drtedastro Posted December 20, 2013 Share Posted December 20, 2013 Sorry if this was earlier in the posts, but how do you move or 'hide' the ECCLSS Status window in the Map view? Or at least be able to move it? Many thanks for any info, help or ideas. Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 20, 2013 Share Posted December 20, 2013 (edited) Is there a way to turn down the fuel consumption rate when using EVA propellant? To something like that of KSP 0.23, since it has EVA propellant now.I feel like I eat through that 10 monopropellant fast.Edit: With this mod, I don't get the stock game infinite EVA propellant. Thread: http://forum.kerbalspaceprogram.com/threads/62395-Is-it-just-me-or-is-EVA-Propellant-still-infinite Edited December 20, 2013 by therealcrow999 Link to comment Share on other sites More sharing options...
asmi Posted December 20, 2013 Author Share Posted December 20, 2013 Edit: With this mod, I don't get the stock game infinite EVA propellant. Thread: http://forum.kerbalspaceprogram.com/threads/62395-Is-it-just-me-or-is-EVA-Propellant-still-infiniteYes you don't. That's a feature of this mod since very first public release, and will stay that way. If you want to cheat, use cheats. Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 20, 2013 Share Posted December 20, 2013 (edited) Lol, I wasn't saying I wanted infinite EVA Propellent. I was saying I though Squad added in KSP 0.23 that EVA's didn't have infinite EVA fuel anymore. They used EVA propellant on a EVA kerbal and put monopropellant in capsule to refuel it. This is not the case it, 0.23. I can infinitely keep refueling EVA propellant in Stock and it won't use any of the monopropellant. There seems a bug in that with 0.23.I was looking forward to consumable EVA propellant in stock 0.23 KSP, you misunderstood. Edit: NM, I guess they ended up changing that feature in 0.23:http://forum.kerbalspaceprogram.com/threads/62465-EVA-Propellent?p=853691&viewfull=1#post853691Yes you don't. That's a feature of this mod since very first public release, and will stay that way. If you want to cheat, use cheats. Edited December 20, 2013 by therealcrow999 Link to comment Share on other sites More sharing options...
asmi Posted December 20, 2013 Author Share Posted December 20, 2013 I was looking forward to consumable EVA propellant in stock 0.23 KSP, you misunderstood.Ok, my apologies. Either way, my mod makes you use RCS for EVA prop. I will probably revise prop consumption once I get enough spare time to run the numbers to determine what it should be. Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 20, 2013 Share Posted December 20, 2013 No, worries. I liked the idea of using up a resource. I'm just going to have to be careful with my EVA's.Ok, my apologies. Link to comment Share on other sites More sharing options...
asmi Posted December 20, 2013 Author Share Posted December 20, 2013 Sorry if this was earlier in the posts, but how do you move or 'hide' the ECCLSS Status window in the Map view? Or at least be able to move it? Many thanks for any info, help or ideas.No there isn't. It's done like that on purpose. Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 20, 2013 Share Posted December 20, 2013 My one question though, Is there a way to turn down the fuel consumption rate when using EVA propellant?If I have 4 RCS thrusters on a craft they don't burn through that much monopropellant (10 units) as does EVA thruster packs. Link to comment Share on other sites More sharing options...
drtedastro Posted December 20, 2013 Share Posted December 20, 2013 No there isn't. It's done like that on purpose.Ok,? so it is stuck there, for ever, no way to more it somewhere else, by design...Just want to make sure i understand correctly. Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 20, 2013 Share Posted December 20, 2013 (edited) Moved post. Edited December 22, 2013 by therealcrow999 Link to comment Share on other sites More sharing options...
billybob579 Posted December 21, 2013 Share Posted December 21, 2013 Absolutely love this mod; it's quickly found its place on my "always-installed" list. I'm curious, though, would it be possible to add some sort of code such that the oxygen tanks refill when in an oxygenated atmosphere like Laythe or Kerbin (or Planet Factory's Erin)? Maybe only if you have an intake on it or something, but still. I'm still a ways away from Jool in my latest save, but I was thinking it'd be pretty neat if my ship could resupply in that respect upon arrival. Given that kerbals default to breathing that air anyway, maybe an "Air Compressor" part is in order to store it in the tanks?Just something I thought of when I noticed my air tanks didn't refill upon re-entering Kerbin's atmosphere. If this is at all doable, and compatible with your vision for the mod, I think it'd be a cool addition. Link to comment Share on other sites More sharing options...
