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


TaranisElsu

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Well I'd never heard of it before, and my computer just shrugged and said "what the heck is this thing?" when I tried to open it, just had to make sure of what the heck it even was.

One more question, now that I have this working: I have a space station with more than enough power production capacity to meet life support requirements, but whenever I switch to another ship the life support readout shows it as running off of stored energy and not gaining anything. If that readout hits zero while I'm on another ship, will my Kerbals be okay? Is it only running on stored charge while I'm focused somewhere else, or are the solar panels still doing their job?

http://forum.kerbalspaceprogram.com/threads/40667-0-23-WIP-TAC-Life-Support-0-8-22Dec?p=899512&viewfull=1#post899512

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Hi there.

I'm trying to add TAC life support to my mod LH_Icarus (under updating). I encountered some issues.

1. Kerbals don't consume O². May be it's because I've got 6 kerbals in the command pod?

2. Is it possible to add a converter always activated. I don't want to click on a button to activate it at the launch.

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Hi there.

I'm trying to add TAC life support to my mod LH_Icarus (under updating). I encountered some issues.

1. Kerbals don't consume O². May be it's because I've got 6 kerbals in the command pod?

2. Is it possible to add a converter always activated. I don't want to click on a button to activate it at the launch.

it should auto add tac to any pod that is a command pod and carries crew i know it does on mine.

u dont want a converter alwways active cause u waste the wase products u could convert later when low on water and oxy. dont know why u would want the external converters always on anyway they use a ton of power and dont stay on if u switch ships anyway.

if its n ot adding tac to your command module here is the mm entry

@PART[Mark1Cockpit]

{

MODULE

{

name = LifeSupportModule

}

RESOURCE

{

name = Food

amount = 1

maxAmount = 1

}

RESOURCE

{

name = Water

amount = 1

maxAmount = 1

}

RESOURCE

{

name = Oxygen

amount = 1

maxAmount = 1

}

RESOURCE

{

name = CarbonDioxide

amount = 0

maxAmount = 1

}

RESOURCE

{

name = Waste

amount = 0

maxAmount = 1

}

RESOURCE

{

name = WasteWater

amount = 0

maxAmount = 1

}

}

Edited by sidfu
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ModuleManager didn't seem to auto-add TAC support to Pods. I added it manually to my commandPod but Kerbals still not consume oxygen. Other resources are consumed but not O².

Is someone else has the same issue?

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ModuleManager didn't seem to auto-add TAC support to Pods. I added it manually to my commandPod but Kerbals still not consume oxygen. Other resources are consumed but not O².

Is someone else has the same issue?

Are you testing on the lauchpad?

TACLS doesn't kick in until you take off.

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Are you testing on the lauchpad?

TACLS doesn't kick in until you take off.

I... guess it wouldn't take oxygen if you are in an atmosphere. I dunno, just a guess.

You're right. Kerbals aren't so stupid. On Kerbin, they just open the windows to breath, keeping O² for space^^.

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Your comment stemmed to suggest that I'm stupid but I'm not going to take offence.

I didn't see that because I don't go looking at all 82 pages on this tread

Not stupid, but one of these: trolling, lazy, or ignorant. There's no shame in that last one, ignorance, if you learn when you are given the opportunity. You've managed to master messing around with your profile page, why not take some time to learn how to use the actual forum?

If a thread is quite long and you want to find information, search it.

6yS6NpK.jpg

And if you're having problems with the number of pages in of the threads,

change it.

PaRhxFU.jpg

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Not stupid, but one of these: trolling, lazy, or ignorant.

He asked a simple question, if you don't want to answer those, then just keep scrolling. (On top of which, the advice you're giving is useless - the search function is borked, and changing the number of posts per page doesn't change the number of posts that must be read through.)

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He asked a simple question, if you don't want to answer those, then just keep scrolling. (On top of which, the advice you're giving is useless - the search function is borked, and changing the number of posts per page doesn't change the number of posts that must be read through.)

He asked a simple question, to which I gave him the answer and subsequently advice on how to find it himself. Perhaps brashly, but we're all adults here. You on the other hand, are helping nobody, if you don't like my help

then just keep scrolling.
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Maybe make it a debris? lol IDK Just an idea. Cause I actually haven't thought of that

You're right. Kerbals aren't so stupid. On Kerbin, they just open the windows to breath, keeping O² for space^^.

