#Kerbal Life-Support System (KLSS)
1 messages · Page 2 of 1
Ok, now to do some light rebalancing and also some part localization
And then, it's pre-release time!
(well also the greenhouse mesh is a bit fucked because some mistakes I made with mirror modifiers but I'll fix that later down the line)
Ah I need to find a logo too
Here y'all go, should be decent-enough for a pre-release so people can start to try this out and find bugs!
Known issues:
- GRN-100 Greenhouse model & emissive are wonky
- In the VAB, the resource estimations do not take into account recyclers if they're not set to the default formula
Requires:
Space Warp >=1.5.2
Patch Manager >=0.3.0
Community Resources >=0.1.0
not putting it on spacedock yett?
I think I'll iron out the obvious bugs first, then do a full release
To avoid bug reports about stuff I already know about
Awesome! I'm installing right now
Eh, you know what, I can push it to SpaceDock you're right, I'll just put a big pre-release disclaimer somewhere
It's published, I suppose there's some CKAN wrangling that needs to happen next
do you want a mod tester ping for this?
Ah yeah that'd be nice
<@&1079082721281851422>
first ever KSP2 life support mod now released!
ill do it soon
requires Patch Manager and Community Resources mods (might want to add that to the SpaceDock description)
unless a <@&1127598160605368381> wants to beat me to it
who calls me
i cant in vr
now that would be some intense wrangling
That's not the only issue I think, SpaceDock for one doesn't add deps and stuff like that
it needs proper install paths set up for that I think
What do I need to do here besides this?
spec_version: v1.18
identifier: KerbalLifeSupportSystem
$kref: '#/ckan/spacedock/3485'
$vref: '#/ckan/space-warp'
license: MIT
tags:
- plugin
depends: - name: SpaceWarp, PatchManger, CommunityResources
install: - find: ''
install_to: BepInEx/plugins
x_via: Automated SpaceDock CKAN submission
Ah shit, on it
(ideally with 7zip)
Yep yep I just forgor to change it to 7z for this mod
running this:
Install-Module Microsoft.PowerShell.Archive -MinimumVersion 1.2.3.0 -Repository PSGallery -Force
Import-Module Microsoft.PowerShell.Archive
in powershell should potentially fix the automatic zipping from the template
(not sure if that's how you got the zip)
Pushing an updated zip
that did it, thanks!
done, it's on CKAN now
looking amazing
oh wait, for some reason I don't see the LS entry in the app bar?
just checked, nothing
There's no life support system inside the command pods?
did you by chance change the version in swinfo and not in the plugin?
Yep
How do I change the version in the plugin?
[Error :Space Warp] Missing dependency for mod: Kerbal Life-Support System, this mod will not be loaded
it would say "(mismatch)" next to version
Ah I might not have the correct PM version locally oops
loo on the mod in sw
ah that would explain
I have a warning in the log
[Warning: BepInEx] Skipping type [KerbalLifeSupportSystem.KerbalLifeSupportSystemPlugin] because its version is invalid.
Okayyy pushing an update
it has to be x[.x[.x[.x]]] I believe, where x is a number
BepInEx uses the stupid .NET version format
Can we modify the template to auto remove extraneous shit
so that it automatically removes it from swinfo before build?
that might be a bit invasive
Nonono
Update sent to SpaceDock
So that it automatically removes it from the version field when setting to the csproj
but BIE version has to be same as swinfo version
It ignores prerelease versions when I do that
Otherwise when I had spacewarp as a prerelease it would break
but I'm not sure how much magic I can do with MSBuild to do that
10 dowloads in 20 min: the smell of success
parts are black with the newest update
Huh, not on my computer 
I'll try reinstalling
Now I have access to the life support window
So it's expected not to have a life-support system on command pods?
it isn't
I had it on all of them
in all versions
well I for one can say that now with 0.1.2, I have LS on all pods, I have the LS window, and the parts are not black
Hmmm why doesn't it work for me
Huuuh could you delete the BepInEx/plugins/PatchManager/cache folder and restart the game?
I hope that isn't the issue tbh
because it worked fine for me without clearing cache manually 🥲
PM is kind weird about cache. I'd definitely try that.
so, parts are black when you load a game with an already launched vehicle.
if it's new, colors are ok
Uhhh
wtf
bruh
Game is tied in an infinite loop when trying to launch from the VAB with this error copied a thousand time in the log
[ERR 00:17:04.962] [Simulation] A part with Guid 6b169d44-3a70-4ac1-8dc8-8904ef4128c6 already exists.
