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Life support with 0.24


Tortoise

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Once TACLS gets updated properly and is out of the pre-release phase, I'm totally installing it. With AntennaRange (basically RT2), Science Revisited (which moves stuff around in the tech tree), FAR (and no fairings yet) and actual monetary constraints to think about, my career is pretty challenging - I want to see the limit that I can achieve and with LS making probe-based missions more attractive but AntennaRange making them more difficult, while still keeping things aerodynamic and bringing in enough Science to progress. Things are going to be awesome..

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Why would you use life support? Kerbals are immortal.

Because:

I want to see the limit that I can achieve and with LS making probe-based missions more attractive but AntennaRange making them more difficult, while still keeping things aerodynamic and bringing in enough Science to progress. Things are going to be awesome..

I like a challenge, is all.

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I will definitely use it as I like to have my KSP as realistic as possible. Only thing is I will be using the new NEAR instead of FAR but apart from that, anything which adds to realism is good in my opinion. I maybe even try to do a whole career with the "revert to.." and quicksave features turned off and everything done via IVA. This will be a whole new challenge with 0.24 where you are limited in funds and failures can cost you hard.

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Because:

I like a challenge, is all.

Have you tried Better than Starting Manned, by the way? Depending on your tastes, it might be right up your alley.

I've played around with TACLS, and while I appreciate the work that went into it, the actual resources are fairly light in terms of mass... and it's kinda annoying having SIX of them :/

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Have you tried Better than Starting Manned, by the way?

I've thought about it, but if I do, it'll be on a completely new save and I don't expect it to be a serious investment - I read that most mods aren't supported in it and I really do prefer playing with FAR, RLA and KWR at least. But it's something that's on my mind, along with RSS.

As an aside, getting rid of the separate food, water and O2 cans and stack containers, leaving just the Life Support parts left and then adding TweakScale support to them cut down the part list immensely - one part for radial attachment, one for stack and the converters made a really compact part list.

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Using TAC live support v0.9 pre-release now. So far no issues with .24 of KSP. Kerbals from rescue missions are not recognized by the mod until you come within range of them -- only then do their base life support supplies start to dwindle.

A lot of the base mods are actually up and running. The only notable ones that are not are KAS (it may be a little while cause of 64 bit) and the major part packs like Nova and B9. All the other major ones are updated. I'm personally also still waiting on SCANsat -- as should the rest of you!

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As an aside, getting rid of the separate food, water and O2 cans and stack containers, leaving just the Life Support parts left and then adding TweakScale support to them cut down the part list immensely - one part for radial attachment, one for stack and the converters made a really compact part list.

Oh, I meant the resources themselves. I've stopped complaining about massive attacks on the parts list, that's pretty much a given these days ;)

The Life Support modules still contain food/water/oxygen and have space for waste/fluid waste/co2, and while I appreciate that realism, it has the net effect of clogging up the ol' resource display bar pretty bad (ooh I should check to see if the Alternate one is updated yet!). I've never played TACLS and Interstellar together, as I'm afraid it would make the resource display implode.

I absolutely adore KWR and RLA, by the way. Especially the RCS (45 degree, two-way, five-way, and tiny versions of the thrusters) and small engine bits in RLA (although the engine parts could use an update for post 0.23 things)

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I'll also vouch for BTSM. Despite not having mod support, if you're looking for challenge, it's the mod for you.

OT, I don't often use life support, but I'd like to at least experiment with it on a career game after I've re-unlocked the entire tech tree in stock.

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I started the new 0.24 career with both remotetech2 and TAC-ls. While it's pretty annoying from time to time, the reward for going places is so much bigger!

First missions without solar panels are a pain in the ass though. :)

I have only tried LS before 0.24 a few times, so I don't know if it's a bug or feature, but should there be those "oxygen depleted", "food depleted" etc messages instantly while going EVA?

I don't remember those from 0.23.5.

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Oh, I meant the resources themselves. I've stopped complaining about massive attacks on the parts list, that's pretty much a given these days ;)

The Life Support modules still contain food/water/oxygen and have space for waste/fluid waste/co2, and while I appreciate that realism, it has the net effect of clogging up the ol' resource display bar pretty bad (ooh I should check to see if the Alternate one is updated yet!). I've never played TACLS and Interstellar together, as I'm afraid it would make the resource display implode.

I absolutely adore KWR and RLA, by the way. Especially the RCS (45 degree, two-way, five-way, and tiny versions of the thrusters) and small engine bits in RLA (although the engine parts could use an update for post 0.23 things)

Having used TACLS and Interstellar together in 0.23.5, it definitely takes up a lot of resource-list space, but Alternate Resource Panel does let you sort things nicely, keeping it readable.

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