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[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)


l00

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Hello Everyone!

Version 0.3 is up. Fixes and adds a few things, get it while it\'s hot! :)

Changes in the changelog.

Still hosting at uploading.com, but the forum attachments should be enabled soon, and than i can finally get this sorted!

Answers:

Oooh, so you destroy the ship by setting temperature to 9999999999999... Kerbal idea =P

Err... yeah. That is some dirty code right there! I tried Part.Destroy(), Part.Explode(), etc. but the ship isn\'t easy to destroy if i am not being Jeb :) Temperature didn\'t like Mathf.Infinity eather...

But i didn\'t figured out how you make the crew blue ?

Search for the bool 'suff', there is the changing of colors, which are defined at the beginning.

So...does this mod cause the possibility that Bill, Bob, and Jeb could be on seperate crews in future launches? If you kill Jeb, but not Bill or Bob, and land, is a blue-suit sitting in the pilots chair the next flight instead of Jeb?

Sadly, no. :( That is because right now, the flight can end with a boom or by ending it manually. On boom, all crew attached to the ship is considered dead. On manual end, all of them are considered alive, even if i change their state in the roster which is in persistent, KSP just changes it back on the end of the flight.

I\'ve got a little bit of constructive criticism. I think the solar panels should slow down the amount of oxygen used, but not be able to refill them. Also, there should be a 'Regolith Plant' that turns Munar soil into oxygen. And one last thing, don\'t you think a shade of orange or something like that would be a better suffocating color for a green creature?

Constructive criticism is always welcome.

You are right in the sence that that is how it is IRL, but that would make using this mod tedious imho. A mission sometimes takes a while in realtime and if the player runs out of ZO2

after 30 minutes of playing without any means to correct the situation, that would be flustrating as... As for the 'Regolith Plant', that is a good idea, i might implement it later for

Munar bases, so they don\'t need 20 tanks of ZO2.

I took the supplied zo2moon ship out for a spin... my kerbals all died in a single orbit. Is the ZO2 supposed to run out that fast?

Hmm... are You sure that they where full when the Sun went away? :)

Uh

What do the kerbals look like when they\'re blue?

Umm... not green? :D Kidding aside, i am making a video to showcase the mod for all to see!

Well, that\'s all for now, i\'ll make the video soon, until than, download and see for Yourselfs what the mod is like (if You haven\'t already :) )!

Happy killing Jeb,

Cheers!

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I like the mod.

But it seems that in order to be useable (in terms of going to the mun and back) you need like 4x4 extra life support tanks.

Try rotating kerbin with 4 tanks, your going to cut it so close its not even funny!

I had sun for pretty much all the trip, then suddenly it went behind Kerbin and bang, had to wait for the sun to re-rotate around, didn\'t make it in time and all 12 tanks emptied, one of the crew members died.

So I think either the tanks need more capacity, or it should be tweaked slightly to use a little less oxygen.

I had to build one mother of a ship to get all that weight into space btw.

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Were the tanks fully charged? Need more panels?

Edit: I have the main system and two reserves and I lost two pilots orbiting the Mun. I\'d have thought that would be heaps. I\'m not sure how much is enough. I\'ll give this some thought.

I also noticed that when in sunlight the main system will charge by itself first, which is fine, but then the reserves charge all at the SAME time, not one after the other. Intended? Or is that because the part is the same name?

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Were the tanks fully charged? Need more panels?

Edit: I have the main system and two reserves and I lost two pilots orbiting the Mun. I\'d have thought that would be heaps. I\'m not sure how much is enough. I\'ll give this some thought.

I also noticed that when in sunlight the main system will charge by itself first, which is fine, but then the reserves charge all at the SAME time, not one after the other. Intended? Or is that because the part is the same name?

Same for me, and yes, mine were placed with symmetry.

In terms of how fast they depelete, i\'d say its divided nicely accross how many reserves you have, but for charging it does charge them all at once, but perhaps again its charging them all evenly?

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That\'s the issue, parts like RCS tanks and apparently the ZO2 tanks placed with symmetry should drain and fill at the same time.

But because its divided evenly between the units ( I think ) it doesn\'t really make a difference anyway does it?

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'Sorry, you have reached your daily download limit.

Please try again tomorrow or acquire a premium membership. '

I have not downloaded anything from them in the past year or so.

I have the exact same problem. Resetting my IP and clearing cookies, or even waiting till the next day did not fix it.

Could someone please mirror this? I\'d really like to give it a try.

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Hi Everyone!

0.3.3 is up, with a new part and balancing!

Also site attachments are working again, so the mod and source are now attached to the OP.

As a backup there is still an option to use uploading.com, but it would seem that uploading.com is kind of... bad. :)

I can\'t believe I didn\'t notice this earlier! Adding to the plugin megathread soon.

Thanx! :D

That\'s the issue, parts like RCS tanks and apparently the ZO2 tanks placed with symmetry should drain and fill at the same time.

Symmerty is irrelevant with ZO2. Since the KSP Fuel System is designed to emulate, well, fuel, i decided to write a 'Fuel System' for ZO2 from scrach...

So all Ext. Tanks should drain and refill symmetrically regardless of where they are.

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Explain this overload thing I see in the cfg file. What exactly is an overload and how will I know something has gone wrong? Do parts just mysteriously turn grey in the stage bar?

What causes an overload?

Testing latest version now - thx. :)

Edit: Balance time. :)

The main system weighs 1 unit and can hold 400 zoxygen.

The large tank weighs 2.5 and holds only 280 zoxygen. S:|

The small tank is even worse.

I can understanding wanting an \'overhead\' on the small tank vs large tank but the main unit holds far too much zoxygen for its weight, considering there would be a whole lot of mechanical parts jammed in that main unit (ie not just tank space).

When I understand the overloading then I\'ll check that out too. :)

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Explain this overload thing I see in the cfg file. What exactly is an overload and how will I know something has gone wrong? Do parts just mysteriously turn grey in the stage bar?

What causes an overload?

OP -> Current features. It was alwas there =P I highlighted it a bit. look for the blue O character!

The main system weighs 1 unit and can hold 400 zoxygen.

The large tank weighs 2.5 and holds only 280 zoxygen. S:|

The small tank is even worse.

Err.. nope?!

Currently it is:

Main unit: c400 w1 (yeah, should be more, but for now, lets just say ext. tank building materials must be thicker for technical reasons)

Smalltank: c150 w0.65

Largetank: c700 w2.5

Check Your files! (maybe mixed from different versions?)

Cheers!

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Hi All!

Version 0.4 is now up!

Also some pictures and better explanation of the features (short for the impatient, detailed for the curious :D )

Suggestions, bug reports are welcome.

I\'ll start working on foldable panels for the mod soon.

Cheers!

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