Gazper Posted July 27, 2015 Share Posted July 27, 2015 Great Mod!This made KSP more interesting for me, I had a station orbiting Kerbin for a Kerbin year and I had to deliver food to them and retrieve the waste product (just recycled CO2 and Waste H2O). Some say Realism is not funny but this made KSP more interesting, believeme!The Greenhouse will be a good Idea it can use Power, H2O, CO2 and Waste(organics) to produce Food (because food production is more resource demanding), The drawback could be a module that is a little big or it uses too much H2O or something that make you think twice before adding to your station or small Hidrophonic modules that does not produce much food and still needs tons of H2O and Power to run (not much CO2 and Waste).Also, the only thing that bugged me is the techtree which I feel is not correct. you could split some to Space exploration and advance space exploration, but, is your mod so... anyway thanks for this beauty!. Link to comment Share on other sites More sharing options...
damerell Posted July 28, 2015 Share Posted July 28, 2015 This made KSP more interesting for me, I had a station orbiting Kerbin for a Kerbin year and I had to deliver food to them and retrieve the waste product (just recycled CO2 and Waste H2O). Some say Realism is not funny but this made KSP more interesting, believeme!It may not be the time to find it out, but you don't need to retrieve waste. If it overflows it's just harmlessly discharged into space. Link to comment Share on other sites More sharing options...
Gazper Posted July 28, 2015 Share Posted July 28, 2015 (edited) It may not be the time to find it out, but you don't need to retrieve waste. If it overflows it's just harmlessly discharged into space.I know the waste is thrown out of a hatch, but what can I say, we don't like to leave waste floating arround our planet, do we? Edited July 28, 2015 by Gazper Link to comment Share on other sites More sharing options...
almagnus1 Posted August 6, 2015 Share Posted August 6, 2015 Have you given any thought into collecting the life support hex cans and discs into a single hex can or disc of a size class, then using the texture change functionality to switch between the various components?I'm thinking of functionality like RoverDude did with the freight containers in FTT, and this would help clear up a lot of the clutter that TAC-LS makes of the parts menus by reducing the hex cans and discs down to just one for life support and another for waste for each size class, rather than the 20-30 different components that are currently present, as TAC-LS tends to spam the early game Utilities parts screen with a lot of stuff. Link to comment Share on other sites More sharing options...
damerell Posted August 6, 2015 Share Posted August 6, 2015 Have you given any thought into collecting the life support hex cans and discs into a single hex can or disc of a size class, then using the texture change functionality to switch between the various components?If you install Modular Fuel Tanks along TACLS it used to (maybe still does) add MFT hexcans and discs and hide all the normal ones. Link to comment Share on other sites More sharing options...
Qigon Posted August 9, 2015 Share Posted August 9, 2015 Is it possible to dump excess water/oxygen when all containers are full? I'm using MKS to produce food /water/oxygen with a single converter, and once any of these run out of space it stops producing the other 2. As far as I understand this is the guideline for what is supposed to happen whenever a converter produces more than 1 resource on that MOD. It's really a bummer since I'm full of water really quick when mining, while food drops to negative in a glimpse. Is it possible to get the same behavior here as waste/waste water/CO2? I'd love to hear that I can do that by changing some config file? Or is that done in .cs? Link to comment Share on other sites More sharing options...
Mecripp Posted August 9, 2015 Share Posted August 9, 2015 Is it possible to dump excess water/oxygen when all containers are full? I'm using MKS to produce food /water/oxygen with a single converter, and once any of these run out of space it stops producing the other 2. As far as I understand this is the guideline for what is supposed to happen whenever a converter produces more than 1 resource on that MOD. It's really a bummer since I'm full of water really quick when mining, while food drops to negative in a glimpse. Is it possible to get the same behavior here as waste/waste water/CO2? I'd love to hear that I can do that by changing some config file? Or is that done in .cs?If you using the stock ModuleResourceConverter you might see example MODULE { name = ModuleResourceConverter ConverterName = Lf+Ox StartActionName = Start ISRU [Lf+Ox] StopActionName = Stop ISRU [Lf+Ox] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.45 [COLOR="#FF0000"]DumpExcess = false[/COLOR] <------------------- could add a line like this but make it ( true ) FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.55 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } Link to comment Share on other sites More sharing options...
