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


asmi

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2.0 looks interesting, I'm looking forward to seeing some more of it!

Couple of questions:

1) are you planning to use the new Open Resource System mod for food water and so on?

2) With the introduction of additional resources like food and water, ECLSS 2 seems to have some overlap with TAC Life support. Have you thought about joining forces to work on a single mod or is your design plan too different / you want to produce something by yourself?

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As a moderator, I'm officially asking arguers to stop, or I'll have to take measures.

Dragon01: Waste water and urine are purified into potable water on ISS, see UPA/WPA. What you're saying was true for Mir, but Mir is long gone.

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You could not have picked a better sign to point out why I think potable should be used. It's not just 'drinking water', it's fresh drinking water! But since it may be a bit silly to assume 'drinking' suggests its okay for consumption, (potable suggesting much the same) I'd suggest an alternate! (and yes, I'm just being silly at this point)

http://i109.photobucket.com/albums/n48/Hyomoto/sign_zps6d50dcfb.jpg~original


RESOURCE_DEFINITION
{
name = LqdFreshUncontaminatedClearSafeCleanFilteredNewLiquidDrinkingWater
density = 0.001
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = true
}

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2.0 looks interesting, I'm looking forward to seeing some more of it!

Couple of questions:

1) are you planning to use the new Open Resource System mod for food water and so on?

2) With the introduction of additional resources like food and water, ECLSS 2 seems to have some overlap with TAC Life support. Have you thought about joining forces to work on a single mod or is your design plan too different / you want to produce something by yourself?

1. I'm not going to include it in any form into this mod, but I can't (and won't) stop others from using it if they choose to. As a matter of fact, the reason I called waste water simply a water is to allow mining it using other mods. As for food, there is no standard definition of what food is, so after a lengthy discussion with BobCat we have chosen to have 1 unit of food being equal to one meal, which is 0.3 kg. Water has RL density of 1000 kg/m^3.

2. The cornerstone for my mod is that it works at all times on all vessels, which to me is an absolute hard requirement for any LS mod. But apparently others have different opinion on subject. Adding per-kerbal resource consumption (instead of per-vessel) in ECLSS 2.0 is the next step towards increased fidelity. Right now in ECLSS 2.0 if I recover a kerbal that just had a meal and then immediately after launch him again, he won't magically become hungry, so that kerbal's status is carried over with him no matter what he does. There are some other small things that I'd prefer not to reveal at this point. Hopefully these little things coupled together will provide for much deeper experience that any other LS mod ever could.

That said, all these things require ample amount of time for both development and testing, and I prefer to iron out as much bugs as possible before releasing it to the public - because I don't want their experience hurdled by many bugs. Of course no matter how hard will we try to test it, there will always be bugs that will make it to the public release, but I'm doing my best to reduce their amount.

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snip

And I, thank you for your work. Something I've been waiting for in the game for quite some time was a life support that works when vessels were not focused.

Also a small subjection. Remember the Zoxygen mod? And how the Kerbals turned blue when they were running out of oxygen? Maybe adding in that at a later date for a bit of flair.

But anyway. Can't wait for release.

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Does electricity/charge play any role in this LS mod by chance? Im making the LS plunge here real soon and im just trying to decide which one I will be using. I like this one simply because its what BobCat will be using in his pack and his parts are my favorite, so..

Also.. hows the career implemented? Sorry if this has been covered.. Im a bit of a noob when it comes to LS mods you could say.

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I'm fine with using Potable water as the resource but anyone can change it to their liking in the cfg. I can't wait to use 2.0!!! :D


RESOURCE_DEFINITION
{
name = LqdFreshUncontaminatedClearSafeCleanFilteredNewLiquidDrinkingWater
density = 0.001
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = true
}

Wait so is this water safe to drink...:sticktongue:

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I'm fine with using Potable water as the resource but anyone can change it to their liking in the cfg. I can't wait to use 2.0!!! :D

Wait so is this water safe to drink...:sticktongue:

i dunno, I'm still waiting for someone to taste it and tell me. :confused:

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So for the very first time today my kerbal was killed during ascent due to excess g force. The rocket flipped over and he disappeared. Is this a part of this mod? Because I though this was just a Deadly Reentry thing and Ive yet to try that. If is there a way to remove this or maybe up the value?