Ah, bingo, glad we found and solved that 'issue' :)

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I created a few add-ons for the Kethane Mod and one of which took away Kethanes ability to produce Oxidizer and added the resource Water which can then be converted so to fill out a normal fuel tank you'll need to mine two resources and convert them in to the two components. This not only reduced kethane as a wonder chemical that can be converted in to anything it also added a little complexity to the game. Since posting the link I've had a couple of people mention that the Water, although compatible with TAC LS, is at a different density and it got me thinking about creating a TAC LS version of the add-on.

I've never used TAC LS but want to get it going on my game at some point - what I would really love to do is to create a moonbase or spacestation which required lifesupport but was totally self-sustaining. I also want to be able to keep it realistic as possible in that there isn't a 100% conversion in resources from one to the other so you would always need to replenish stock from outside sources. In RL the ISS will always need resupplies for snacks and oxygen from Earth and I'm thinking the Kerbals will probably need a similar supply but they could mine Water from the moons and have hydroponics for food etc.

So I plan to go through this thread soon and get a feel for what TAC LS does and what parts have been added but I was wondering if anyone would be interested in my idea of linking it with the Kethane mod (if this has not already been done).

- Ability to harvest Water

- Water can be used by TAC LS for kerbals to drink

- Converter to convert Water in to Hydrogen & Oxygen

- Oxygen can be used by TAC LS for kerbals to breathe

- Converter in the form of a hydroponics to take sunlight, CO2 & Hydrogen and convert to O2 and Food (I'm thinking of perhaps an algae that can change Hydrogen & Carbon-Dioxide in to Hydro-Carbons perhaps?)

- None of the conversion are 100% - so you wont get 1 tank of Hydrogen and 2 tanks of Oxygen from 3 tanks of Water. Same with hydroponics so you'll always have to source nearby Water to replenish stock.

So you'll have a moon base with a couple of hydroponics connected to it with a load of tanks for waste water, water, o2, co2 etc and different converters for them.

Edited by psyper
adding url for the kethane addon
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psyper any resouce u add for mining/harvest will work with tac resouces long as they they same mass. even if they have same name if mass is off it can cause problems with the calculations tac does. i had tac stop workign when waas trying to get biofuel to work with it. most dont use biofuel is cause instead of chaging biofuel to work with tac u have to change tac to work with biofuel which is wrong way to do it.

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psyper any resouce u add for mining/harvest will work with tac resouces long as they they same mass. even if they have same name if mass is off it can cause problems with the calculations tac does. i had tac stop workign when waas trying to get biofuel to work with it. most dont use biofuel is cause instead of chaging biofuel to work with tac u have to change tac to work with biofuel which is wrong way to do it.

I can bring out an add on which will just amend the Water resource in TACLS using ModuleManager so that its picked up in the Kethane mod - all we need to do is add scanning and mining ability to the Water resource and nothing else needs to be touched.

The only reason why I have it currently set to a different mass is for selfish reason as I have a mining operation that moves Water and Kethane tanks around and I wanted to keep them the same mass so I don't have any balance issues but I can soon bring out a version which is compatible with TAC and throw in some more parts.

Does TACLS need to have water replenished though? If it does then this should be pretty easy to set up - if not then we may need to use ModuleManager to make it so that Water gets depleted when being used (loss in the cycle) then you can have to keep getting resupplies.

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So... why is module manager required for this mod???

Because it has to add Life Support to the command pods. The alternative is having to replace your original command pod files, which will break every time you update, and have threads full of people saying "can you add TAC support?" much as they do these days going on about RSS support.

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Nothing for waste to recycle in this mod, but you can use BioMass which will use waste and waste water in production of food and oxygen. For just dumping you can use TAC Fuel Balancer, which does have a dump option.

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Because it has to add Life Support to the command pods. The alternative is having to replace your original command pod files, which will break every time you update, and have threads full of people saying "can you add TAC support?" much as they do these days going on about RSS support.

The thing is that i dont have MM, but the stock parts work with the mod just fine w/o me changing the stock files at all. So... what is the difference? That's why I'm asking.

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MM is needed to be able to make pods/containers to be able to have TAC without even touching their configs, which is also easily editable (because they are made up of pure modules made for TAC) and easily deletable.

For example, you look at ThunderAerospace/TacLifeSupport, you will see StockPartChanges.cfg. These are the configs in which MM uses to hook up to TAC without replacing/changing the Squad Pods' config itself. Now if you want to uninstall TAC, it's deleted with the mod and not remaining in the config of the pods.

BUT if you don't want MM, you can directly put the module of TAC itself to the command pods.

Also, I will add that the containers don't need mm configs are they have the module in their configs.

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