Cassin Posted August 11, 2015 Share Posted August 11, 2015 Hello there,I'm trying to build an orbital station, in sandbox at the moment for testing prupose, and it seems tant Water Purifier (large) et Carbon Extractor (large too) are not working ?!I pop-up my station in orbit with HyperEdit and time warp it for a time. Water goes down first an oxygen is at ~1/3. Waste Water and Carbon tanks are full at this time. I turn on the Carbon Extractor and the Water Purifier... but nothing. The water and oxygen continue to go down, waste water and carbon dioxyde don't move. I have enough electricity (8k EC !), and convertors are placed just side by side with the tanks (Purifier next to water tank, Extractor next to oxygen tank).Did I make a mistake somewhere ? Is there anything else to activtate ? Or am I experiencing a bug ? (version up-to-date !)Thanks in advance Link to comment Share on other sites More sharing options...
almagnus1 Posted August 11, 2015 Share Posted August 11, 2015 If you install Modular Fuel Tanks along TACLS it used to (maybe still does) add MFT hexcans and discs and hide all the normal ones.That's functionality that should come native with TAC LS.I'll take a deeper look at what my mods are, and see if I can't figure a way to hack that into TAC-LS, as my parts tree would love that. Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 13, 2015 Share Posted August 13, 2015 Just thought I'd leave this here since I based it off TAC: Planning Missions Using Life Support (With Mission Architect from KSPTOT) Link to comment Share on other sites More sharing options...
Kobymaru Posted August 14, 2015 Share Posted August 14, 2015 Hello, TaranisElsu. Is it possible to reduce the Log output of TAC-LS? My output_log.txt is full with{ name = TacLifeSupport scene = 5, 6, 7, 8 SavedGameSettings { IsNewSave = False Enabled = True HibernateInsteadOfKill = False RespawnDelay = 9203545 CrewMemberInfo { name = Lukin Kerman lastUpdate = 34399152.7655947 lastFood = 34399152.7655947 lastWater = 34399152.7655947 vesselName = Mun Station 1 vesselId = b9145c9a-b076-41b8-856b-81eec4c416b7 hibernating = False } CrewMemberInfo { name = Rocia Kerman lastUpdate = 34399152.7655947 lastFood = 34399152.7655947 lastWater = 34399152.7655947 vesselName = Mun Station 1 vesselId = b9145c9a-b076-41b8-856b-81eec4c416b7 hibernating = False } CrewMemberInfo { name = Sonbald Kerman lastUpdate = 34542583.0599327 lastFood = 34542583.0599327 lastWater = 34542583.0599327 vesselName = Minmus Station 1 vesselId = 7584a138-f511-4789-a16f-683c03667fae hibernating = False } CrewMemberInfo { name = Edemy Kerman lastUpdate = 34399152.7655947 lastFood = 34399152.7655947 lastWater = 34399152.7655947 vesselName = Mun Station 1 vesselId = b9145c9a-b076-41b8-856b-81eec4c416b7 hibernating = False } CrewMemberInfo { name = Debcia Kerman lastUpdate = 34542583.0599327 lastFood = 34542583.0599327 lastWater = 34542583.0599327 vesselName = Minmus Station 1 vesselId = 7584a138-f511-4789-a16f-683c03667fae hibernating = False } CrewMemberInfo { name = Gwenie Kerman lastUpdate = 30536035.7875429 lastFood = 30536035.7875429 lastWater = 30536035.7875429 vesselName = KSS Base vesselId = 7ff47e82-4f52-487d-8f78-218e71d88c5b hibernating = False } CrewMemberInfo { name = Dirie Kerman lastUpdate = 30536035.7875429 lastFood = 30536035.7875429 lastWater = 30536035.7875429 vesselName = KSS Base vesselId = 7ff47e82-4f52-487d-8f78-218e71d88c5b hibernating = False } CrewMemberInfo { name = Bob Kerman lastUpdate = 34583616.0293083 lastFood = 34583616.0293083 lastWater = 34583616.0293083 vesselName = Duna Ship vesselId = 81dbadba-4114-488a-97e9-508dd4bffd49 hibernating = False } CrewMemberInfo { name = Bill Kerman lastUpdate = 34583616.0293083 lastFood = 34583616.0293083 lastWater = 34583616.0293083 vesselName = Duna Ship vesselId = 81dbadba-4114-488a-97e9-508dd4bffd49 hibernating = False } CrewMemberInfo { name = Kennand Kerman lastUpdate = 34583616.0293083 lastFood = 34583616.0293083 lastWater = 34583616.0293083 vesselName = Duna Ship vesselId = 81dbadba-4114-488a-97e9-508dd4bffd49 hibernating = False } CrewMemberInfo { name = Mally Kerman lastUpdate = 34583616.0293083 lastFood = 34583616.0293083 lastWater = 34583616.0293083 vesselName = Duna Ship vesselId = 81dbadba-4114-488a-97e9-508dd4bffd49 hibernating = False } CrewMemberInfo { name = Gilmal Kerman lastUpdate = 34542583.0599327 lastFood = 34542583.0599327 lastWater = 34542583.0599327 vesselName = Minmus Station 1 vesselId = 7584a138-f511-4789-a16f-683c03667fae hibernating = False } VesselInfo { vesselName = Mun Station 1 vesselType = Station numCrew = 3 numOccupiedParts = 2 lastUpdate = 34399152.7655947 lastFood = 34399152.7655947 lastWater = 34399152.7655947 lastOxygen = 34399152.7655947 lastElectricity = 34399152.7655947 remainingFood = 2326.39736230854 remainingWater = 600.730213887399 remainingOxygen = 143738.362172275 remainingElectricity = 19670.3199999928 remainingCO2 = 3680.62269892718 remainingWaste = 2.8 remainingWasteWater = 0 maxFood = 3831.976 maxWater = 869.8 maxOxygen = 151072.704 maxElectricity = 19670.3199999928 estimatedElectricityConsumptionRate = 0.085000000000001 hibernating = False Guid = b9145c9a-b076-41b8-856b-81eec4c416b7 } VesselInfo { vesselName = Minmus Miner vesselType = Base numCrew = 0 numOccupiedParts = 0 lastUpdate = 28604414.245574 lastFood = 28604414.245574 lastWater = 28604414.245574 lastOxygen = 28604414.245574 lastElectricity = 28604414.245574 remainingFood = 105.025990174669 remainingWater = 60.8886565625991 remainingOxygen = 11177.7276664621 remainingElectricity = 2859.40191329725 remainingCO2 = 191.826 remainingWaste = 0.2 remainingWasteWater = 1.848 maxFood = 108.194 maxWater = 81.45 maxOxygen = 14330.076 maxElectricity = 2860 estimatedElectricityConsumptionRate = 0 hibernating = False Guid = fb3c1300-6c5b-4f74-b907-87e9e4d47290 } VesselInfo { vesselName = Dontrey's Craft vesselType = Debris numCrew = 0 numOccupiedParts = 0 lastUpdate = 34443384.3455953 lastFood = 34443384.3455953 lastWater = 34443384.3455953 lastOxygen = 34443170.4583477 lastElectricity = 34443170.4583477 remainingFood = 0 remainingWater = 0 remainingOxygen = 0 remainingElectricity = 0 remainingCO2 = 0 remainingWaste = 0 remainingWasteWater = 0 maxFood = 1.097 maxWater = 0.725 maxOxygen = 111.038 maxElectricity = 450 estimatedElectricityConsumptionRate = 0 hibernating = False Guid = f06c7a03-6395-4cea-a49d-ee33c60a1832 } VesselInfo { vesselName = Sonbald's Derelict vesselType = Ship numCrew = 0 numOccupiedParts = 0 lastUpdate = 10311943.7510898 lastFood = 10311943.7510898 lastWater = 10311943.7510898 lastOxygen = 10311941.1910899 lastElectricity = 10311941.1910899 remainingFood = 0 remainingWater = 0 remainingOxygen = 0 remainingElectricity = 0 remainingCO2 = 0 remainingWaste = 0 remainingWasteWater = 0 maxFood = 1.097 maxWater = 0.725 maxOxygen = 111.038 maxElectricity = 450 estimatedElectricityConsumptionRate = 0 hibernating = False Guid = 73b308c8-d3d9-416a-b042-c320690e1be7 } VesselInfo { vesselName = Edemy's Debris vesselType = Debris numCrew = 0 numOccupiedParts = 0 lastUpdate = 