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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]


TaranisElsu

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do you have any other mods that add resources called "Food", "Water", or "Oxygen"? If so, that is the cause of your lag.

Duplicate resources only issue a warning, and would not cause lag. Otherwise MKS would be crushed by it ;) yeah, logs will answer this one.

- - - Updated - - -

I am having an issue, i have TAC life support installed, along with MKS/OKS on KSP 1.02, and the kerbals do not use food/water/oxygen, and the MKS/OKS parts do not have food/water/oxygen in them.

Should take this one to the mks thread as it would not be a tac-ls issue.

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The log has more than 85MB.

There are thousands of this lines:

[LOG 21:17:52.890] AY.AYController[FFF8825C][399.22]: Wrong BTSM library version - disabled.

Thats probably your issue. BTSM (better than starting Manned) has not been updated to 1.0, it would not be compatible yet. Remove the BTSM mod and try again.

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Ok, but the problem is: i haven´t installed BTSM and there are no folders or files with BTSM in the name in the GameData-Folder.

...

[LOG 22:02:54.243] Tac.LifeSupportModule[FFF8401A][66.75]: OnStart: Editor

[LOG 22:02:54.292] Tac.LifeSupportModule[FFF83FCA][66.75]: OnStart: Editor

[LOG 22:02:54.528] InsterstellarFuelSwitch OnStart loaded persistant selectedTankSetup = -1

[LOG 22:02:54.529] InsterstellarFuelSwitch OnStart started inside editor

[LOG 22:02:54.530] InsterstellarFuelSwitch assignResourcesToPart setupTankInPart = 0

[LOG 22:02:54.531] InsterstellarFuelSwitch assignResourcesToPart existing resource found

[LOG 22:02:54.531] InsterstellarFuelSwitch assignResourcesToPart existingResource = 135

[LOG 22:02:54.532] InsterstellarFuelSwitch assignResourcesToPart existing resource found

[LOG 22:02:54.532] InsterstellarFuelSwitch assignResourcesToPart existingResource = 0

[LOG 22:02:54.532] InsterstellarFuelSwitch setupTankInPart removing resource: LiquidFuel

[LOG 22:02:54.533] InsterstellarFuelSwitch setupTankInPart removing resource: Oxidizer

[LOG 22:02:54.533] InsterstellarFuelSwitch setupTankInPart adding new resources: LiquidFuel;Oxidizer;

[LOG 22:02:54.534] InsterstellarFuelSwitch: UpdateWeight to 0.29 + 0 * 1

[LOG 22:02:54.535] InsterstellarFuelSwitch assignResourcesToPart - no UI to refresh

[LOG 22:02:54.613] InsterstellarFuelSwitch OnStart loaded persistant selectedTankSetup = -1

[LOG 22:02:54.614] InsterstellarFuelSwitch OnStart started inside editor

[LOG 22:02:54.614] InsterstellarFuelSwitch assignResourcesToPart setupTankInPart = 0

[LOG 22:02:54.614] InsterstellarFuelSwitch assignResourcesToPart existing resource found

[LOG 22:02:54.615] InsterstellarFuelSwitch assignResourcesToPart existingResource = 6480

[LOG 22:02:54.615] InsterstellarFuelSwitch assignResourcesToPart existing resource found

[LOG 22:02:54.616] InsterstellarFuelSwitch assignResourcesToPart existingResource = 7920

[LOG 22:02:54.616] InsterstellarFuelSwitch setupTankInPart removing resource: LiquidFuel

[LOG 22:02:54.616] InsterstellarFuelSwitch setupTankInPart removing resource: Oxidizer

[LOG 22:02:54.617] InsterstellarFuelSwitch setupTankInPart adding new resources: LiquidFuel;Oxidizer;

[LOG 22:02:54.618] InsterstellarFuelSwitch: UpdateWeight to 9 + 0 * 1

[LOG 22:02:54.618] InsterstellarFuelSwitch assignResourcesToPart - no UI to refresh