[ERR 00:17:04.963] [General] Object reference not set to an instance of an object
at KSP.Sim.ResourceSystem.FlowInstructionCompilationExtensions.CompileToInstructionConfigs (KSP.Sim.ResourceSystem.ResourceFlowRequestConfig resourceFlowRequestConfig, KSP.Sim.ResourceSystem.ResourceDefinitionDatabase database, System.Double basePriority, KSP.Sim.ResourceSystem.IFlowNode target) [0x00078] in <483cd9805b7642b5be13e081b9a5d1b4>:0
Uhjhhhh
this will be a fun mod to debug, combining custom modules, patches, and UITK

the unholy trinity of modding
meanwhile, I have all the above seemingly working
but I have the recycler and greenhouse off
The first one is weird, why is it trying to instantiate the same part twice
Could be a collision with another mod?
That's unbelievably unlikely no?
yeah pretty sure that can't be the case
there isn't anything even remotely close to this
in fact it's the only mod to use community resources and patch manager at this point
Yeah we're treading new ground here
[ERR 00:22:11.108] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'Food' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.110] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'Waste' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.147] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'Food' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.147] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'Water' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.148] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'Oxygen' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.148] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'WasteWater' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.148] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'CarbonDioxide' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.149] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'Waste' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
you're definitely a pioneer in this
CommunityResources error?
yeah, that looks like CR isn't loading
I don't have the infinite loop anymore. I have an empty State entry in the part manager
Could you send your whole LogOutput.Log file? (after sanitization for like real name and stuff like that)
that's stock dw
Collision
how would that affect this
how
oh I get it, nevermind
but yeah that should have been fixed
It's from PM's side then?
how is that even installed?
It's from SpaceWarps side
Because thats where the ReflectionTypeLoadException shit is even meant to be patched
They probably never uninstalled it I guess?
@vague mortar uninstall BetterPartsManager
Ok
ok so I can confirm that the resources now completely stopped ticking for me in this version
it worked just yesterday
they don't tick for me either
wait, I head something
There it is!
nevermind, that's my wall clock
But everything else works?
yep
That's very weird
I think its an issue on Safartes side
That's the recycler not the consumer
Yeah
sorry, dumbass
It's ticking for me

ok I don't seem to have a consumer on any crew pods at all
Huh
huh
let me try the good old "delete cache" trick
...
that fixed it
Cheese something tells me the cache invalidation doesn't work like it's supposed to
it really does seem more and more like a PM 4am-er after all
oh...
We really should add a if modlistchanged
yeah
Does it check for mod version changes too?
it should but it doesn't
Should be as simple a fix as this
that was the problem
(that second one uses a hash of the swinfo files for reference
oh yeah true, SW does already have that
Okay, at least this issue should not affect non-modders for my mod, at least we caught that early x)
well, technically it does
since the last version was broken, incorrect cache was generated
and updating the mod doesn't regenerate it
Ah true
but that's about to not be an issue very soon
I'm still confused by Falki's black part issue
That's just reflection being reflection with broken DLLs (BetterPartManager)
ah true let me test with a save file
I'm gonna grab some food
and nothing relevant in logs
[Info : Unity Log] [Physics] Couldn't find override drag cube or drag module data to calculate bounds for buoyant part 'KLSS_life_support_tank_1v_1x1'. Make sure Part has a drag module and/or an override cube if desired this is the only thing about KLSS
but I don't think that's related
since that's only about one of the 3 broken parts
Ah yeah I don't know how to do drag cubes
And I might have forgot drag on the first part
This looks like AO is doing some fucky wucky?
No that was OK. The stock engines don't have that. We need that on other parts though.
though actually the automatic drag cubes might not be possible currently without importing the game's project settings
since we need to assign a transform to an imported layer from the game
and that I think is part of the project settings import
You just added a new craft to a save with already flying vessels?
Can we try importing layers only
saved this vessel on the launchpad and then reloaded the save with it after restart
not sure if the restart is needed
Is it a PM issue?
Couldnt be otherwise all parts would be black?
yeah, I don't think so
Nah that's an issue with my Unity part setup I guess
who would have guessed we would manage to find this many bugs in such an amount of time (since patch 5 release)
We should get paid for this
@woven badger didn't you also have issues with your engines turning black at some point?
Well anyways, I'm going to sleep asap, I'll try to fix the most egregious bugs tmrw
Nope, there's a bug in LFO I think - or an incompatibility that came in around 0.1.4.1, where it turns all the plumes red. Mine should generally be bluish white, and the look fine in Unity Editor, but not in the game.
