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


Stavell

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Kerbal Life Support,

I have been very busy with KSP getting MODS to work so if I am slow I apologize...

I thought this MOD was to add LS to a Kerbal on EVA NOT using backpacks, but his internal LS systems to inslude Food/Water/ElecCharge...I cant remember anything at the moment I am pretty buzzed out looking into the future of my KSP game.

Cmdr Zeta

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I'm still here... Just thought I'd post. been working on the electric code (also adding a buffer to when LS runs out and when kerbals start having a chance of dieing (This should help when I forget to transfer LS to pod on reentry))

Also added 2 editable blanks to the LS Status screen so you can set the caution and danger levels for the system.

Hope to have a release ready next week.

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I'm still here... Just thought I'd post. been working on the electric code (also adding a buffer to when LS runs out and when kerbals start having a chance of dieing (This should help when I forget to transfer LS to pod on reentry))

Also added 2 editable blanks to the LS Status screen so you can set the caution and danger levels for the system.

Hope to have a release ready next week.

Hello, I don't know if it already has been requested but can you save the "auto cancel warp"?

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I'm still here... Just thought I'd post. been working on the electric code (also adding a buffer to when LS runs out and when kerbals start having a chance of dieing (This should help when I forget to transfer LS to pod on reentry))

Also added 2 editable blanks to the LS Status screen so you can set the caution and danger levels for the system.

Hope to have a release ready next week.

Stavell, IF POSSIBLE, could you code that flag to disable IFILS on some saves?

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Still working kinks out of lastest dev build- added electric tracking to LS window and now opening window kills kerbals- so I'm trying to figure out what in the heck I did to cause that. So that's the delay in a new release.

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This mod is fantastic, Stavell, thank you! ;)

I'd like your opinion on a subject: I've been looking for a solution to deal with RT2's signal delay on distant bodies (like Duna) and as I've been reading "The Martian" (by Andy Weir) I think I have a solution - I'll put a remote command center in orbit of Duna and control my probes from there.

Problem is now I'll have to deal with life support (your IFILS). I'm thinking of using a greenhouse (probably changing its .cfg). Question is: in your opinion how many greenhouses would be necessary to meet a kerbal's needs? I intend on installing as many greenhouses as necessary to mantain the six kerbals needed for a command center.

What do you think?

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This mod is fantastic, Stavell, thank you! ;)

I'd like your opinion on a subject: I've been looking for a solution to deal with RT2's signal delay on distant bodies (like Duna) and as I've been reading "The Martian" (by Andy Weir) I think I have a solution - I'll put a remote command center in orbit of Duna and control my probes from there.

Problem is now I'll have to deal with life support (your IFILS). I'm thinking of using a greenhouse (probably changing its .cfg). Question is: in your opinion how many greenhouses would be necessary to meet a kerbal's needs? I intend on installing as many greenhouses as necessary to mantain the six kerbals needed for a command center.

What do you think?

I'm still keep trying to figure this out. Articales I've read and still haven't come up with a answer to size of greenhouse for sustainablity.

http://io9.com/5955071/how-many-plants-would-you-need-to-generate-oxygen-for-yourself-in-an-airlock

http://www.astronomycafe.net/qadir/q767.html

http://www.dailymail.co.uk/sciencetech/article-2038180/TV-scientist-suffers-blinding-headaches-experiment-living-airtight-box-surviving-solely-oxygen-emitted-plants-comes-end.html

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I understand. But I think we may have some slack here: IIRC, kerbals are about 1/3 of a person's height and kerbal plants don't necessarily behave like plants on Earth. They are alien, aren't they? ;)

I've been thinking about the greenhouse... It doesn't need to sustain the crew: if I build a base (or station) with some IFILS tanks and send missions for the duration of the tanks, I could wait to send the next crew when the greenhouse fills the tanks again. IFILS greenhouses work like this?

What do you think?

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Hello, guys! I'm having some problems adapting spiritplumber's greenhouse .cfg with the stock generator and asked for help on Regolith's thread.

Since this problem deals with IFILS, can you help me?

Are you just wanting to use ZZZ green house to make LS or is there more you want it to do ?

EDIT- Ok give me alittle time and you said it didn't stop on the UV Generator when the other part should have been doing all the work well it should stop unless you turn it off but think, I see two way to do it like you want one way needs a plugin and one don't let me play around with it.

Edited by Mecripp2
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Are you just wanting to use ZZZ green house to make LS or is there more you want it to do ?

Basically, to make LS. But please, take a look at my post on Regolith's thread. I described it the most detailed I could there.

The link is on my previous post here. I'm on my cell now and it's very hard to repeat it.

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Basically, to make LS. But please, take a look at my post on Regolith's thread. I described it the most detailed I could there.

The link is on my previous post here. I'm on my cell now and it's very hard to repeat it.

Try something like this you might have to play with the # alittle still

PART{
name = greenhouse
module = Part
author = z

mesh = model.mu


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

TechRequired = spaceExploration
entryCost = 10400
cost = 4000
category = Science
subcategory = 0
title = GreenHouse
manufacturer = Jeb Co. Light Industreals
description = Garden in a Can kit, assembled and ready to use. Can be used to generate small amounts of power, but its main purpose is sustenance. One greenhouse should be enough for two to four kerbals.

