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[WIP] [Plugin] [.24] Interstellar Flight Inc. - Kerbal Life Support Mod


Stavell

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Download link has been updated to VERSION 1.01 release.

6-10-2014 : Release VER 1.01 - IFILifesupportPlugin101.zip

or

GitHub IFI Life Support Releases

or

Project Page on curse

Changes:

Fixed bug where disabling life-support resource in Right Click menu would cause no LS to be used and system to stay active.

Added LifeSupport to the structural fuselage as to have a way to add more LS to vessel.

Added electric charge use to EVA.

Tweaked resource use.

Edited by Stavell
filename fix
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Download link has been updated to VERSION 1.02 release.

6-11-2014 : Release VER 1.02 - IFILifesupportPlugin102.zip

or

GitHub IFI Life Support Releases

or

Project Page on curse

Changes:

Major Bug - if you had a kebal on eva and was focused on Vessel - very bad things would happen. from Kebal dieing with LS remaining upto the explosion of the current focused vessel. Code has been fixed and seems to work well again.

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Interplanetary Test of ls system.

This is my Jool mission ship, with 3years of LS for 3 man crew, two landers, 1 probe and a emergency return craft. If all goes well they'll land on 2 of Jool's moons and return and still have LS remaining. If not they'll have to draw straws to see who goes out the airlock so one can return alive :))

2014-06-16_00001.jpg

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thank you, It is what I wanted out of a LS mod. balance of realism and game-play.

Download link has been updated to VERSION 1.03 release.

6-20-2014 : Release VER 1.03 - IFILifesupportPlugin103.zip

or

GitHub IFI Life Support Releases

or

Project Page on curse

Changes:

Updated LS amounts on some pods and the structural fuse.

Fixed code for LS use on vessel focus.

Updates to playability after doing a Interplanetary mission.

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Brilliant simplicity! Looking forward for this! ^_^

Suggestions:

1) Access to atmospheric 02 reduces Life Support consumption constantly by 25% from nominal. But not by using a regular air intake but specialized air scoop with proper filtering system and such.

2) Access to water reduces Life Support consumption constantly by 25% from nominal. You need a proper equipment (water pump and filtering system) submerged in local sea.

3) Access to air scoop + water filter gives you 50% redused LS reduction.

4) Access to greenhouse reduces use of LS, but not for a constant rate. Lets say for every 10m^3 of greenhouse you'll get a 5% LS usage reduction for one kerbal or 2.5% for two kerbal, etc.

So, you can stack A LOT of greenhouses (200m^3 per kerbal in my example) to make a self-sufficient ship, station or base with closed cycle ecosystem. OR, if you have access to atmospheric oxygen, water or both, you can do the same but with less greenhouses - only 100m^3 greenhouse per kerbal on Laythe!

And of course you need constant electricity supply to light and warm up crops in greenhouse and keep air scoop and water pump working.

What do you think? ^_^

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Thank you.

I've been researching greenhouse theory's for space travel since I did my first IP mission with the plugin. And looking at how to incorporate them into my system.

Also I am planning to add technodes to the plugin next. as you reach each node in the career mode tech tree LifeSupport consumption rates will go down simulating reclamation technology increases.

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Download link has been updated to VERSION 1.04 release.

7-1-2014 : Release VER 1.03 - IFILifesupportPlugin104.zip

or

GitHub IFI Life Support Releases

or

Project Page on curse


Changes:

[CODE]Setting up single place to control LS use rates in whole program. Also added Tech Tree unlocks for LS use rate decreases to simulate Reclamation Technology Increases.
Added a single shot warp time cancel when resources run low. Allowing you at your own risk to continue warping after reaching low levels of LS
Changed LifeSupport remaining display to show days remaining based on the Time setting in the main menu each unit still gives 6 hours of LS, So if using earth time 4 units per kerbal per day is required.
Cleaned up Debug Logging code.

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Hi, I think I have found just what I was looking for with your mod!!

I have been using ECLSS lifesupport, but I think it has been using a lot of processing, and is quite restrictive with its balencing. Your mod otoh looks lovely and simple, not only in operation but you havn't added any parts to the catalogue!! :)

I have a simple question here about creating a modmanager script (or editing yours) to add LifeSupport to pods I have from other mods (AIES, Spaceplane+ etc).