Oops
There's a minor bug when the oxygen level is near zero, it get stuck at 21s left
Steps to reproduce :
- don't activate the recycler and deplete all ressources
- when everything is at zero, activate the recycler -> the oxygen and water level rise
- when there's no more electric charge, the levels drop
- the oxygen level stops at 21s
I reloaded and retried, I was able to reproduce
With timewarp, I noticed that the Kerbal lives for several hours still before the oxygen level gets brutally to zero
And then he dies
Also a very minor display bug: it uses metric tons instead of liters for the water in the VAB
Noted, thank you
Noted too, this might be an issue with PM
I'm trying to wrap my head around the "parts appear black after restarting the game" issue and I have no idea where to start looking
Afaik my materials are set up properly (see attached)
My maps look okay too I think
Can you reproduce?
Yeah, launch a craft with my parts, save and exit the game, restart and reload save
I have an intuition as to what might cause it, brb
I think this is clearly an issue with ambient occlusion
iirc the shader computes AO from metallic, and every other mod I've seen sets the strength to 1
What's weird is that it only happens after a game restart, like how does that make any sense
It may be failing to load one of the texture map
Ok I think I found the issue, I put some noise in pmDirt and that causes everything to turn black, I need to check how this channel is used
I managed to get the greenhouse to not be blac at one point but now I can't replicate 
@woven badger for parts mat, all maps except normal should be set to Alpha Is Transparency right?
Correct!
And do these look correct to you?
And this?
The Normal needs to be "fixed", but not set to alpha is transparency.
Is the mostly black one an AO map?
Emissive
Ahh, Ok. Then these look fine.
I don't see anything wrong with the way you've got your material set up. Looks fine to me.
Argh why the f is this bug happening
Why only on save load too
Just to be sure @woven badger , you never had any issues with your engines turning black on save game load?
This is an odd one. I just tripple checked all your materials settings against one of mine and they do look fine.
I've never see this happen with any part, engine or tank - those are all I've made so far
Window > Asset Management > Addressables > Settings
Minor diff here:
Also here:
And here:
I don't know any of those would matter.
Yeah that didn't fix it
Man this is a weird one.
I do kind of think it might be occlusion related.
I think if that gets messed up it would do this
Do you set an occlusion map in your materials or do you leave it empty?
I leave it empty.
Like you said, I think the shader does it for you.
Do you have the Lux Shader somewhere in your project?
I can replicate in Unity what I get in game if I set occlusion strength to 0
yes
So yeah this seems ao related
I use the one from KSP2UT
it should be the same one
Are they? I did not know that! I may have it duplicated then.
It was given to me by lux
So from what I gathered it seems _occlusionStrength gets set to 0 for my parts on save load after a restart
Odd
(how is that possible tho)
Could this be that my Unity project is just fucked up?
I'll try recreating a new one
That may be the thing. I had (completely unrelated) issues that led me to finally re-do my SPARK mod with a fresh clean package. I jsut did an asset export for everyting (including dependencies) that I wanted to save from the old project and pulled them into the new one. I needed to set up addressables and the Build/Load path, but mostly it's not that bad. Tedious, but not really bad.
I have a hunch that best practices may be to go this route when migrating from one unity ver to another.
That didn't fix it 
Rats... I still think it's occlusion related. I'll test my parts rn to see if with 0.1.5. I may be getting a similar effect.
@arctic panther I seem to be having an issue with the Paintable shader in Unity, for AO I do not set any map and I just set Occlusion Strength to 1. But here is what happens: when reloading a save with the part on a launched vessel after restarting the game the part appears very black, just like when Occlusion Strength is set to 0. Any idea what could cause this?
When first launching a vessel and in the OAB the parts appear correctly
(I am going crazy over this issue)
@woven badger any news on that front?
Sorry, got distracted with an LFO thing. I'll test that rn in the game.
So save with a part on the pad, get out and then back in and load?
With restarting the game in the middle yeah
Ah!
Yay! Perfect! not...
The update must have broken smth in the shader
It's blacker than Neal's shirt...
No, dude - I'm getting the same issue you've got.
Those are supposed to be shiny!
Yep, that's what I'm saying, the shader we both use must have had smth broken
Yep definitely, is Lux also the only one who knows how that works? (tbh the shader is pretty short we might be able to sort this out ouselves)
@arctic panther could the Unity 2022 upgrade have broken something with the Paintable shader? Especially regarding occlusion
I think this is something we should handle. Lux is taking a look at LFO rn. Maybe you and I can sort this one out so we're not overloading him?
Yep, I'm trying a dirty fix rn
Ooo! I like that. I'm going to open up that shader and have a look see.
