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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod


asmi

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There has to be an option of another mod beside TAC that doesn't do food and water, like this life support mod. I don't really want to worry about food and water, just O2 and CO2. Why have every mod doing the same thing, when there can be varieties of different style of game play.

Do I see Food/Water/Waste management coming? :D

If so, may I suggest adding zzz's greenhouse into equation?

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There has to be an option of another mod beside TAC that doesn't do food and water, like this life support mod. I don't really want to worry about food and water, just O2 and CO2. Why have every mod doing the same thing, when there can be varieties of different style of game play.

I wouldn't worry about that, considering asmi's current approach to customization.

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There has to be an option of another mod beside TAC that doesn't do food and water, like this life support mod. I don't really want to worry about food and water, just O2 and CO2. Why have every mod doing the same thing, when there can be varieties of different style of game play.

realism is the point is it not? people eat/drink as well as breath and food/water do have mass....

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Could we have additional config files for various mod pods? AIES, NovaPunch, Kosmos, etc. could really benefit from an MM config, especially that life support is enabled by default, meaning the're pretty much unusable with it installed.

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You use this code if you're using MM 1.5. It will cover any mods, but you will need to delete the StockPod.cfg that comes with download. I didn't make this code to work in tandem with that one.

I'm sure the Dev in future will adopt MM 1.5 coding. There are some mods that haven't moved over to 1.5 yet.



/////// Life Support to all parts that don't already have it ///////


@PART[*]:HAS[#CrewCapacity[1]]:Final
{
MODULE
{
name = LifeSupportModule
}


RESOURCE
{
name = Oxygen
amount = 400
maxAmount = 400
}

RESOURCE
{
name = CO2
amount = 0
maxAmount = 400
}

RESOURCE
{
name = O2 Candle
amount = 1
maxAmount = 1
}

MODULE
{
name = TankPriorityModule
Priority = 10
}
}

@PART[*]:HAS[#CrewCapacity[2]]:Final
{
MODULE
{
name = LifeSupportModule
}


RESOURCE
{
name = Oxygen
amount = 800
maxAmount = 800
}

RESOURCE
{
name = CO2
amount = 0
maxAmount = 800
}

RESOURCE
{
name = O2 Candle
amount = 2
maxAmount = 2
}

MODULE
{
name = TankPriorityModule
Priority = 10
}
}

@PART[*]:HAS[#CrewCapacity[3]]:Final
{
MODULE
{
name = LifeSupportModule
}


RESOURCE
{
name = Oxygen
amount = 1200
maxAmount = 1200
}

RESOURCE
{
name = CO2
amount = 0
maxAmount = 1200
}

RESOURCE
{
name = O2 Candle
amount = 3
maxAmount = 3
}

MODULE
{
name = TankPriorityModule
Priority = 10
}
}

@PART[*]:HAS[#CrewCapacity[4]]:Final
{
MODULE
{
name = LifeSupportModule
}


RESOURCE
{
name = Oxygen
amount = 1600
maxAmount = 1600
}

RESOURCE
{
name = CO2
amount = 0
maxAmount = 1600
}

RESOURCE
{
name = O2 Candle
amount = 4
maxAmount = 4
}

MODULE
{
name = TankPriorityModule
Priority = 10
}
}

I also use this code to add EVA propellant to other pods that aren't stock:


/////// Adds propellant to Pods that don't already have any ///////


@PART[*]:HAS[!RESOURCE[MonoPropellant],#category[Pods],#CrewCapacity[1]]
{
RESOURCE
{
name = MonoPropellant
amount = 10
maxAmount = 10
}
}

@PART[*]:HAS[!RESOURCE[MonoPropellant],#category[Pods],#CrewCapacity[2]]
{
RESOURCE
{
name = MonoPropellant
amount = 20
maxAmount = 20
}
}

@PART[*]:HAS[!RESOURCE[MonoPropellant],#category[Pods],#CrewCapacity[3]]
{
RESOURCE
{
name = MonoPropellant
amount = 30
maxAmount = 30
}
}

@PART[*]:HAS[!RESOURCE[MonoPropellant],#category[Pods],#CrewCapacity[4]]
{
RESOURCE
{
name = MonoPropellant
amount = 40
maxAmount = 40
}
}

Could we have additional config files for various mod pods? AIES, NovaPunch, Kosmos, etc. could really benefit from an MM config, especially that life support is enabled by default, meaning the're pretty much unusable with it installed.
Edited by therealcrow999
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Updating to the new version now, thanks! It still amazes me that whenever you ask what life support mods are out for KSP people always say ioncross or TAC. This beats them both.

Thats because they add more of a challenge to the game, instead of just slapping on a tank of oxygen that lasts for 20 years, they make you manage resources to make sure your kerbals do not die. But it makes the game SOOO much more fulfilling when you manage a long trip

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You use this code if you're using MM 1.5. It will cover any mods, but you will need to delete the StockPod.cfg that comes with download. I didn't make this code to work in tandem with that one.