Synthesis Posted December 21, 2013 Share Posted December 21, 2013 (edited) Having given this a try, I find it's very promising! However, it does seem to break the 'Terminate' function for debris and objects. But it's a WIP, right, so bugs will be ironed out I hope! Edited December 21, 2013 by Synthesis Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 I know Ioncross Crew support had something, that allowed the airscoops or air intakes from plane parts to gather air to be stored. You can try out Biomass mod. It allows O2 to be created from biological growth. I don't know if they added the air intakes to collect air yet in their Biomass+ download.Absolutely love this mod; it's quickly found its place on my "always-installed" list. I'm curious, though, would it be possible to add some sort of code such that the oxygen tanks refill when in an oxygenated atmosphere like Laythe or Kerbin (or Planet Factory's Erin)? Maybe only if you have an intake on it or something, but still. I'm still a ways away from Jool in my latest save, but I was thinking it'd be pretty neat if my ship could resupply in that respect upon arrival. Given that kerbals default to breathing that air anyway, maybe an "Air Compressor" part is in order to store it in the tanks?Just something I thought of when I noticed my air tanks didn't refill upon re-entering Kerbin's atmosphere. If this is at all doable, and compatible with your vision for the mod, I think it'd be a cool addition. Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 Biomass+ Science has a part called Cryogenic Atmospheric Seperator, which uses a generator to gather air from a viable atmosphere. The O2 tanks in there are half filled, so you can start filling them up. I'm sure that mod and this one will update with tweakables, so that a player can have empties go to a planet and fill up. The Cryogenic Atmospheric Seperator uses a lot of power, so be aware of that. There are other methods with that mod to get O2 and use CO2 for stuff. Link to comment Share on other sites More sharing options...
RiCZrd Posted December 21, 2013 Share Posted December 21, 2013 However, it does seem to break the 'Terminate' function for debris and objects.Confirmed. It happens after some time playing the game. Link to comment Share on other sites More sharing options...
NathanKell Posted December 21, 2013 Share Posted December 21, 2013 I had that issue on .22, though I didn't know what was causing it. So if it is ECLSS, it wasn't something introduced by .23 Link to comment Share on other sites More sharing options...
Starwaster Posted December 21, 2013 Share Posted December 21, 2013 Confirmed. It happens after some time playing the game.When you see that happen next, immediately close the game (so as to avoid further logging) and go get your output_log.txt file and put it in a Dropbox location or other file service so that asmi can get it. Link to comment Share on other sites More sharing options...
RiCZrd Posted December 21, 2013 Share Posted December 21, 2013 (edited) I tried to play (.23) only with ECLSS for testing. If I use quicksave + Quickload and kerbonaut is outside the ship (EVA), then kerbonaut starts to... Without addon is game okay. The video explains it:http://www2.zippyshare.com/v/84629285/file.html OR http://www.sendspace.com/file/142xdt Only 8MB.KSP Log:http://www19.zippyshare.com/v/32995359/file.html OR http://www.sendspace.com/file/ojrhy4 Edited December 22, 2013 by Ri�rd Link to comment Share on other sites More sharing options...
nismobg Posted December 22, 2013 Share Posted December 22, 2013 Hi i posted this in the Module Manager thread too because I cant pinpoint the cause of it.If I go like this in the stockpods.cfg or add directly the module to the part.cfg I get weird VAB part icon that enlarges to infinity for the specific part.@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 } RESOURCE { name = MonoPropellant amount = 10 maxAmount = 10 } MODULE { name = TankPriorityModule Priority = 10 }}Now if I add this code it all works good !MODULE{ name = ModuleSAS}MODULE{ name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.75 }}This goes for any single Pod/Station Hub or anything that has life support to it ! Link to comment Share on other sites More sharing options...