Ok dirty fix didn't work
shouldnt
can you show me
how your inpsector looks?
here
On first vessel launch the part appears correctly but then after restarting the game and reloading the save the part appears like occlusion strength was set to 0
So force it to be 1? Weird. In Isa's icon generator I don't apply the _ao, and I set the strngth to 0, and that give me a good icon - but that's blender.
Is your dirty trick then to change this line?
o.Occlusion = o.Occlusion * _OcclusionStrength;
It was to remove it yeah
to be = 1
thats pretty wierd
Yeah, my inspectors look the same and I'm getting this on my parts too
could be the implementation, but then it would happen to every thing
oh
its this something that only happens on 0.1.5?
fair, probably something on the patch in spacewarp
if you load a save, the same happens right?
cuz the pipeline of VAB>Flight is diffrent from Save>Flight
IF you quit/reopen/then load you get this.
Seems this is related to that different pipeline then
i thigh u were gonna send a screenshot lmao
yeah, @sudden oriole what was the fix for PM to apply also on saveload?
#1145349899777478759 message
its probably gonna be needed here too... wierd that it broke on 0.1.5
I meant you get this effect.
my guess is that they changed the shader internally
since it still works correctly in Unity, but not in game
Also, I just tested without PM and CR and the before looks fine like this:
with after like this
oh wait, so w/o those 2 it looks fine?
Nope without those two we still get the bad occlusion effect. I think I've ruled out PM and/or CR as a source
I can start dropping mods to see if there's any way to get it better narrowed down, but I know those have both seen a lot of work recently
you could try disabling/deleting everything except SpaceWarp, UITK and TNO
So the before was when I saved, and the after was after quit/restart/load
(disabling doesn't work with PM, since it has a preload patcher, but should work for all other mods)
Oh disabling PM doesn't necessarily work?
it doesn't disable the preload patcher
and that can cause exceptions
and it does change some of the game code
I could temporarily yank it - that will work
I'll test that rn
PM yanked, but other things still present (CR disabled)
yeah, then you can probably rule out mods
it might be an issue in SpaceWarp's code
Still bad...
I'd say that's the most likely place
The ColorsPatch probably?
This is good to know. We've narrowed it down then.
It's also good in that we should be able to fix it in just one place.
Possibly
Not sure if the KSP2UT-provided shader might also need a change
Which would require a rebuild of part mods
But that's only if the game's own shader's properties changed
If not, then it's just SW that needs fixing most likely
No, SW is an absolute monster
You need python installed to build it
And then you run build.bat in its root
I'm planning on completely reworking the whole build system to match the one used by my template
For 2.0.0
Space Warps build system was from before we had better practices
Before I traveled deep into the mountains of MSDN to learn the ancient dark arts of MSBuild
I'll try to look into the ColorsPatch but it looks complicated
this is what i was saying
the patch in colors patch
where it applies to the in flight crafts
is probably broken
Testing KLSS on a space station
So far I have encountered some glitches, such as:
- after a while, it's not possible to save a build in the VAB
- when launching, it's not possible to revert to launch or to revert to VAB
But it's hard to know if they are related to KLSS or not. I have another install where KLSS is not and I do not encounter them, but that's not the only difference in terms of mod.
Can you reproduce those errors consistently? For the first one, after how long does it happen roughly? And also, do you have save & log files available? (And do you have other mods installed?)
Yes it happened several times. I just removed all unnecessary mods, I will tell you if it happens again
I have found something else. It's not really a bug but it's an inconvinence. When I add a pod in the VAB, it does not get added to the life support window. Even if I save the build it does not. I have to load the build to be able to see the stats.
Another thing to be improved upon: pressing Esc closes the KLSS window (in flight and in the VAB), so I have to re-open it everything I save the game.
That's definitley a bug, thanks for the report
The greenhouse description says it outputs 0 T of food whatever the setting.
Do the Kerbals generate waste?
The primary output of any machine shop is waste. As a bi-product of waste production you get a few parts. I think Kerbals are the same. They mainly generate waste, but also may do some work and serve a decorative purpose when planting flags.
Yes, at the same rate they consume Food
Where can I see the amount of waste generated? And what happens once we reach the limit that the vessel can sustain?
Ah yeah there is no way currently to see the Kerbals' consumption and production in-game oops
They produce / consume per day:
- 1kg Food/Waste
- 1kg O2/CO2
- 3L Water/WasteWater
And nothing happens when the waste products containers are filled, it is assumed the Kerbals just dump it outside
for a future update, may I suggest that for example once your space station's waste containers get filled up, you'd have to send a resupply craft to fill up the food/O2/water containers and take away all the waste?
lol ok
Maybe "dumping" should be a manual action, so that we can dump the waste water but keep the waste for fertilizer
Not all the container is "dumped", only stuff that'd "overfill" the container
Hmm I feel this could become quite tedious, an option to just dump waste materials in space seems realistic and beneficial gameplay-wise imo
I guess, it really just depends on the intended level of realism, for example if resupply missions were a necessity, then taking out the waste with them would also make sense
But if it's possible to recycle 100% of everything using EC, then it's definitely not needed
Yeah I do not aim for this mod to be this realistic
Perhaps there could be optional recyclers with some %efficiency and requiring EC?