[LOG 22:02:54.640] InsterstellarFuelSwitch OnStart loaded persistant selectedTankSetup = -1

[LOG 22:02:54.640] InsterstellarFuelSwitch OnStart started inside editor

[LOG 22:02:54.641] InsterstellarFuelSwitch assignResourcesToPart setupTankInPart = 0

[LOG 22:02:54.641] InsterstellarFuelSwitch assignResourcesToPart existing resource found

[LOG 22:02:54.641] InsterstellarFuelSwitch assignResourcesToPart existingResource = 6480

[LOG 22:02:54.642] InsterstellarFuelSwitch assignResourcesToPart existing resource found

[LOG 22:02:54.642] InsterstellarFuelSwitch assignResourcesToPart existingResource = 7920

[LOG 22:02:54.643] InsterstellarFuelSwitch setupTankInPart removing resource: LiquidFuel

[LOG 22:02:54.643] InsterstellarFuelSwitch setupTankInPart removing resource: Oxidizer

[LOG 22:02:54.643] InsterstellarFuelSwitch setupTankInPart adding new resources: LiquidFuel;Oxidizer;

[LOG 22:02:54.644] InsterstellarFuelSwitch: UpdateWeight to 9 + 0 * 1

[LOG 22:02:54.644] InsterstellarFuelSwitch assignResourcesToPart - no UI to refresh

[LOG 22:02:54.656] InsterstellarFuelSwitch OnStart loaded persistant selectedTankSetup = -1

[LOG 22:02:54.656] InsterstellarFuelSwitch OnStart started inside editor

[LOG 22:02:54.656] InsterstellarFuelSwitch assignResourcesToPart setupTankInPart = 0

[LOG 22:02:54.657] InsterstellarFuelSwitch assignResourcesToPart existing resource found

[LOG 22:02:54.657] InsterstellarFuelSwitch assignResourcesToPart existingResource = 3240

[LOG 22:02:54.657] InsterstellarFuelSwitch assignResourcesToPart existing resource found

[LOG 22:02:54.658] InsterstellarFuelSwitch assignResourcesToPart existingResource = 3960

[LOG 22:02:54.658] InsterstellarFuelSwitch setupTankInPart removing resource: LiquidFuel

[LOG 22:02:54.659] InsterstellarFuelSwitch setupTankInPart removing resource: Oxidizer

[LOG 22:02:54.659] InsterstellarFuelSwitch setupTankInPart adding new resources: LiquidFuel;Oxidizer;

[LOG 22:02:54.660] InsterstellarFuelSwitch: UpdateWeight to 4.5 + 0 * 1

[LOG 22:02:54.660] InsterstellarFuelSwitch assignResourcesToPart - no UI to refresh

[WRN 22:02:54.712] [FlagDecal Warning!]: Flag quad object is given as FlagTransform, but no object found in model with that name

[WRN 22:02:54.715] [FlagDecal Warning!]: Flag quad object is given as FlagTransform, but no object found in model with that name

[WRN 22:02:54.718] [FlagDecal Warning!]: Flag quad object is given as FlagTransform, but no object found in model with that name

[WRN 22:02:54.720] [FlagDecal Warning!]: Flag quad object is given as FlagTransform, but no object found in model with that name

[WRN 22:02:54.724] [FlagDecal Warning!]: Flag quad object is given as FlagTransform, but has no renderer attached

[LOG 22:02:54.774] AY.AYController[FFF8BEC2][66.76]: Wrong SCANsat library version - disabled.

[LOG 22:02:54.774] AY.AYController[FFF8BEC2][66.76]: Wrong BTSM library version - disabled.

...

Edited by Cheesecake
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Running TACLS with no problems, but there seems to be a feature change. Apparently, the LS containers don't also have slots for corresponding waste? Only pods / habitable modules do. Is this a feature, or a bug?