I want to simply add a fixed 3 days LifeSupport per crewmember to every pod I have, but I dont want it to overwrite the special cases you have setup, I.e slightly more in landercans or much more in the sciencebay and hitch-hiker.

@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[1]]
{
RESOURCE
{
name = LifeSupport
amount = 3
maxAmount = 3
}
MODULE
{
name = IFILifeSupport
}

}

If I add this (and one like it but for 2,3,4 etc crewmembers) to the script, how can I then have the lander cabin having 6 days?

Also in your script, what is the K-P0110 pod? I couldn't find that in my parts catalogue.

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Thanks,

I'll look into the module manager question not real familiar with advanced MOD Manager stuff :)) Could put yours in the top of my file?

the K-P0110 is a Apollo like pod I really like and works great Available herehttp://forum.kerbalspaceprogram.com/threads/48867-WIP-Apollo-like-crew-module-%28Updated-download-17-2-2014%29?highlight=kp0110

Hi, I think I have found just what I was looking for with your mod!!

I have been using ECLSS lifesupport, but I think it has been using a lot of processing, and is quite restrictive with its balencing. Your mod otoh looks lovely and simple, not only in operation but you havn't added any parts to the catalogue!! :)

I have a simple question here about creating a modmanager script (or editing yours) to add LifeSupport to pods I have from other mods (AIES, Spaceplane+ etc).

I want to simply add a fixed 3 days LifeSupport per crewmember to every pod I have, but I dont want it to overwrite the special cases you have setup, I.e slightly more in landercans or much more in the sciencebay and hitch-hiker.

@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[1]]
{
RESOURCE
{
name = LifeSupport
amount = 3
maxAmount = 3
}
MODULE
{
name = IFILifeSupport
}

}

If I add this (and one like it but for 2,3,4 etc crewmembers) to the script, how can I then have the lander cabin having 6 days?

Also in your script, what is the K-P0110 pod? I couldn't find that in my parts catalogue.

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With a bit of help from the other side of the forum I managed to get to the bottom of my problem. I was trying to add a resource to a part that it already existed on, rather than modifying it.

I now have a script that successfully applies IFILifeSupport to the parts I require, No more Kerbals shall die by boarding the wrong module \o/

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System fires the use LS / Electric every 30mins of mission time if no LS aval then chance to kill crew - LS use is based on number of kerbals on vessel - going on or returning from EVA causes the LS use to fire to keep rates constant since number of crew is changing.

You can transfer LS just like fuel - or if you you mean replenished like by a greenhouse or such nothing is currently designed for that.

if you are seeing a big drop in LS just after lift off- you have found a bug - as even if you sat on pad LS use doesn't start on kerbin until 12km altitude. Turn on debug in right click menu and submit log file so I can troubleshoot it.

Thanks for trying the plugin

How does this system work exactly? The moment you lift off Life Support and Electricity starts degrading? LS can't be replenished?
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System fires the use LS / Electric every 30mins of mission time if no LS aval then chance to kill crew - LS use is based on number of kerbals on vessel - going on or returning from EVA causes the LS use to fire to keep rates constant since number of crew is changing.

You can transfer LS just like fuel - or if you you mean replenished like by a greenhouse or such nothing is currently designed for that.

if you are seeing a big drop in LS just after lift off- you have found a bug - as even if you sat on pad LS use doesn't start on kerbin until 12km altitude. Turn on debug in right click menu and submit log file so I can troubleshoot it.

Thanks for trying the plugin

Thanks for the reply. I'm trying to modify this mod to take work as followed: each pod generates LS for half the amount of the crew capacity in exchange for electricity. This means that if you have a Mk1 Pod, then you only have a limited amount of time since the LS generated won't make up for the LS consumed by the 1 Kerbal. So you need to add another pod (for example a Mk1 Lander Can). In that case it'd produce 1 Kerbal's worth of LS and keep him safe for as long as he has the electrical power to run the generator. This way I want to make life support more about having to create ships with sufficient living space than to just have large LS tanks supporting Kerbals in small pods. Want to go Duna? You can't just stick your 3 Kerbals in a Mk1-2 pod and be done with it, you'll need at least a Hitchhiker or something bigger too.