Right now all recyclers require EC and have a <1 efficiency
do they? when I was testing with solar panels, there seemed to be 0 loss
or maybe that was a bit earlier in the development? now I'm not sure anymore
Ah yeah by <1 efficiency I mean that they cannot cover the needs of a fully crewed capsule
"True" innefficient recyclers would pretty much make self sustaining stations/bases impossible which I do not want
I like this solution, it basically forces you to not "overcrowd" your crew modules
Yeah, and while the solution for O2/H2O self sufficiency is "just" adding more crew modules, it provides a gameplay reason for larger stations / bases which is cool imo
Was able to reproduce and fix it, ty!
I really need to add per campaign settings to space warp
That'd be awesome indeed 🤩
This, as well as a few other things should be fixed in the version that just released! (Please let me know if you encounter other annoyances)
Did this happen again? What were the circustances?
Not being able to save a build in the VAB never happened again after I deleted the other mods, but not being able to revert launch or revert to VAB is systematic
But there is a workaround:
Recover vessel > Revert to launch
Recover vessel > KSC > VAB > load vessel
Huh, I'll look into that
Also: what do you mean precisely by "not being able to revert launch / to VAB"? Are the buttons greyed out? Does it crash when reverting?
Are those buttons greyed out only after restarting the game or directly after launching a craft?
Directly after launching a craft
But I just tried with a clean campaign and I could not reproduce
I think there's some weird stuff happening here that might be caused by the game itself
It seems it only occurs with my current campaign created before I deleted a bunch of mods, so maybe I'm not sure it's worth that you investigate after all
I also encountered a very weird bug where I had a vessel in VAB I could not launch, getting an error log saying something like that the vessel is still in the process of being saved, and was not able to launch it even when closing/opening the VAB etc., had to restart the game
I did have the mod installed, but I think it has to do with either the game itself, or PM
more likely the game, if I had to guess
and I'd say the same for these other bugs as well
though it's pretty difficult to pinpoint
Your campaign might sadly be in some sort of "corrupted" state where something somewhere broke at some point :/
I'll see if I can find some consistency for those kind of bugs in my testing but without reproducibility I can't provide any guarantee 🙇
@surreal bridge I've noticed a few more issues
- the time expectancies do not get updated in the VAB when modifying the resource sliders, except when one of the ressource is 0 or when modifying the conversion rate
- the window sticks when going back to the main menu
I have checked that these issues are present on a clean campaign
Noted, thanks for the report, I'll get to those soon 🫡
Thank you, your mod is very fun to play with
Glad to hear that!
Also what do you think of adding the Waste in the resources window in the upper right corner? So that the player would know if he has enough waste to utilize the greenhouse in fertilized mode
Hmm I don't know, I want to keep the number of resources in the top right window to the strict minimum, other mods will probably want to add stuff there too and it could quickly get out of hands
Alright, but I feel we should have a way to check for the amount of waste in the vessel
You always have the Resource Manager, but it's very clunky
This part of the game's UI needs a lot of work imo
Ah yes, it didn't occur to me to check the Resource Manager
one thing I miss from KSP1 is an overview of all of the vessel's resources in the VAB
(though that is added by Kerbal Engineering Redux, not in stock)
We need a mod for that 👀
Alright, maybe liters should be a capital L, 63l looks so close to a plain 631
i guess that would warrant changing it, yeah
bruh
Ah yeah let's go for "L" x)
Going along, haven't worked on it in the past few days as I was taking a lil break
I had some issues but they were not directly related to my mod
(stuff broken in dependencies)
good to hear
really looking forward for this to release
It's already released 👀 https://spacedock.info/mod/3485/Kerbal Life-Support System
ah didnt know
installing this right away!
btw if kerbals run out of resources
for now what happens
For now they die
ah nice
Other difficulty options for that will come later
yeah sounds good
It's on CKAN btw if you want (easier to install)
this is what i like anyways
i never liked the kerbal turns into tourist when they run out of stuff way
(maybe has to do with the fact that i've been using kerbalism with rp1 for the past 3 years)
btw any bug i find i'll be sure to document it here
Thanks 🫡 (a few are already known: adjusting resource amounts in the VAB does not update the life-support UI correctly and there are some issues with the parts textures)
the part calc changes are happening in0.2.0
Yep saw that, I asked Dakota for some details if it was possible, we'll see
New release: #1169303383346262127 message !
working on a Cygnus-esque food container
all 3
mmmh snacks
love it 😆
water tank!