34554917.7263212 lastFood = 34554917.7263212 lastWater = 34554917.7263212 lastOxygen = 34554546.5334129 lastElectricity = 34554546.5334129 remainingFood = 0 remainingWater = 0 remainingOxygen = 0 remainingElectricity = 0 remainingCO2 = 0 remainingWaste = 0 remainingWasteWater = 0 maxFood = 0 maxWater = 0 maxOxygen = 0 maxElectricity = 0 estimatedElectricityConsumptionRate = 0 hibernating = False Guid = 47fbdc22-ab26-412f-b110-faa1dcd4af0f } VesselInfo { vesselName = KSS Base vesselType = Station numCrew = 2 numOccupiedParts = 2 lastUpdate = 30536035.7875429 lastFood = 30536035.7875429 lastWater = 30536035.7875429 lastOxygen = 30536035.7875429 lastElectricity = 30536035.7875429 remainingFood = 2041.15514424014 remainingWater = 375.473710531331 remainingOxygen = 49549.126018013 remainingElectricity = 2270.88701505041 remainingCO2 = 3291.8466871466 remainingWaste = 1 remainingWasteWater = 14.7358533237296 maxFood = 2573.058 maxWater = 377.85 maxOxygen = 59180.932 maxElectricity = 11375.359999992 estimatedElectricityConsumptionRate = 0.070833333333334 hibernating = False Guid = 7ff47e82-4f52-487d-8f78-218e71d88c5b } VesselInfo { vesselName = Minmus Station 1 vesselType = Station numCrew = 3 numOccupiedParts = 3 lastUpdate = 34542583.0599327 lastFood = 34542583.0599327 lastWater = 34542583.0599327 lastOxygen = 34542583.0599327 lastElectricity = 34542583.0599327 remainingFood = 541.455902416799 remainingWater = 654.370764943927 remainingOxygen = 116716.299959784 remainingElectricity = 2696.68578686281 remainingCO2 = 92.8122254686657 remainingWaste = 0.3 remainingWasteWater = 0.911687430763878 maxFood = 1328.491 maxWater = 786.175 maxOxygen = 122301.514 maxElectricity = 5565.35999999195 estimatedElectricityConsumptionRate = 0.106250000000001 hibernating = False Guid = 7584a138-f511-4789-a16f-683c03667fae } VesselInfo { vesselName = Duna Ship vesselType = Ship numCrew = 4 numOccupiedParts = 3 lastUpdate = 34583616.0293083 lastFood = 34583616.0293083 lastWater = 34583616.0293083 lastOxygen = 34583616.0293083 lastElectricity = 34583616.0293083 remainingFood = 1661.32411670775 remainingWater = 53.6042706060883 remainingOxygen = 5161.63665731469 remainingElectricity = 8739.37372612204 remainingCO2 = 36985.6272278459 remainingWaste = 0 remainingWasteWater = 134.148834140661 maxFood = 2322.297 maxWater = 131.45 maxOxygen = 29879.838 maxElectricity = 9760.19999999553 estimatedElectricityConsumptionRate = 0.120416666666668 hibernating = False Guid = 81dbadba-4114-488a-97e9-508dd4bffd49 } VesselInfo { vesselName = Traedith's Hulk vesselType = Ship numCrew = 0 numOccupiedParts = 0 lastUpdate = 30752549.6629825 lastFood = 30752549.6629825 lastWater = 30752549.6629825 lastOxygen = 30752445.5239537 lastElectricity = 30752445.5239537 remainingFood = 0 remainingWater = 0 remainingOxygen = 0 remainingElectricity = 0 remainingCO2 = 0 remainingWaste = 0 remainingWasteWater = 0 maxFood = 2.194 maxWater = 1.45 maxOxygen = 222.076 maxElectricity = 450 estimatedElectricityConsumptionRate = 0 hibernating = False Guid = ef36cac1-1844-4537-bcbb-5b61836882e2 } VesselInfo { vesselName = Tralian's Wreckage vesselType = Ship numCrew = 0 numOccupiedParts = 0 lastUpdate = 31061316.3636425 lastFood = 31061316.3636425 lastWater = 31061316.3636425 lastOxygen = 31061305.3436427 lastElectricity = 31061305.3436427 remainingFood = 0 remainingWater = 0 remainingOxygen = 0 remainingElectricity = 0 remainingCO2 = 0 remainingWaste = 0 remainingWasteWater = 0 maxFood = 2.194 maxWater = 1.45 maxOxygen = 222.076 maxElectricity = 500 