Jump to content

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


l00

Recommended Posts

I already found a fix for the issue with the panels. ZO2 panels will be included in the next version of PowerTech.dll.

I decided to change the panel architecture a bit to reduce the mess. Now there will be 3 levels:

1. The basic panels with animation and attitude control.

2. Derived class that adds efficiency calculation and status bars.

3. Types that implement interface for other addons. If possible will be added to the main dll (some cases may require additional dll that has reference to both plugins)

Link to comment
Share on other sites

Love this mod, but I was wondering if you would consider adding a little something to it (should hopefully be just changing a little code)?

It would be awesome if you could add a varient of the mun lasers that when used on the mun (or minmus) will very slowly replenish your fuel tanks (over about a day or two so you would have to time warp or change ships).

This would be similar to plans to extract rocket fuel by splitting water ice into oxygen and hydrogen.

This could work regardless of ZO2 tanks etc and be usable on unmanned probe missions.

Sorry, don\'t like to make requests haha, I know it can be annoying. If you point me in the right direction (how to get into plugin files for a start) I should be able to figure out a hack myself for my game.

Kind Regards,

Link to comment
Share on other sites

Finally, the 0.15 compatible animated panels are working!

Grab the PowerTech.dll v0.2.3 and ZO2 PowerTech solar panels.

P.S. Want something better-looking? Any PowerTech-compatible panels can be easy reconfigured for use with ZO2! Just change the module to ZO2pwr_PowerTech! And set MaxZO2Gain.

There are couple nice panels made by Maraz

Link to comment
Share on other sites

I love playing with zoxygene and Alchemists powertech panels . however since .15 i seem to be having some frame rate / crashing issues . ive used clean installs using only mechjeb and the zoxygene/powertech combo and found that more often than not moving from VAB to launchpad causes a crash. i have no other mods installed and have had no issues with just mechjeb installed. is this just an issue with my machine or has anyone else come across this

KSP 0.15

mechjeb 1.8.3

powertech 0.2.3

zoxygene 0.51

Link to comment
Share on other sites

MultiJointpart doesn\'t work at all in .15, use PowerTech instead, it has even better animated panels.

Finally, the 0.15 compatible animated panels are working!

Grab the PowerTech.dll v0.2.3 and ZO2 PowerTech solar panels.

P.S. Want something better-looking? Any PowerTech-compatible panels can be easy reconfigured for use with ZO2! Just change the module to ZO2pwr_PowerTech! And set MaxZO2Gain.

There are couple nice panels made by Maraz

Link to comment
Share on other sites

Hi Everyone!

I just made another quick update, vastly improving solar detection and fixing some bugs.

(Of course, until the Powertech Panels are updated as well, the Solar Detection upgrade will only work for the standard panels)

The next step in this project will be making the zo2 source and main classes abstract, so they can be used with other mods (e.g. Solar panels)

Regarding ISRUs, i think i will make them, but later, first i want to make the classes abstract. That will also involve changing zo2 sources to general sources.

That will mean panels and drills will keep track of the number of parts using them, and will have their outputs as 'power/users'

After that, it will be a breeze to create a 'fuel processing' core, that uses these general parts and creates fuel (using also panels as powersource).

But i think, that ISRUs will be their seperate mod.

Also with the main class abstract, zo2 command pods will be relatively easy to make.

Cheers!

Link to comment
Share on other sites

Hey l00, I\'ve been looking through the source code but I\'m not very adept at reading it - what is the numerical \'rate\' of ZO2 consumption per crewmember? Need to know so I can ensure I\'ve numerically balanced out my ZO2 / electrical systems. A single ZO2 filter from the EEP has an energy drain of 1 and a ZO2 rate of 1, and this is definitely not enough to keep the crew alive. I presume I\'ll need more or need to mod them myself, so knowing the value for proper balance would help tremendously.

All I found was:

ZO2Usage=(float)(livecrewc)/300;

Which suggests 0.003333 per Kerbal. This doesn\'t sound right, as the extractor mines at 0.011 but says it won\'t be enough to keep the whole crew alive, when it obviously exceeds 0.01 which is what all three crew would consume.

EDIT: Figured it out - the Power -> EnergyConsumption can\'t happen without batteries. And because EEP doesn\'t have refilling batteries (when empty they\'re dead), when the battery drains, the ZO2 filter goes dead, and everyone dies. Wish I had the ability to adapt the ZO2 tank empty / refill code :( The only thing I can do at this point is to cheat and use massivehuge batteries or never warp faster than 2x because it\'ll kill my battery in seconds.

Link to comment
Share on other sites

@Frostiken:

Actually, you are correct in determining the zo2 consumption/kerbal, i just failed to do the math :D

The gain should indeed be less than 0.1, i suggest you use 0.09. Will be fixed on next update...

If you are using the EE plugin for the zo2 stuff only, i suggest using the solar panels that gain zo2, at least until the battery issue is fixed.

I am currently working on seperating the ZO2 mod form the panels (of course, they will be included with the mod),

but the panels will gain general power instead of a specific resource, and they will keep track of how many parts are using them.

If others adept to this system, the new panels could become sort of a standard, so every modder who makes a panel would

use that standard. Result of that would be: if you want to power any mod that uses solar power, you can just put on all kinds of 'powersource standard comatible'

solar panels, and they would power *all* 'powersource standard comatible' mods! Of course, by output/number-of-power-using-parts.

Also, this will be accomplished by one single request from the part(s) using the panel.

The good news is that i am already playtesting this stuff, and it basically works, so this should be coming soon (*knocks on desk :) *).

Oh, and it will also work for Drills!

On another note, you can think of the Ext. ZO2 Tanks as batteries too, for a while, i was considering naming them ZO2 Batt.,

but i didn\'t want to bring 'electricity' into the mod like that, to avoid any confusion. But they actually are batteries,

only they don\'t store electric power, they store the power put into cleaning the ZO2 that is in them.

Cheers!

Link to comment
Share on other sites

Realism like a boss 8)

*edit*

But wait... Kerbalians are green and that means... they do photosynthesis lol! they breathe co2=zo2

Btw could you make less powerful, flat&compact solar panels because they don\'t fit in my nova punch mun rocket

Link to comment
Share on other sites

i have an issue, i\'m using Alchemist\'s powertech panels because animations ftw, but the panels get stuck \'undeploying\', which is a real pain, and i can\'t then redeploy them. Many kerbals have sufficated because of this ^^

Is this a known bug/does anyone else experience this? Any ideas on a fix? Thanks.

The mods i have are Zoxygen & powertech (obviously) and Satelite Relays (the comsat network one). Is it a confliction?

Link to comment
Share on other sites

  • 2 weeks later...

In the main post it states that ALL craft must have a ZO2 master system, can the next version have it, that unmanned vehicles do not require the system.

Vessels must have a ZO2 master system if you want to use ZO2... That is, it is no use to put ZO2 tanks or solar panels on a ship if you don\'t put in a ZO2 master system, but you dont HAVE to put a ZO2 master system - If you don\'t, the ship will still work just like any stock ship.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...