Awesome
Let's try to quickly do the ox tank before going to sleep
I think I've gotten it down to ~3h/part now
Do you use the newest ksp2unitytools? @surreal bridge
Hmmm I don't think so
Fair enough
I was just thinking it might bring your iteration time down, but youd have to make a new project and copy everything over
Yeaaaah I'm gonna stick to my already set up project for this mod, I'll definitely use the new tools for any future part mod tho
for a code mod the only part that it would speed up would just be the automatic copying of the addressables to the mod folder
so probably not worth the effort
I mean it also just allows you to launch ksp2 to test all within unity but yeah
Working on some triangular radial M-size containers
Yeeees! Cant wait to see these in the game!
hehe
that looks sick!
this mod is taking some good shape
Balls
Great balls
Had an idea:
Right now the greenhouse has two modes: "fertilized" and "unfertilized", the difference is that in fertilized mode the greenhouse uses Waste and produces twice as much food as the unfertilized mode.
This means that currently there is no reason to not use the fertilized mode, to remedy that I have a new proposal:
The fertilized greenhouse will use a new "Fertilizer" resource instead of "Waste". "Fertilizer" is made from "Waste" using a new part that also consumes electric charge. This adds constraints to using the fertilized mode which are still fair and interesting imo
All the new container parts, I think I'll release those before the fertilizer rework
Oops I had to enable git lfs, this mod is going to start getting large in terms of file size
damn, what kind of files do you have that are that big?
the bundle
Oh fair
if you have the source Unity project in it, it's kinda redundant
The SpaceDock upload is gonna take a while 
Those all look amazing, well done!
Thanks a lot!
M-size composter
Will composters become an exclusive seperate part or will they also still be integrated into the bio hab? Looks great btw!
Separate part I think, this way it'll add a "cost" to using the "Fertilized" mode for greenhouses (also it'll make for more visually interesting stations and bases ahah)
sounds like a fun mechanic!
I wanted to work on the textures for this right now but I forgor I didn't do the UV unwrap 
lgtm
But now I can't texture cause I have TTRPG night
What game?
In Nomine Satanis/Magna Veritas is a French role-playing game, created by Croc. In Nomine Satanis ("In Satan's Name") was the Demonic player's guide and Magna Veritas ("The Great Truth") was the Angelic player's guide.
In Nomine Satanis/Magna Veritas (often abbreviated as INS/MV) was first designed by the French company Siroz, as of 2003 availab...
Interesting, never heard of it till now
I'm not even sure there are English translations of it ahah
Darn french people getting the cool rpgs
Ah apparently there is, but knowing the age of the game it's probably a bit hard to find
https://arianedartagnan.wordpress.com/rpg-tales/in-nomine-satanis-magna-veritas-english-translation/
Tomorrow is ttrpg night for me, and we are playing plain old 5e
Nice! I need to get back into some DnD at some point
Well, somewhat modified 5e in some regards but yeah
that sounds really fun from the description
We should have a ksp2ms ttrpg night save me
I wish I got into TTRPGs, I've never had a friend group that would be interested in it
Though a one shot or something with some of the people here would be cool
composter
The new balancing I had in mind for M inline long greenhouse:
- Unfertilized: produces enough Food for 2 Kerbals
- Fertilized: Produces Food for 4 Kerbals, consumes the amount of Fertilizer produced by 0.5 M inline Composter (so with 1 composter and 2 greenhouses you can cover the needs of 8 Kerbals)
Alright I need to get back into the motivation to work on my mods, so here are my plans for KLSS before 0.2.0 drops:
- Release the composter update
- Add correct transfer of resources to and from EVA
- Add Kerbal "strike" mechanic that'll replace death in normal mode
- Go over the balance of the currently released stuff
For the strike mechanic, when Kerbals run out of a resource for long enough they will no longer be able to pilot a vessel (I'll do that by increasing the minimum command crew of the command pod they're in)
They'll however still be able to go into EVA otherwise it'd be nearly impossible to rescue Kerbals stranded in EVA (and it makes the feature much easier to implement ahah)
Later on, Kerbals on strike will not be able to perform experiments either
Urgh the resource flow request system is a pain
Doing singular resource requests is annoying, I have to go quite low-level
ResourceContainerGroup.AddResourceUnits and RemoveResourceUnits to the rescue
yeah!
