Link to comment Share on other sites More sharing options...
sidfu Posted December 12, 2014 Share Posted December 12, 2014 (edited) ok fixed the issue with b9 cockpits. go into the B9_Aerospace-MFT-RF.cfg and remove the cockpits in that .cfg and they work fine again. u can still put the other .cfg for tacls in there withotu any problem. Edited December 12, 2014 by sidfu Link to comment Share on other sites More sharing options...
GunTuga Posted December 16, 2014 Share Posted December 16, 2014 Is it working with 0.90 mate? Link to comment Share on other sites More sharing options...
TaranisElsu Posted December 16, 2014 Author Share Posted December 16, 2014 Has issues in the new version, including the Build Aid window not showing up at all. I uploaded a quick fix. Use at your own risk. No guarantees. I will upload a new version after I have had a chance to fully test it. Link to comment Share on other sites More sharing options...
Glorious Dear Leader Posted December 16, 2014 Share Posted December 16, 2014 Big sigh of relief that you are updating it. Link to comment Share on other sites More sharing options...
chaoservices Posted December 16, 2014 Share Posted December 16, 2014 Hey, can't wait till you iron out for .9! Yours is a make or break mod for me and ksp.Curious why you don't distribute through kerbalstuff. Link to comment Share on other sites More sharing options...
riandaniar Posted December 16, 2014 Share Posted December 16, 2014 Having a small issue with the 0.25 version. Now, I've grabbed the log from my modded version yet I am unable to get my hands on a stock 0.25 due to the recent 0.90.0 update. The issue describes itself as following. The parts and resources are available yet the settings menu is not present in the SpaceCenter screen. The button for the toolbar is also unavailable and when actually outfitting a ship with said parts, the resources do not get consumed at all. Am I missing some sort of trigger due to the mod combo and can the config be forced in manually? I've used TAC in the past, also in other variants of 0.25 though I've never experienced this type of issue before. https://www.dropbox.com/s/51uczxp0qk9vcby/Ksp0.25.txt?dl=0 Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted December 16, 2014 Share Posted December 16, 2014 While you're making changes for 0.90, have you considered adding a patch for the Community Tech Tree? I imagine that some of your parts will fit better under nodes like "Recycling", "Hydroponics", or "Short-Term Habitation" than they do when all sitting under "Electronics". I'm happy to put together a patch with my ideas of what fits where, but the idea behind CTT is that mod authors can use patches to put parts into the nodes they think fit the best. Link to comment Share on other sites More sharing options...
TaranisElsu Posted December 16, 2014 Author Share Posted December 16, 2014 Just a few quick replies. More coming later.While you're making changes for 0.90, have you considered adding a patch for the Community Tech Tree? I imagine that some of your parts will fit better under nodes like "Recycling", "Hydroponics", or "Short-Term Habitation" than they do when all sitting under "Electronics". I'm happy to put together a patch with my ideas of what fits where, but the idea behind CTT is that mod authors can use patches to put parts into the nodes they think fit the best.You are welcome to make one. I have too much on my plate right now, so it will be a while if you wait for me to do it.Having a small issue with the 0.25 version. Now, I've grabbed the log from my modded version yet I am unable to get my hands on a stock 0.25 due to the recent 0.90.0 update. The issue describes itself as following. The parts and resources are available yet the settings menu is not present in the SpaceCenter screen. The button for the toolbar is also unavailable and when actually outfitting a ship with said parts, the resources do not get consumed at all. Am I missing some sort of trigger due to the mod combo and can the config be forced in manually? I've used TAC in the past, also in other variants of 0.25 though I've never experienced this type of issue before. https://www.dropbox.com/s/51uczxp0qk9vcby/Ksp0.25.txt?dl=0Thank you for the log file. I notice that you have Tarsier Space Technologies installed. Do you have the latest version? It was causing some problems for other mods (including mine), similar to what you described.Hey, can't wait till you iron out for .9! Yours is a make or break mod for me and ksp.Curious why you don't distribute through kerbalstuff.Because when Kerbal Spaceport was shut down, Kerbal Stuff was not very big or well established. And I am hesitant to upload my mod to yet another place and add to my long checklist of things that I have to do when releasing a new version.Big sigh of relief that you are updating it.Of course I am . I just have a lot going on so updates will be slow. Link to comment Share on other sites More sharing options...
riandaniar Posted December 17, 2014 Share Posted December 17, 2014 Just a few quick replies. More coming later.Thank you for the log file. I notice that you have Tarsier Space Technologies installed. Do you have the latest version? It was causing some problems for other mods (including mine), similar to what you described.That is probably it, considering that there isn't a 0.25 variant for Tarsier. I am ashamed for having let this slip by me in the first place. Thanks for pointing it out, will try it asap, see if it's fixed and report back for posterity. Link to comment Share on other sites More sharing options...
Cdr_Zeta Posted December 17, 2014 Share Posted December 17, 2014 Hello,I practically depend on this MOD to play KSP.Keep up the good work and thank you ! I am tryin it now in Beta ... just to see if it will load.Cmdr Zeta Link to comment Share on other sites More sharing options...
lextacy Posted December 18, 2014 Share Posted December 18, 2014 will this mod kick in when ive already built a space station? Or am I going to have to re-build the entire thing? Link to comment Share on other sites More sharing options...
tmikesecrist3 Posted December 18, 2014 Share Posted December 18, 2014 you might be better off starting a new save, as you didnt build your station with lifesupport in mind Link to comment Share on other sites More sharing options...
Jarin Posted December 18, 2014 Share Posted December 18, 2014 You can get away with immediately launching a life-support module to your space station without kerbals dying, as long as you don't take more than a few hours to rendezvous and dock. Link to comment Share on other sites More sharing options...
Sp33d3h Posted December 18, 2014 Share Posted December 18, 2014 Doesn't TAC-LS have an option to disable life support for a save? You could do that, launch a life support module, dock it, then enable life support again. Link to comment Share on other sites More sharing options...
lextacy Posted December 18, 2014 Share Posted December 18, 2014 You can get away with immediately launching a life-support module to your space station without kerbals dying, as long as you don't take more than a few hours to rendezvous and dock.okay thanks, your response made my download and try it out. It works! Do you know what can I do with the waste water/CO2 ? I read it doesn't affect Kerbals ,but there was someway to recycle it. Im not sure how I can recycle this stuff. Is this a hands-off kind of thing? Link to comment Share on other sites More sharing options...
Gryphon Posted December 18, 2014 Share Posted December 18, 2014 (edited) Do you know what can I do with the waste water/CO2 ? I read it doesn't affect Kerbals ,but there was someway to recycle it. Im not sure how I can recycle this stuff. Is this a hands-off kind of thing?You may process CO2 with the TACLS Carbon Extractor and TACLS Sabatier Recycler. I prefer to use the Universal Storage Sabatier Reactor, though.For Waste, "A greenhouse part that allows growing Food is planned, but is not included yet." However, there are third-party parts to allow this sort of thing. YMMV. I prefer to return all Waste to KSC. Edited December 18, 2014 by Gryphon What To Do With Waste Link to comment Share on other sites More sharing options...
Ziff Posted December 18, 2014 Share Posted December 18, 2014 okay thanks, your response made my download and try it out. It works! Do you know what can I do with the waste water/CO2 ? I read it doesn't affect Kerbals ,but there was someway to recycle it. Im not sure how I can recycle this stuff. Is this a hands-off kind of thing?There is a CO2 scrubber in the parts that converts CO2 back into oxygen. It's called a Carbon Extractor. There is also a Water Purifier in the parts as well that returns fresh water. Link to comment Share on other sites More sharing options...
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