PhysicsSignificance = 1

attachRules = 1,1,1,1,0

mass = 5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
breakingForce = 200
breakingTorque = 200
maxTemp = 2900

MODULE
{
name = ModuleDeployableSolarPanel
animationName = door

sunTracking = true

raycastTransformName = glass
pivotName = glass

isBreakable = false

resourceName = NaturalLight

chargeRate = 2

powerCurve
{
key = 206000000000 0 0 0
key = 13599840256 1 0 0
key = 68773560320 0.5 0 0
key = 0 10 0 0
}
}

MODULE
{
name = ModuleDeployableSolarPanel

sunTracking = true

raycastTransformName = glass
pivotName = glass

isBreakable = false

resourceName = ElectricCharge

chargeRate = 2

powerCurve
{
key = 206000000000 0 0 0
key = 13599840256 1 0 0
key = 68773560320 0.5 0 0
key = 0 10 0 0
}
}

MODULE
{
name = ModuleGenerator
requiresAllInputs = true
isAlwaysActive = true

INPUT_RESOURCE
{
name = NaturalLight
rate = 1
}
OUTPUT_RESOURCE
{
name = LifeSupport
rate = 0.000139
}
}

RESOURCE
{
name = LifeSupport
amount = 30
maxAmount = 30
isTweakable = true
}

RESOURCE
{
name = NaturalLight
amount = 1000
maxAmount = 1000
isTweakable = false
hideFlow = true
}

RESOURCE
{
name = ElectricCharge
amount = 1000
maxAmount = 1000
isTweakable = false
hideFlow = true
}
}

You need to know how much NaturalLight will last for the night so you can edit the

	MODULE
{
name = ModuleGenerator
requiresAllInputs = true
isAlwaysActive = true

INPUT_RESOURCE
{
name = NaturalLight
rate = 0.5 // Or 0.1
}
OUTPUT_RESOURCE
{
name = LifeSupport
rate = 0.000139
}
}

OR you can

RESOURCE
{
name = NaturalLight
amount = 1000 // <-- here change how much is stored
maxAmount = 1000 // <-- here change how much is stored
isTweakable = false
hideFlow = true
}

If that is what you wanted ?

Edited by Mecripp2
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Try something like this you might have to play with the # alittle still
PART{
name = greenhouse
module = Part
author = z

mesh = model.mu


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

TechRequired = spaceExploration
entryCost = 10400
cost = 4000
category = Science
subcategory = 0
title = GreenHouse
manufacturer = Jeb Co. Light Industreals
description = Garden in a Can kit, assembled and ready to use. Can be used to generate small amounts of power, but its main purpose is sustenance. One greenhouse should be enough for two to four kerbals.

PhysicsSignificance = 1

attachRules = 1,1,1,1,0

mass = 5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
breakingForce = 200
breakingTorque = 200
maxTemp = 2900

MODULE
{
name = ModuleDeployableSolarPanel
animationName = door

sunTracking = true

raycastTransformName = glass
pivotName = glass

isBreakable = false

resourceName = NaturalLight

chargeRate = 2

powerCurve
{
key = 206000000000 0 0 0
key = 13599840256 1 0 0
key = 68773560320 0.5 0 0
key = 0 10 0 0
}
}

MODULE
{
name = ModuleDeployableSolarPanel

sunTracking = true

raycastTransformName = glass
pivotName = glass

isBreakable = false

resourceName = ElectricCharge

chargeRate = 2

powerCurve
{
key = 206000000000 0 0 0
key = 13599840256 1 0 0
key = 68773560320 0.5 0 0
key = 0 10 0 0
}
}

MODULE
{
name = ModuleGenerator
requiresAllInputs = true
isAlwaysActive = true

INPUT_RESOURCE
{
name = NaturalLight
rate = 1
}
OUTPUT_RESOURCE
{
name = LifeSupport
rate = 0.000139
}
}

RESOURCE
{
name = LifeSupport
amount = 30
maxAmount = 30
isTweakable = true
}

RESOURCE
{
name = NaturalLight
amount = 1000
maxAmount = 1000
isTweakable = false
hideFlow = true
}

RESOURCE
{
name = ElectricCharge
amount = 1000
maxAmount = 1000
isTweakable = false
hideFlow = true
}
}

You need to know how much NaturalLight will last for the night so you can edit the

	MODULE
{
name = ModuleGenerator
requiresAllInputs = true
isAlwaysActive = true

INPUT_RESOURCE
{
name = NaturalLight
rate = 0.5 // Or 0.1
}
OUTPUT_RESOURCE
{
name = LifeSupport
rate = 0.000139
}
}

OR you can

RESOURCE
{
name = NaturalLight
amount = 1000 // <-- here change how much is stored
maxAmount = 1000 // <-- here change how much is stored
isTweakable = false
hideFlow = true
}

If that is what you wanted ?

Thanks for tour help!