(the pod started with 7d of supplies, the transfer was successful)
now to test all the many possible edge cases 🥹
Lgtm, I'm gonna release an update with this + the composter
so excited for this to come to 0.2!
I'll try to publish an update with the parts tech tree node placement tonight. I'll also work on the known issue of no LS resource consumption for background craft asap
:0 awesome :)
Btw once you add the parts tech tree node placement stuff, I might make a pull request for Where's My Crew Capsule support once I finish that mod
It'll be using the new config system :p
I'll try to use configs directly then to make it easier!
One thing I'm realizing is that the tech tree is already quite packed, we'll need ways to zoom out and / or pan tabs for heavily modded installs
Yeah, @void fiber is working on that IIRC
yep #1186780327054684320
I'll probably have 3 configs (for now then) I imagine:
- WMCC found: WMCC placement
- Community Tech Tree Found: placement in potential new nodes in CTT
- default: placed in stock nodes
(If I understood how configs work correctly)
@sudden oriole sorry to bother you, but how should I go about doing my tech tree patches to make it as easy as possible to add integrations with other tech tree mods?
Just add them to the nodes, WMCC is going to be unreasonable and clear out every node that it has configs for
but in most cases where you aren't doing a tech tree overhaul like that, you can just add them to the node normally
So to add KLSS parts to WMCC you'd do whole new patches just in a stage later than the base mod's ones?
I'll have KLSS define/update configs for WMCC
but, you can also just do it like you said
I could set that up for you
I'd love some simple example code, I still need to fully wrap my head around configs
I'll make a PR to add your parts to WMCCs configs after I finish it, as I need to define the structure for WMCC still
That way, I get to test my ideas, and you get example code
Okok, I'll do "naive" patches for stock tech tree in the meantime then
aight
Doing some double-checking with trying to narrow down when he dissapears
Well that's good news, cause since I'm switching craft now he won't dissapear 😂
I have some mods installed (obviously) but they shouldn't be needed for this I would assume. Can give full list if you think it'd help
They both are still there now after way more warping then I did before the times they disappeared and still have supplies
Ok my idea led to nothing
F
Let me know if you encounter the issue again in the future
I can try and recreate it but not sure what info I can give you from it
Reproduction steps would be great (what are the vessels like, in what order were they laucnhed, how did the missions go, etc...)
In the meantime I'll play around with the mod on my own time to try and find similar issues
Well, I can give the rundown (you can also see the current state in the save if you'd like)
Is there a specific save in the save file which is right before the issue?
1: Launch together from Kerbin (both kerbals in lander cans)
2: Go to Mun
3: One lander can went down to Mun surface for a mission
4: Lander can back to orbit
5: Trying to randevouze without Flight Plan and getting frustrated ( 😂 )
6: Manage randevouze only to realize Jeb is gone from the rocket in orbit but still have about half of food/water/o2
Should be the newest quick save I'd say. If that doesn't show I can hit a propper save right after the quick load and then send you that instead
I'll look into what I have first, but thanks for all the info!
It's a great mod so if I can do some simple typing of English to give you an idea of what might cause an issue, I'll take it!
I can't do more then enjoy and break mods 😂
I managed to reproduce it
Just sat in the ship called "default name-8" utill about MET: 3d 6h
Yep I reproduced it too, I suspect it is linked to the known "no supplies consumption in the background" issue
Did you reproduce it without any other mods installed? If not I can do that just to make sure there's not some weird conflict happening somewhere
I highly doubt this is related to mod conflict, if it is what I think it just requires a small update (which depends on the next version of Space Warp)
I doubt it as well but I was just offering so you didn't have to tbh
Shame it has a dependencie for a fix, hopefully it doesn't become too prevalent
It kept happening for me in new situations, I disabled it for now, I had the panel up and watched them dissapear in realtime
Hopefully the SW updated comes soon ™️
Very nice, it seemed really well made so definitely looking forward to it!
Just gotta pretend that I have it installed untill tomorrow for me then 🙂 (EUer)
where are the snacks and everything in the tech tree l
The first storage part is in the first "Survivability" node, the other parts are sprinkled all over
maybe i'm blind , i'll check again tomorrow
Did you install the latest version of the mod?
Looking forward to having this installed with For Science! Will be getting close to a proper Kerbal experience. 💪
@surreal bridge what version is your mod currently in ?