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Problem is the way I set the pluging up each pod requests Lifesupport and eletric based on the number of kerbals in that pod at the time the pod requests resources (keeps the tracking of docking and dedocking to a minimum. The LS remaining flag uses all kerbals on vessel and all avail lifesupport to figure days remaining. not sure it can do what your want.

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Hi, great to see this has been 0.24'd.

Thought I'd share a couple of ModManager files I use, maybe they could be of use in further developments?

Fair warning here I am not a programmer and I have come by these for personal use developed by trial and error. They do work but dont ask me how :sticktongue:

This is my generic "Add lifesupport to all the things" Module Manager file, it also includes a few special cases for certain mod and stock parts.

This is an additional part file, It creates a lifesupport storage container for use with the universal storage mod. You drop it in the part folder with the KAS container (it shares the same model) it simply swaps the KAS contents for a simple lifesupport resource.

It could go in any of the US part files really but the KAS one has the most applicable model I think (solid resources rather than gas or liquid)

I have no idea about the copyright stuff so I'll just say again these are not being released for public use I am just showing the files I use on my own install. The US part file was written by the US team, I only tweaked it, wheras the generic MM file is my own work.

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This is an additional part file, It creates a lifesupport storage container for use with the universal storage mod. You drop it in the part folder with the KAS container (it shares the same model) it simply swaps the KAS contents for a simple lifesupport resource.

It could go in any of the US part files really but the KAS one has the most applicable model I think (solid resources rather than gas or liquid)

I have no idea about the copyright stuff so I'll just say again these are not being released for public use I am just showing the files I use on my own install. The US part file was written by the US team, I only tweaked it, wheras the generic MM file is my own work.

I came here to talk about a US life support wedge and someone has beaten me to it! cool stuff :)

Daishi is working on the TAC pack models at the moment and there is one which should work great for a generic life support resource. I'll let you know when it's available.

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When I saw there was a reply from one of the US team on this thread I thought Ohh *expletive* he's going to be tearing a stripe off me for using his file.... Then you didnt :)

I would assume the TAC wedge you are refering to would be the 'food' wedge? I saw that TAC had released an update today that looked like it includes the waited for "1 unit = 1 litre" change.

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I'm pretty sure you can edit and release the CFG file without any issues you just can't package the parts and any plugins with it, the person using you CFG would have to get them from the US team.

I've been watching the universal storage thread - and really like it . I'm almost to the point that I think the plugin is stable enough that I'm gonna start adding US - and a few generic LS cans to the system.

I tell you no matter what LS mod you use InterPlanetary Missions are hard to plan for the right amount of LS - both my missions to Jool have ended with dumping Bill the first time and Bob the second time , out the airlock so the others had enough LS to make it back to kerbin :))

Edited by Stavell
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When I saw there was a reply from one of the US team on this thread I thought Ohh *expletive* he's going to be tearing a stripe off me for using his file.... Then you didnt :)

I would assume the TAC wedge you are refering to would be the 'food' wedge? I saw that TAC had released an update today that looked like it includes the waited for "1 unit = 1 litre" change.

We've no problem at all with people writing new config files that reference our parts. DMagic has produced a set of science parts for US that do just that. I love it when people come up with new ways to use the stuff!

What we want to avoid is people distributing our models, both to ensure top quality and protect Daishi's hard work.

Yep the food wedge, although it will probably have custom labels to reflect the contents.

I've been watching the universal storage thread - and really like it . I'm almost to the point that I think the plugin is stable enough that I'm gonna start adding US - and a few generic LS cans to the system.

0.24 was a pain to get everything working in, especially as there are two 32 and 64 bit versions. We're almost there though. I'm releasing a new update tonight that solves the issues with the generators not working, thanks to a custom module written for us. Once that issues resolved I'm going to be pretty happy with the mod.

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I thus far have been avoiding lifesupport mods, mainly because they're too focussed on realism and simulation, rather than gameplay mechanics, for my taste. The "one ressource to represent them all"-approach of this mod might be what i've been waiting for. For now, its still a bit in too early stage for me to risk breaking missions, but i'll follow development and jump in once it becomes more stable and complete.

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Stavell, I liked your plugin premise a lot! I want life support but I want a playful aproach: unfortunately I don't have time to play KSP all day long... :wink:

But I think I didn't understand your plugin mechanics very well: how do I add additional LS to ship? Are there additional parts?

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