ultraviolet150 Posted December 22, 2013 Share Posted December 22, 2013 I have the same problem. It also occurs if the Kerbal is EVA near the launch pad and you launch a new vehicle... Haven't tried it with the kerbal away from the pad. I can also confirm that it happens in the quick save/load situation as described.I tried to play (.23) only with ECLSS for testing. If I use quicksave + Quickload and kerbonaut is outside the ship (EVA), then kerbonaut starts to... Without addon is game okay. The video explains it:http://www2.zippyshare.com/v/84629285/file.html OR http://www.sendspace.com/file/142xdt Only 8MB.KSP Log:http://www19.zippyshare.com/v/32995359/file.html OR http://www.sendspace.com/file/ojrhy4 Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 22, 2013 Share Posted December 22, 2013 Have you tried a code with ModuleSAS that adds it to parts that don't have it but use LifeSupportModule? I will try to come up with something and see if it works.Hi i posted this in the Module Manager thread too because I cant pinpoint the cause of it.If I go like this in the stockpods.cfg or add directly the module to the part.cfg I get weird VAB part icon that enlarges to infinity for the specific part.@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 } RESOURCE { name = MonoPropellant amount = 10 maxAmount = 10 } MODULE { name = TankPriorityModule Priority = 10 }}Now if I add this code it all works good !MODULE{ name = ModuleSAS}MODULE{ name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.75 }}This goes for any single Pod/Station Hub or anything that has life support to it ! Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 22, 2013 Share Posted December 22, 2013 (edited) This mod works better to fix blow up:http://forum.kerbalspaceprogram.com/threads/63109-0-23-Modulefixer============My other codes:Adds Lifesupport to All parts that hold Kerbals.@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 }}This also adds a little more EVA propellant for a little longer EVA's. It went from 10 units per Kerbal to 30 units per Kerbal. You guys can change it, how ever you want. /// 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 }}/// Adds more propellant to pod's with Life Support mod ///@PART[*]:HAS[#category[Pods],#CrewCapacity[1]]:Final{ @RESOURCE[MonoPropellant] { @amount = 30 @maxAmount = 30 }}@PART[*]:HAS[#category[Pods],#CrewCapacity[2]]:Final{ @RESOURCE[MonoPropellant] { @amount = 60 @maxAmount = 60 }}@PART[*]:HAS[#category[Pods],#CrewCapacity[3]]:Final{ @RESOURCE[MonoPropellant] { @amount = 90 @maxAmount = 90 }}@PART[*]:HAS[#category[Pods],#CrewCapacity[4]]:Final{ @RESOURCE[MonoPropellant] { @amount = 120 @maxAmount = 120 }}For the Munwalkers! Edited December 23, 2013 by therealcrow999 Link to comment Share on other sites More sharing options...
Kielm Posted December 23, 2013 Share Posted December 23, 2013 Could this be easily integrated with the Biomass mod?http://forum.kerbalspaceprogram.com/threads/53009-0-21-BioMass-Renewable-Bio-Fuel-Modules Link to comment Share on other sites More sharing options...
asmi Posted December 24, 2013 Author Share Posted December 24, 2013 I tried to play (.23) only with ECLSS for testing. If I use quicksave + Quickload and kerbonaut is outside the ship (EVA), then kerbonaut starts to... Without addon is game okay. The video explains it:http://www2.zippyshare.com/v/84629285/file.html OR http://www.sendspace.com/file/142xdt Only 8MB.KSP Log:http://www19.zippyshare.com/v/32995359/file.html OR http://www.sendspace.com/file/ojrhy4This is COOL bug, let's leave it that way In the mean time, I've just uploaded version 1.0.14, in which I lowered default RCS consumption (now it takes only 20 units instead of 137.5), and I've added new config parameter EVAPropellantAmount to adjust it for those who wants to. Download here: https://bitbucket.org/asmi/ksp/downloads/LifeSupportMod.1.0.14.zip Link to comment Share on other sites More sharing options...
Synthesis Posted December 24, 2013 Share Posted December 24, 2013 Terminating seems to work for me again, hurray!Anyway, add me to the crowd of people who'd like a smaller air recycler (maybe the sort of thing we can mount on Sum Dum's service module). You can't rush art, of course, but it's something that would be a great next step, The current system is overkill for just three kerbals at a time. Good mod all the same! Link to comment Share on other sites More sharing options...
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