I'm sure the Dev in future will adopt MM 1.5 coding. There are some mods that haven't moved over to 1.5 yet.

-snip-

I don't know why but I used your code and its giving me a wierd bug. When I am in the VAB or SPH and I put my mouse over the crew cabin or the science lab the 3d model just grows bigger. This only happens when I have your MM cfg in the folder. I also deleted the stock cfg.

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You got to use this plugin. Its a know bug with just KSP, I think. I get it without Lifesupport mod, but this plugin will help.

Just put it in your GameData folder:

http://forum.kerbalspaceprogram.com/threads/63109-0-23-Modulefixer

I don't know why but I used your code and its giving me a wierd bug. When I am in the VAB or SPH and I put my mouse over the crew cabin or the science lab the 3d model just grows bigger. This only happens when I have your MM cfg in the folder. I also deleted the stock cfg.
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Thats because they add more of a challenge to the game, instead of just slapping on a tank of oxygen that lasts for 20 years, they make you manage resources to make sure your kerbals do not die. But it makes the game SOOO much more fulfilling when you manage a long trip

It takes 2 minutes to edit your config files. I always cut my O2 quantities down quite a bit for more challenge (I set it up so a pod has just enough for my mun mission). Now you can even reduce the amount in any tank using the VAB if you want using tweakables.

Ioncros = no persistant O2 use (and no EVA use?)

TAC = horrible, horrible models.

ECLSS = persistent O2 use, EVA use, beautiful models.

No brainer really.

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I've look and failed to see it mentioned...maybe I didn't look hard enough. I think I found a bug. A kerbal pulls MonoPropellant out of the vessel when he goes on EVA, instead of just however much he needs (default 20U), the entire tank is emptied. The kerbals EVA tank is put back, whatever he didn't use, but still considerably less than what it's supposed to be.

Ex. If I have 60U of MonoP in the tank, a Kerbal then takes 20U with him, well he is full at 20U. Going back to the vessel he came from...that 60U tank is now completely empty, so when the Kerbal comes back...whatever he didn't use does go back, but the tank is 40U short after it was emptied. Not good!

I'm using .23KSP, This (v 1.0.15), with a bunch of other mods, I'm going to go back and test with JUST KSP and verify if it's this ECLSS or if it's this in combination with something else.

Confirmed...with JUST KSP, ECLSS, & MM 1.5 a 60U MonoP tank empties when a Kerbal goes EVA, even though the Kerbal only has 20U on him.

Edited by RedAV8R
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It takes 2 minutes to edit your config files. I always cut my O2 quantities down quite a bit for more challenge (I set it up so a pod has just enough for my mun mission). Now you can even reduce the amount in any tank using the VAB if you want using tweakables.

Ioncros = no persistant O2 use (and no EVA use?)

TAC = horrible, horrible models.

ECLSS = persistent O2 use, EVA use, beautiful models.

No brainer really.

Ioncross = I agree with your conclusions although I have not used this mod

TAC = Sure the models don't look that nice but their have been people who have retextured them to look a lot better, it supports EVA, your command pod barely has enough electric charge for a sub-orbital hop, you can change the settings in-game.

ECLSS = Your conclusions seem valid seeing as I have not used this mod.

I find it funny that your only attack on the TAC Life Support is that the models don't look nice, if you don't like them that much just make your own and replace them in your install or send them to the mod's author and ask him to stick them in. I will be avoiding further debates so that I don't draw the thread off-topic.

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I've look and failed to see it mentioned...maybe I didn't look hard enough. I think I found a bug. A kerbal pulls MonoPropellant out of the vessel when he goes on EVA, instead of just however much he needs (default 20U), the entire tank is emptied. The kerbals EVA tank is put back, whatever he didn't use, but still considerably less than what it's supposed to be.

Ex. If I have 60U of MonoP in the tank, a Kerbal then takes 20U with him, well he is full at 20U. Going back to the vessel he came from...that 60U tank is now completely empty, so when the Kerbal comes back...whatever he didn't use does go back, but the tank is 40U short after it was emptied. Not good!

I'm using .23KSP, This (v 1.0.15), with a bunch of other mods, I'm going to go back and test with JUST KSP and verify if it's this ECLSS or if it's this in combination with something else.

Confirmed...with JUST KSP, ECLSS, & MM 1.5 a 60U MonoP tank empties when a Kerbal goes EVA, even though the Kerbal only has 20U on him.

I guess Kerbals have dense flesh. They have to expend more mass for a given DV

I am kidding of course

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First of all this mod is very beautiful and well thought out.

But I´ve got a problem here when using this mod. I can´t recover or terminate flights ... after restart of KSP it works and then after the next landing it won´t.

Other mods I´ve installed: mechjeb (latest dev build), deadly reenter and dockingportallignment.

I tried it with the new 1.5 modulmanager and the included modulmanager.dll same problem as above.

Maybe someone can help me.

Edit: Oh just forget, some 1,25m parts would be also great...

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