Unfortunately, I think I didn't quite get what you meant. For example, what do you Jean with "Try something like this you might have to play with the # alittle still"?

About the first code, I didn't know we could set tão solar panel modules. But why did you suggest this?

About the others, I didn't understand.

I accomplished a generator module constantly converting "light" into life support. A solar panel module generating "light" during the day and a togglable generator converting electriccharge (from solar panel or batteries on the craft, vessel, station or base) into life support.

Problem is I wanted the second generator to only work when in the dark bit I don't know how to do it

I saw some cfgs with rate zero (or negative) on input or output resources. Could this help or should I just give up and let the electric generator running all the time?

PS: I'm still using the damn cell phone...

Edited by jlcarneiro
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Well funny thing is all your wanting it sounds like is to show one module working day and one night when all in all it's running all the time unless you turn it off and it works the way, I think you want it to but just quick testing, I ran out of NaturalLight at night but was using time warp and that can be funny anyway so you can change the amount of NaturalLight it takes to make LifeSupport

	MODULE
{
name = ModuleGenerator
requiresAllInputs = true
isAlwaysActive = true

INPUT_RESOURCE
{
name = NaturalLight
[COLOR="#FF0000"]rate = 0.5 // Or 0.1 [/COLOR] <----- here maybe change the 0.5 to 0.1 and see if it make the night
}
OUTPUT_RESOURCE
{
name = LifeSupport
rate = 0.000139
}
}

OR Add more stored NaturalLight

RESOURCE
{
name = NaturalLight
[COLOR="#FF0000"]amount = 1000[/COLOR]
[COLOR="#FF0000"]maxAmount = 1000[/COLOR]
isTweakable = false
hideFlow = true
}

EDIT- To it last you all night if thats not what you want sorry.

Edited by Mecripp2
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Well funny thing is all your wanting it sounds like is to show one module working day and one night when all in all it's running all the time unless you turn it off and it works the way, I think you want it to but just quick testing, I ran out of NaturalLight at night but was using time warp and that can be funny anyway so you can change the amount of NaturalLight it takes to make LifeSupport
	MODULE

OR Add more stored NaturalLight

RESOURCE

EDIT- To it last you all night if thats not what you want sorry.

Thanks for your attention, I really appreciate your help!

I've come to the conclusion that I should not spend time and effort with the current generator if we're so close to a new version. I've decided to go for some compromises:

  1. I've decided the resource "natural light" would clutter the GUI unnecessarily, so I removed it (previously generated by the solar panels) - the solar panels will generate life support directly and the artificial generator will convert electric charge directly to life support;
  2. I've decided the solar panels will generate 1.5 units of life support during the light time (supposedly half a day);
  3. the artificial generator will continue being manually activated but, since activating and deactivating it everyday will be too boring, it will generate a reasonable amount of life support - 1.5 units during the WHOLE day;
  4. it will use 2 EC units for each LS unit.

This way, the mechanics will be simpler, there will be less clutter on the GUI and there will be less risk of "light surplus" to be processed after darkness (I don't even know if it is possible to "store light"!).

There are a few tweaks to make, for example, the rate of life support generated "naturally" and artificially and the size of the container (the greenhouse will only contain one day's production and the rest will flow to other containers in the vessel?). Suggestions are always welcome! ;)


PART
{
// --- general parameters ---
name = greenhouse
module = Part
author = z, spiritplumber, maxrsp, jlcarneiro

// --- asset parameters ---
mesh = model.mu
// entries missing ?

// --- 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 = Garden-in-a-can kit, assembled and ready to use.

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

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

MODULE
{ // this is the greenhouse "per se" - it will generate lifesupport from solar light
name = ModuleDeployableSolarPanel
animationName = door
sunTracking = false // no sun tracking because mobile parts are not visible in the mesh
raycastTransformName = glass
pivotName = glass
isBreakable = false
resourceName = LifeSupport
chargeRate = 0.000162037 // the maximum is 1.75 units per day, due to solar panels efficiency
powerCurve
{
key = 206000000000 0 0 0
key = 13599840256 1 0 0
key = 68773560320 0.5 0 0
key = 0 10 0 0
}
}

MODULE
{ // these are artificial lights - they will generate lifesupport from electric charge
name = ModuleGenerator
requiresAllInputs = true
isAlwaysActive = false
activateGUIName = UV Lights ON
shutdownGUIName = UV Lights OFF
INPUT_RESOURCE
{
name = ElectricCharge
rate = 2
}
OUTPUT_RESOURCE
{
name = LifeSupport
rate = 0.000092593
}
}
}

EDIT: After some tests I think I'll change the artificial generator to 2 LS per day and the natural one to 1 (adjusted to solar panels efficiency. The code now reflects this change.

Edited by jlcarneiro
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  • 2 weeks later...

Hey Stavell, how's it going? Did you get your LS to work the way you want it. I will be around for awhile, looking forward to KSP 1.0 release. I have bee busy with other games and my YT channel. Hope it's going well, I will download your LS when KSP 1.0 comes out and see how far advanced you have it.

Keep up the good work!

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