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So for the very first time today my kerbal was killed during ascent due to excess g force. The rocket flipped over and he disappeared. Is this a part of this mod? Because I though this was just a Deadly Reentry thing and Ive yet to try that. If is there a way to remove this or maybe up the value?

No that was Deadly Re-Entry.

You do have options I think.... check the thread for that mod. in the meantime you may find a sponge handy for corpse recovery. (next time that happens, hit the backspace to abort..... you DO build your rockets with abort options in the action group editor, RIGHT????)

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No that was Deadly Re-Entry.

You do have options I think.... check the thread for that mod. in the meantime you may find a sponge handy for corpse recovery. (next time that happens, hit the backspace to abort..... you DO build your rockets with abort options in the action group editor, RIGHT????)

No I've never scene this before. I do not have DR. What could be causing it? FAR?

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No I've never scene this before. I do not have DR. What could be causing it? FAR?

Deadly Re-entry is the only mod that actually kills via excessive g-force. If you saw a message that actually says they died because of gforce damage, then you have DR installed. If there was no such message then something probably just collided with the crew capsule and it blew up.

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No I've never scene this before. I do not have DR. What could be causing it? FAR?
Deadly Re-entry is the only mod that actually kills via excessive g-force. If you saw a message that actually says they died because of gforce damage, then you have DR installed. If there was no such message then something probably just collided with the crew capsule and it blew up.

Hmm.. it keeps happening. Again I do not have DR. Yet my kerbals are dying half way on ascent. Doesn't say by excessive g's just... "Bill Kerman has died" in the flight log. Then I loose control of the rocket.

My mods..

dMnAP7s.jpg?1

Kerbpaint has since been removed.. for what it counts.

Edited by Motokid600
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Finally a life support mod with nice models/textures! I might download it. MIGHT. Because I have a space station without the life support, and I want them to live.

EDIT: Downloaded. Might try it. Looks cool.

EDIT 2: And do Kerbals eat constantly, or in intervals?

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EDIT 2: And do Kerbals eat constantly, or in intervals?
At the moment they don't eat at all. ECLSS v1 only includes oxygen, and you'll have downloaded that one since v2 isn't out yet (that I know about).

On that note, how configurable are resources in your next version asmi? I'm expecting that I won't really want the new resources, I like having everything sort of abstracted to just oxygen.

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Hmm.. it keeps happening. Again I do not have DR. Yet my kerbals are dying half way on ascent. Doesn't say by excessive g's just... "Bill Kerman has died" in the flight log. Then I loose control of the rocket.

My mods..

http://i.imgur.com/dMnAP7s.jpg?1

Kerbpaint has since been removed.. for what it counts.

I have had this bug before. The reason was because the pod did not have any oxygen at all. So just redownload and make sure your configs are there. :)

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Hey Asmi, are the resources from this mod RF compatible? Like, can I fill fuel tanks with O2 and CO2? If not, that would be an amazing feature to add...

Not out of the box, but if a TANK_DEFINITION is added for the resource then it will be compatible. Search the thread and you'll find some prior discussion and sample config file code that has been posted. It's trivial to do.

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Wow I feel dumb. You were right it wasn't g-forces. I think.. haven't gotten around to testing it yet. But now that I think about it.. Moduel Manager wasn't working for me at the time. ( a stray .cfg I later found ) so the pods had NO life support. I though it was odd... not seeing o2, Co2 in the resources tab. So I figure my kerbals were suffocating half way through ascent.. poor guys.

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Wow I feel dumb. You were right it wasn't g-forces. I think.. haven't gotten around to testing it yet. But now that I think about it.. Moduel Manager wasn't working for me at the time. ( a stray .cfg I later found ) so the pods had NO life support. I though it was odd... not seeing o2, Co2 in the resources tab. So I figure my kerbals were suffocating half way through ascent.. poor guys.

You should be ashamed. There's only one way to redemption.

...

Sacrifice MOAR Kerbals for science!!!

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New VAB/SPH tool to make your planning a bit easier:

http://i.imgur.com/QrT5iD7.png

Sweet! This new version will be so awesome. Keep up the good work asmi. And... never give up!:cool:

Btw i saw those three top parts in your vab. They look cool. Are they new parts youre working on too? Or just from some mod i havent tried?

Edited by landeTLS
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