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[Release][V3.2][KSP 1.2] Interstellar Flight Inc. - Kerbal Life Support Mod


Stavell

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Hi Stavell,

Still loving this mod :) and I wanted to request you do not disable LS on EVA. Despite the issue Gfurst encountered, it is relatively rare to launch Kerbals in the command seat (you need a mod for it to even be possible) so why disable otherwise working functionality? I would just put a note in the OP until it gets sorted. My 2 cents.

Secondly, I had an idea to pitch because I think it fits with the mechanics of your mod more than any other LS. I stopped using the DangIt mod a few months ago because it was killing too many Kerbals on missions outside of Kerbin SOI. I lost a whole Duna colony of 7 Kerbals (including Bob!) when my LS resupply ship was crippled and I missed the Duna orbital insertion ;.;

Then when I read The Martian and all his problems, it occurred to me it would be cool to be able to put our Kerbals on rations to reduce their LS use and extend their lives if necessary. Maybe have it so they won't do science or something while on rations but use LS at 1/2 normal rate...

Anyway, it may not have enough game value to justify your effort, but I thought it would be very kool :wink:

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Thanks it was pointed out on GitHub and has now been fixed in newest version released today.

Version 2.8 is now available and links updated in main post

Please to help you ;)

Can you copy and minimize inline tank as small size to connect it up to Mk1-2 command pod ? Or create new tank like Apollo's ASTP (with 30 units of life support).

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While Stavell doesn't make his greenhouse, I've just made another part.cfg for a greenhouse using zzz's model.

It can sustain one kerbal for aproximately one and a half day, depending on electricity generation. I tried to simplify its logic: the life support generators works all the time, requiring 6.4 EC/s. During the day, it works as a solar panel generating precisely 6.4 EC/s and 1 unit of life support. During the night, it will depend on batteries to get electricity and generate one more unit of Life Support.

Here is the code:

PART{
name = greenhouse
module = Part
author = z (model) and jlcarneiro (part)

// --- asset parameters ---
mesh = model.mu
rescaleFactor = 1.25

// --- node definitions ---
node_stack_top = 0.0, 1.61, 0.0, 0.0, 1.0, 0.0, 2
node_stack_bottom = 0.0, -1.61, 0.0, 0.0, -1.0, 0.0, 2
node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1

// --- editor parameters ---
TechRequired = spaceExploration
entryCost = 10400
cost = 4000
category = Utility
subcategory = 0
title = GreenHouse
manufacturer = Jeb Co. Light Industrials
description = This 2.5m Garden-in-a-Can kit, made by famous designer zzz, is assembled and ready to use.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

// --- standard part parameters ---
mass = 4.0
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
breakingForce = 200
breakingTorque = 200
maxTemp = 2900
fuelCrossFeed = True
PhysicsSignificance = 1

RESOURCE{
name = LifeSupport
amount = 0
maxAmount = 10
}

MODULE{
name = ModuleGenerator
requiresAllInputs = true
isAlwaysActive = true

INPUT_RESOURCE{
name = ElectricCharge
rate = 6.4
}

OUTPUT_RESOURCE{
name = LifeSupport
rate = 0.000092593
}
}

MODULE{
name = ModuleDeployableSolarPanel
animationName = door
sunTracking = true
raycastTransformName = glass
pivotName = glass
isBreakable = false
resourceName = ElectricCharge
chargeRate = 6.4
}
}

Any suggestion (specially on balance issues) will be appreciated.

Edited by jlcarneiro
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Please to help you ;)

Can you copy and minimize inline tank as small size to connect it up to Mk1-2 command pod ? Or create new tank like Apollo's ASTP (with 30 units of life support).

I didn't make a inline tank for the smaller rockets because I resized the radial tank to fit into the small service module part.

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Download link has been updated to VERSION 2.70release.

07-05-2015 : Release VER 2.70-

Changes:



2.70 -
Fixed Bug where kerbal rescue missions had no life support.
resized radial tank to fit inside small service bay.

Hey, Stavell, as you can see, I've returned to IFILS once again (I liked USI LS but that fifteen days grace period just doesn't feel right), but when I got a rescue mission the pod life support kept going down. How did you fix it? Is it safe to ignore it and let it reach zero?

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Hey, Stavell, as you can see, I've returned to IFILS once again (I liked USI LS but that fifteen days grace period just doesn't feel right), but when I got a rescue mission the pod life support kept going down. How did you fix it? Is it safe to ignore it and let it reach zero?

Originally all rescues had thier own EVA object and that was fixed but then in 1.0 they added pods to the mix for the rescue missions and broke it because They emptied all resources from pod when spawned and no easy way to track a rescue pod from a non rescue one...... fixed no LS in the POD. But problem is now any rescue further away than Mun is not complete-able because there is only 3 days of LS in the pod.

At this time I have not figured out a fix for that - And it's very low on my list of things to try to fix, I just don't take those contracts.

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Originally all rescues had thier own EVA object and that was fixed but then in 1.0 they added pods to the mix for the rescue missions and broke it because They emptied all resources from pod when spawned and no easy way to track a rescue pod from a non rescue one...... fixed no LS in the POD. But problem is now any rescue further away than Mun is not complete-able because there is only 3 days of LS in the pod.