estimatedElectricityConsumptionRate = 0 hibernating = False Guid = 298a2e5d-8a63-4ad3-9772-4c30151c94f0 } }}root{ GlobalSettings { MaxDeltaTime = 86400 ElectricityMaxDeltaTime = 1 FoodResource = Food WaterResource = Water OxygenResource = Oxygen CarbonDioxideResource = CarbonDioxide WasteResource = Waste WasteWaterResource = WasteWater FoodConsumptionRate = 1.6927083333E-05 WaterConsumptionRate = 1.1188078704E-05 OxygenConsumptionRate = 0.001713537562385 ElectricityConsumptionRate = 0.014166666666667 BaseElectricityConsumptionRate = 0.02125 EvaElectricityConsumptionRate = 0.00425 CO2ProductionRate = 0.00148012889876 WasteProductionRate = 1.539351852E-06 WasteWaterProductionRate = 1.4247685185E-05 EvaDefaultResourceAmount = 21600 MaxTimeWithoutFood = 1296000 MaxTimeWithoutWater = 1E+169 MaxTimeWithoutOxygen = 7200 MaxTimeWithoutElectricity = 7200 } TACLifeSupportSettings { visible = False x = 634 y = 260 width = 371 height = 264 } LifeSupportBuildAid { visible = False x = 264 y = 121 width = 394 height = 241 } LifeSupportMonitoring { visible = False x = 310 y = 192 width = 300 height = 300 } LifeSupportCrewRoster { visible = False x = 680 y = 425 width = 320 height = 200 }}Tac.TacLifeSupport[FFBF7AFC][3891.40]: OnSave: SCENARIOIs this output really necessary? Would you consider removing it?BTW, this is GitHub Issue #79. Link to comment Share on other sites More sharing options...
dawixx Posted August 18, 2015 Share Posted August 18, 2015 That's functionality that should come native with TAC LS.I'll take a deeper look at what my mods are, and see if I can't figure a way to hack that into TAC-LS, as my parts tree would love that.Similar thing happens with RealFuels. All of those discs and whatnot are replaced with one disc/hexcan etc per size(or either per type, can't remember) and you're left with few highly customisable parts instead of a cluster.... it is without RealFuels Link to comment Share on other sites More sharing options...
munseeker Posted August 21, 2015 Share Posted August 21, 2015 TaranisElsu: Are you planning to update TAC LS before 1.1 comes out or will the next version of TAC LS come out when you've made whatever fixes are necessary to make it work with 1.1?Thanks! Link to comment Share on other sites More sharing options...
Farix Posted August 23, 2015 Share Posted August 23, 2015 Have you given any thought into collecting the life support hex cans and discs into a single hex can or disc of a size class, then using the texture change functionality to switch between the various components?I'm thinking of functionality like RoverDude did with the freight containers in FTT, and this would help clear up a lot of the clutter that TAC-LS makes of the parts menus by reducing the hex cans and discs down to just one for life support and another for waste for each size class, rather than the 20-30 different components that are currently present, as TAC-LS tends to spam the early game Utilities parts screen with a lot of stuff.http://forum.kerbalspaceprogram.com/threads/40667?p=1519118http://forum.kerbalspaceprogram.com/threads/40667?p=2001257Pick whichever one you prefer. Link to comment Share on other sites More sharing options...
SmarterThanMe Posted August 24, 2015 Share Posted August 24, 2015 Can I suggest that, somewhere in the first post or FAQ or somewhere else we have a couple of dot points on the per kerbal per hour (or per second?) consumption of various resources? It's just a simple thing that would help out with planning immensely. Link to comment Share on other sites More sharing options...