Awesome mod, though! Wouldn't use any other LS mod out there.

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Running TACLS with no problems, but there seems to be a feature change. Apparently, the LS containers don't also have slots for corresponding waste? Only pods / habitable modules do. Is this a feature, or a bug?

Awesome mod, though! Wouldn't use any other LS mod out there.

Unless you are planning on recycling the waste, there is not need to worry about it. But if it is from an RP experience, then incorporate the waste container into your designs.

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Hey guys I'm here to suggest yet another yet life-support mod. This is not to bash on existing life-support mods, as TACLS provides a pretty good base for the realists and alternatives such as USI-LS and IFLS do a pretty good job already.

Instead I'm aiming on a more modular and open mod, sort of to provide base (or API) for resource consumption and tracking.

Main objectives:

  • To provide a modular configuration on what kerbals consume and produce, which resources and how many.
  • To provide a base for resource tracking in non-active vessels, including probes, miners, power generation and consumption.
  • Configurable as to what happens when vessels do run out of resource. eg: kerbals starving or probes shutting off.

I'm posting here, so I can find anyone interested, and also I think TACLS is good project to fork from, since it does a pretty good job at tracking LS already.

However I know jack on mods programming, though I'm well in the arts of logic.

So anyone who is interested and capable please let me know, in private message, so we don't cause a turmoil over here.

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Hey guys I'm here to suggest yet another yet life-support mod. This is not to bash on existing life-support mods, as TACLS provides a pretty good base for the realists and alternatives such as USI-LS and IFLS do a pretty good job already.

Instead I'm aiming on a more modular and open mod, sort of to provide base (or API) for resource consumption and tracking.

Main objectives:

  • To provide a modular configuration on what kerbals consume and produce, which resources and how many.
  • To provide a base for resource tracking in non-active vessels, including probes, miners, power generation and consumption.
  • Configurable as to what happens when vessels do run out of resource. eg: kerbals starving or probes shutting off.

I'm posting here, so I can find anyone interested, and also I think TACLS is good project to fork from, since it does a pretty good job at tracking LS already.

However I know jack on mods programming, though I'm well in the arts of logic.

So anyone who is interested and capable please let me know, in private message, so we don't cause a turmoil over here.

Instead of forking, I do accept pull requests. But you might want to wait a little bit because I've been working on a complete rewrite that will improve/fix several of the long standing issues.

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Instead of forking, I do accept pull requests. But you might want to wait a little bit because I've been working on a complete rewrite that will improve/fix several of the long standing issues.

I'm very very sorry, but just what is a pull request?

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Instead of forking, I do accept pull requests. But you might want to wait a little bit because I've been working on a complete rewrite that will improve/fix several of the long standing issues.

I was hoping for that XD

But did you like my idea though?

I'm very very sorry, but just what is a pull request?

XD same here too, I do know what it is basically(and correct me if I'm wrong):

You pull an copy of the whole project, make alterations, and then ask to be merged into the main thing.

Still I know jack of mod programming, I'll have to look into github. Cheers!

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Instead of forking, I do accept pull requests. But you might want to wait a little bit because I've been working on a complete rewrite that will improve/fix several of the long standing issues.

Please keep the multiplier in your converters, it makes everything so much easier to understand/edit for custom life support settings!

While you are at it, could you please adjust your plugin behaviour, so that the settings file can be changed by module manager (thus your plugin runs after can MM change the settings file).

Eg with BackgroundProcessing, there is (will be again once it is updated) no need to have such low energy requirements. A custom module manager patch could detect BackgroundProcessing and change the value in the settings file (as well as battery capacity and so on), eg for a more "relealistic" gameplay in that regard! Would be great for the Realism Overhaul as well!

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I'm very very sorry, but just what is a pull request?

See https://help.github.com/articles/using-pull-requests/

Bascially, it is a way for someone to make changes and send them to me, and if I like the changes, I can fold them into the project.

But did you like my idea though?