At this time I have not figured out a fix for that - And it's very low on my list of things to try to fix, I just don't take those contracts.

Can't do it. This is one of the premises I've set: rescue missions are mandatory. I've been editing the .sfs file...

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Can't do it. This is one of the premises I've set: rescue missions are mandatory. I've been editing the .sfs file...

Well I fix the system so Rescue contract pods don't use resources untill you get control of the pod. Just don't miss your Rendezvous or you'll have a dead Kerbal :)

Testing now should be ready to post Friday.

VER 2.9 Released Updated links in First Post


2.90 -
Fixed Bug where Game could lockup on Kerbal death on EVA.
Fixed Rescue Contract PODS so they don't use
LS until you get within 5km.(Not Realistic But allows you to get to the POD
and worry about the LS to get them back to Kerbin.

Edited by Stavell
VER 2.90 release
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  • 3 weeks later...

My Alienware Laptop is at Dell for repair. I have tested current version with 1.05 and all seems to work.

I will compile a new version when the PC comes back. Unless something is broke

then I will start installing the Dev software on my wifes pc and fix it.

So let me know if you find anything broken.

(UPDATE - PC is on way back from Repair and I'll have it back Friday 11-20-15 )

Be glad to get back to work on plugin :) and FALLOUT 4 :)))

Edited by Stavell
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  • 2 months later...

Is this working properly in 1.05? I am getting strangeness with the readout, unless I'm seeing it wrong. 3 supplies is showing as 2.4 days, I did a Mun pass with the K2 command pod which showed 6 supplies, it went through the supplies really fast and ran out as soon as I left the Mun SOI- I time accelerated, the red icon turned green and stopped working, meanwhile nobody died.

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  • 3 weeks later...
On 1/17/2016 at 10:36 PM, Waxing_Kibbous said:

Is this working properly in 1.05? I am getting strangeness with the readout, unless I'm seeing it wrong. 3 supplies is showing as 2.4 days, I did a Mun pass with the K2 command pod which showed 6 supplies, it went through the supplies really fast and ran out as soon as I left the Mun SOI- I time accelerated, the red icon turned green and stopped working, meanwhile nobody died.

As for Life Support showing 2.4 days - in Career or Science modes the rate of life support use goes down as you unlock the tech tree and starts a little higher than 1 unit 1 kerbal 1 day.

As for the Mun pass I'll see if I can duplicate it and find the problem. Could have been a hiccup.

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  • 2 weeks later...
  • 1 month later...

New Release for KSP 1.1 Exp

3.00 -
    Update for KSP 1.1 Exp
    No longer tracking Electric Charge (Taking the plugin back to 1 Resources covers all aspects of system).
    LS Resource is assumed to have BU Power and will keep kerbals alive even when vessel is dead in space.
      

Next Release:

        Will be adding emergency electric feature to convert LS into Electric
        Will be adding increased LS consumption if no electrical charge is present.

 

Known Issues:

        When using the view interior from outside vessel the LS Can IVA is rotated the wrong way..

Edited by Stavell
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I'm a now long time user of IFI LS.  Thanks for the mod.

I didn't mind electrical resources being a second requirement but I get the desire to utilise the KISS principle.   I'm looking forward to how LS is consumed for EC.

Peace. 

 

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3 hours ago, Stavell said:

New Release for KSP 1.1 Exp

3.00 -
    Update for KSP 1.1 Exp
    No longer tracking Electric Charge (Taking the plugin back to 1 Resources covers all aspects of system).
    LS Resource is assumed to have BU Power and will keep kerbals alive even when vessel is dead in space.
      

Next Release:

        Will be adding emergency electric feature to convert LS into Electric
        Will be adding increased LS consumption if no electrical charge is present.

 

Known Issues:

        When using the view interior from outside vessel the LS Can IVA is rotated the wrong way..

Thanks for the new version, @Stavell! Thanks even more for it being 1.0.5 and 1.1 compatible at the same time (can't get rid of my old version yet)!

Unfortunately, I have a problem: have you changed anything on the naming convention? I'm also an Universal Storage user and all of a sudden, two ships that use its radial food container (quite smaller than yours) are not loading due to this specific part...

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9 minutes ago, Stavell said:

No naming changes, on this side. So it works on 1.05? I hadn't tried :)

The plugin seems to work, but these two ships can't be loaded anymore... If I downgrade it to 2.90 they load fine...

Haven't tested it with 1.1 yet, though...

Edited by jlcarneiro
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5 minutes ago, jlcarneiro said:

The plugin seems to work, but these two ships can't be loaded anymore... If I downgrade it to 2.90 they load fine...

Haven't tested it with 1.1 yet, though...

I'll Look into it , shouldn't be a problem. But might have inadvertently done something....

 

Just Released 3.10 fixed a bug where kerbals didn't die when LS ran out.

 

 

3.10 - 
	Bug Fix - LS Use bug
	Status window now shows life support remaining based on actual consumption levels will read higher on pad now.
	LS Use is 1.2 times higher when no electric is available on vessel.

 

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