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Releases: taraniselsu/TacLifeSupport

Pre-release of v0.9 (pre3) [0.24]

18 Jul 22:06
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Pre-release

Note: This release is not compatible with version 0.8 and before. It will break your saved-game.

This is a pre-release. I have not been able to test it as much as I would like so there probably are some bugs or things that do not quite work as intended.

Changes

  • Improved compatibility with ModularFuelTanks and RealFuels
  • Updated for 0.24
  • Added cost information to the resources
  • Bug fix: Kerbals returning to a pod that had been out of oxygen were being killed.
  • Adjusted the amount of ElectricCharge in all stock command pods. You should not worry too much about running out of electric charge up to oribiting Kerbin.

Note: This release is not compatible with version 0.8 and before. It will break your saved-game.

Pre-release of v0.9 (pre2)

11 Jul 02:36
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Pre-release

Note: This release is not compatible with version 0.8 and before. It will break your saved-game.

This is a pre-release. I have not been able to test it as much as I would like so there probably are some bugs or things that do not quite work as intended.

Changes

  • Added parts that use the ModularFuelTanks mod. They will hide all of the original parts so that there are only 3 containers and 3 hex containers: small, medium, and large. Existing ships with the original parts will not be broken since this only hides the originals and does not delete them, and only if the ModularFuelTanks mod is present.

Note: This release is not compatible with version 0.8 and before. It will break your saved-game.

Pre-release of v0.9

08 Jul 23:37
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Pre-release of v0.9 Pre-release
Pre-release

Note: This release is not compatible with previous releases. It will break your saved-game.

This is a pre-release. I have not been able to test it as much as I would like so there probably are some bugs or things that do not quite work as intended.

Change log

  • Includes performance improvements contributed by angavrilov
  • Now uses the textures made by jfjohnny5
  • Uses fixes to the model contributed by Ninenium
  • Respects the length-of-day game setting (Kerbin 6-hour vs Earth 24-hour)
  • The current vessel's status is now always displayed and is at the top of the monitoring window
  • The Build Aid can now be used in the Editor even when the mod is turned off
  • No longer adds the LifeSupportModule part module or resources in code. Instead it uses a ModuleManager config file.
  • Bug fix: was not using enough electricity at high time warps.
  • Bug fix: should not have been requiring Oxygen for craft flying below a reasonable altitude. The check no longer requires the vessel to have electricity or be landed.
  • Added tweakables so the TAC Converters can be toggled on and off in the editor
  • TAC Converters can now be "alwaysOn"
  • TAC Converters config files are now in units per second.
  • Rebalanced for "1 unit = 1 liter"

Note: This release is not compatible with previous releases. It will break your saved-game.

Release v0.8

23 Dec 06:05
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Changes

Release v0.7

20 Dec 06:33
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Changes

  • Updated to 0.23.
  • The active vessel is now always listed first in the monitoring window.
  • Added a Build Aid window that you can use in the editor to see how many days the food/water/oxygen supplies on the vessel will last with the currently assigned crew and the maximum number of crew the vessel can hold.
  • Implemented a work around for the part zooming bug in the editor.

Release v0.6

08 Dec 22:13
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Changes:

  • Fixed issue with EVA'ing before launch
  • Fixed issue with turning off resource flow. All calculations and estimates will ignore any parts with resource flow turned off.
  • Added a placeholder part that can extract Oxygen from IntakeAir. You will need an Intake part to get the air. Only works on Kerbin and Laythe because those are the only two that have Oxygen in their atmospheres.
  • Added a placeholder part that splits Water into Oxygen and Waste (hydrogen).
  • I found and fixed the bug that Shimmy ran into on his live stream that caused twice as much resources to be consumed when switching vessels. What was happening: when switching between vessels in the Map View, the Flight scene would get reloaded but the old instance of my class was not destroyed until after a new instance was created. For a brief moment, two instances existed and it would consume twice the resources that it should have based on the amount of time since you last loaded the vessel. So if you were gone for 4 hours, it would consume 8 hours of supplies :(. It's fixed now though :D!
  • The consumption calculations and the converters no longer use ElectricCharge while the vessel is unloaded. Unfortunately, the game does not seem to track ElectricCharge very well while the vessel is unloaded. I have seen some strange jumps in the amount on a vessel even without my mod installed. So things will only require ElectricCharge if on the active vessel or anything within the load range (2.4km).
  • Various other bug fixes.