I've thought about making things more generic and have made an effort in that direction but it is more difficult than you might think since each resource works in a different way (or will at some point :)). I feel that it might not be worth the effort.

Please keep the multiplier in your converters, it makes everything so much easier to understand/edit for custom life support settings!

The things I am working on won't really change the user experience much, it's mainly back end stuff. And I won't be changing resource consumption rates or masses, except maybe the mass of converter parts as it looks like they are all a bit too heavy.

While you are at it, could you please adjust your plugin behaviour, so that the settings file can be changed by module manager (thus your plugin runs after can MM change the settings file).

That is planned. Working on it.

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The things I am working on won't really change the user experience much, it's mainly back end stuff. And I won't be changing resource consumption rates or masses, except maybe the mass of converter parts as it looks like they are all a bit too heavy.

I liked the conversion factors as a modder/customizer.

For example if I wanted to increase resource consumption in the settings file across the board by a factor of 2, I could just use such an MM statement to adjust the converters as well:


@MODULE[TacGenericConverter]
{
@conversionRate *= 2
}

It is amazing for customization! Much better than the stock converters, where you had to specify everything separately!

For the mass of the converter parts, this is what I suggest based on my experience with the SETI-BalanceMod:

1.25m converters with conversion rate 3.06 (for 3 kerbals), mass set to 0.48.

2.5m converters with converstion rate 9.18 (9 kerbals as before), mass set to 1.44.

This way, they are modular! And closer to real life counterparts in terms of mass. Also they would be benefitial to small stations/missions as well, just like in real life.

Then the converters from Universal storage could be 0.16 mass with conversion rate 1.02, completing the modular system!

That is planned. Working on it.

Thank you very much!

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I've thought about making things more generic and have made an effort in that direction but it is more difficult than you might think since each resource works in a different way (or will at some point :)). I feel that it might not be worth the effort.

What do you mean by each resource works a different way?

Is there a dev thread, or is it okay for me to dump my brain in here?

Also, as Yemo mentioned, is there a background processor managing not active vessels in stock? Can someone clarify? (I haven't really played with stock resources yet)

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It is amazing for customization! Much better than the stock converters, where you had to specify everything separately!

I did that because it was easier for me to figure out the ratio of resources once, then adjust the overall rate as desired.

1.25m converters with conversion rate 3.06 (for 3 kerbals), mass set to 0.48.

2.5m converters with converstion rate 9.18 (9 kerbals as before), mass set to 1.44.

This way, they are modular! And closer to real life counterparts in terms of mass. Also they would be benefitial to small stations/missions as well, just like in real life.

My plan was for the converters to mainly be useful for long term stations/bases and longer trips, so until that point it would be better/easier to just grab whatever supplies are needed. Also, I want to encourage sending 6+ Kerbals when doing missions outside the Kerbin system. A single Kerbal should get way too lonely being away from everyone for the 2.5+ years that a round trip to Duna would take ;.;.

What do you mean by each resource works a different way?

Is there a dev thread, or is it okay for me to dump my brain in here?

There is not a dev thread. I've thought about creating one, but right now, it is mostly just ideas in my head.

Also, as Yemo mentioned, is there a background processor managing not active vessels in stock? Can someone clarify? (I haven't really played with stock resources yet)

No, there is mod called Background Processing.

The stock game does the same as this mod currently does: when a vessel is loaded, it calculates what would have happened since the last time the vessel was loaded and consumes/produces the appropriate resources, making it seem like it was running the entire time.

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My plan was for the converters to mainly be useful for long term stations/bases and longer trips, so until that point it would be better/easier to just grab whatever supplies are needed. Also, I want to encourage sending 6+ Kerbals when doing missions outside the Kerbin system. A single Kerbal should get way too lonely being away from everyone for the 2.5+ years that a round trip to Duna would take ;.;.

Ah, I see, I rather thought about 3kerbal crews to Duna, based on the Mars500 experiment and other studies.

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