Crixomix Posted August 29, 2015 Share Posted August 29, 2015 Hey guys. So all the TAC life support stuff goes into the "Utility" tab and really clutters it up. However, some mod that I've added (not sure which one) created a "Life Support" tab with a picture of 3 leaves on it. Why aren't my TAC parts in there??And then the real question, how do I change the .cfg files so that my tac parts ARE in there. I tried changing the category from "Utility" to "Life Support" and my game never loads. So I think I have the reference name of the category wrong. Anyone know how I can find out the reference name? Link to comment Share on other sites More sharing options...
rasta013 Posted August 29, 2015 Share Posted August 29, 2015 Hey guys. So all the TAC life support stuff goes into the "Utility" tab and really clutters it up. However, some mod that I've added (not sure which one) created a "Life Support" tab with a picture of 3 leaves on it. Why aren't my TAC parts in there??And then the real question, how do I change the .cfg files so that my tac parts ARE in there. I tried changing the category from "Utility" to "Life Support" and my game never loads. So I think I have the reference name of the category wrong. Anyone know how I can find out the reference name?This is normally done by creating a category cfg using MODCAT. Mods that use it have a folder called Category inside their structure and a file called Category.cfg. Here's how you would create your own file/category. It would follow the format of:MODCAT{ folderName = ThunderAerospace normalPath = ThunderAerospace/UnselectedIcon selectedPath = ThunderAerospace/SelectedIcon title = Life Support <---- If you keep whatever you have installed with this category created for it you'd have to make this different}I don't know if you could insert TAC LS into the Life Support category you already have. You could try it by identifying what is creating it and then copy the cfg over to a Category folder you create within the TAC LS directory structure and replace the folderName with ThunderAerospace - I do not know if this will work or not. Hope this helps at least some! Link to comment Share on other sites More sharing options...
Gryphon Posted August 29, 2015 Share Posted August 29, 2015 And then the real question, how do I change the .cfg files so that my tac parts ARE in there. I tried changing the category from "Utility" to "Life Support" and my game never loads. So I think I have the reference name of the category wrong. Anyone know how I can find out the reference name?You need to look at the config for one of the parts that does appear in the custom part category, and probably use a MM patch to override the default setting. Link to comment Share on other sites More sharing options...
Shaman Posted September 2, 2015 Share Posted September 2, 2015 The mod that adds the "Life Support" tab is Kerbal Planetary Base Systems which I also like. Unfortunately I don't think there is a way for us to put other parts from say TACLS in there. See this post in his forum.http://forum.kerbalspaceprogram.com/threads/127413-WIP-1-0-4-Kerbal-Planetary-Base-Systems-v0-2-2-Update-25-8-2015?p=2166186&viewfull=1#post2166186 Link to comment Share on other sites More sharing options...
Kiro Posted September 2, 2015 Share Posted September 2, 2015 (edited) I encountered an annoying bug and I'm having some difficulty tracking down the cause. I have TAC lifesupport 0.11.1.20 installed as well as a number of other mods (including Tweakscale and Modular Fuel Tanks).I am also running the TACLS Declutter by Somnambulis which helps a lot and still keeps the right texture for each tank. All the HEX cans work perfectly, however, the inline containers have the following bug. When I choose the container in the VAB and I place it on a craft somewhere it looks fine and its size is the standard 1.250m, however, as soon as I right-click on it to access the menu it becomes a .625m part and has only two other rescale options .300m and .100m. Is this a tweakscale issue or MFT or a combo of them not liking the Declutterer? Edited September 2, 2015 by Kiro Link to comment Share on other sites More sharing options...
complynx Posted September 3, 2015 Share Posted September 3, 2015 Hi everyone!I'm fascinated about this mod but recent investigations come out with the question:Is there a reason to not make launch clumps a "resource generator" for TACLS like they are for electricity?While waiting for a transfer window on a ground it is quite useful. Link to comment Share on other sites More sharing options...
minepagan Posted September 4, 2015 Share Posted September 4, 2015 Hi everyone!I'm fascinated about this mod but recent investigations come out with the question:Is there a reason to not make launch clumps a "resource generator" for TACLS like they are for electricity?While waiting for a transfer window on a ground it is quite useful.ummm......ships consume no TAC resources in a pre-launch state. (I.E. before any staging) Link to comment Share on other sites More sharing options...
Coga19000 Posted September 8, 2015 Share Posted September 8, 2015 Is this still workng, or no? Link to comment Share on other sites More sharing options...
Gryphon Posted September 8, 2015 Share Posted September 8, 2015 Is this still workng, or no? Link to comment Share on other sites More sharing options...
GorillaZilla Posted September 8, 2015 Share Posted September 8, 2015 Absolutely top notch mod matey :-) Adds so much more depth to missions and makes rescue missions tense rather than "I'll rescue them when I can be bothered to", Can't play without it now... Link to comment Share on other sites More sharing options...
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