Today i did my first docking since for science and it was wth a life support ressources module for bill that is alone in the first module of my kss
(bill need food caus is just installed the mod and he was in space before food was invented)
Nice! Kerbals do be hungry ahah
oh cool now background craft consumes ressources
so i did not do that for nothing
Moarrr than 100 food supplies for bill
Yes, I really wanted to get that fix out before going home (without access to a windows PC). Cheese, munix and Falki really carried me for this update with all the work done in Space Warp
(lets hope food wont naturaly go bad after a time)
It doesn't ahah, that would be very annoying
how did you even do that without a pc ?
Ah no I go home tomorrow, right now I'm on my Windows desktop but after tomorrow and for a week I'll only have my Manjaro Linux laptop with me
And I definitely did not want to try and find out how to setup a mod development environment on linux
oh i missunderstand
yea that makes more sense
i thought you didnt have acces to any pc
Actually not bill , bob
bill died a long time ago
@surreal bridge when a kerbal dies, it should convert into LS resources for the other kerbals
Ah I spot some UI style issues, I'll fix those next year
so every time life support runs out, a single kerbal dies, and then the other kerbals consume the dead kerbal for food water and oxygen
which ones?
how do you make oxygen fron kerbal
Kerbal electrolysis
Water i can still understand but oxygen ?
Cheeeeese, no soylent green in KLSS 😠
Feel free to mod my mod if you want to add this however 
The name of the second craft is too wide and overlaps with the Food column
but its tastyyyyyyyyy
will there be a way to hide some modules (like uncrewed ones?)
caus i dont realy care about how long can the none existing kerbals will live
I didn't think of this, I'll add that to my backlog 👍
I'll probably want to do a big revamp of this UI at some point, to add the ability to sort & filter vessels for example
wait is there a difficluy setting in your mod ?
like choosing if kerbals dies or just deep sleep
Not yet, it's one of the items with the highest priority for future features
so what happends now ?
They die
just food = alive , not food = no alive
After a short delay, yes
No
or become useless
ok
i thought i saw that somewhere, so that might be in future version todo or something like that
(they survive 30 days without food, 3 days without water or 2h without oxygen)
Yeah probably in the Planned Features
damn, they can breath for a long time
Kerbals are all pro freedivers 
do they consume in eva?
Yes
do they consume oxygene on kerbin eva?
Yes, also something I want to address at some point
Super hyped about the issues I ran into yesterday is already fixed, that went faster then I expected! Looking forward to enable it again for this evenings space session! Thanks for all the work you and you guys did over in the Space Warp chat yesterday.
Idea: kerbonaut logging/history, so you can more easily track what happened to your 'nauts. You can click somewhere and see something like "[UT] Kerbal 'name surname' in 'vessel name' died because oxygen ran out.
Good idea, I'll write that down
And also every other kerbal that died , like crashed in the first mun mission with his friends.
@surreal bridge so I'm going to write WMCC patches for KLSS, but it'll basically be the same as the naive stock patches except it runs after WMCC
what does the conversion rate slider do
hmm, my pilot is seemingly randomly dying when the life support screen says I have plenty of time. do I need to transfer resources from the storage into the pod?
It's like the level of power given to the recycler, how much recycling it does
At zero time warp? Do you have the latest version of the mod?
ah, not at zero
Was it happening at high time warp?
not super high, I was warping to my capture burn at minmus
There seem to be some issues with time warping (probably due to some precision errors in the calculations)
I'll look into it after the holidays
would you say that the mod is at a state where is a viable for a full exploration playthrough?
I haven't tested it personally (especially the position of the parts within the tech tree) but it should be pretty stable
And in any case you can turn the supplies consumption all the way to zero at any point if you feel the difficulty is too high
cool, thanks
But be aware there seem to be issues at high time warp, I don't know the details yet but as always, frequent quicksaves save the day
I'll keep an eye out, thanks
ok i know this may be getting out of the ''Life Support System'' mod , but missions report history and like recap would be also cool
But its going to be much more complicated if any docking is involved
.
Maybe Something like this:
KSS Mission
- Dawn Module Launched to LKO
- Unit Module was lunched , Tim and Bill flu in this mission ...
-- Unit and Dawn docked
-- Bill died in the [Combined-1] ..
-- .....
-- Tim returned to kerbin , he experienced a maximum of 3G , he travelled a lot of km ..... ..... He's mission span is 3months ... - Another module was launched .....
I should have posted this in mod idear tho
Oh and more related to your mod , your custom parts icon in VAB looks a bit bigger than others.
The mod is working out very well on my playthrough; however, I think that the placement on the tech tree might be slightly off
or atleast intended for a lot more probes to be launched
A trip to duna, which is a relatively early game thing, takes 2.6 years in total, meaning that I need to be about halfway in the tier 2 tech tree for crewed duna missions to become viable
Thanks for the feedback! I'll try to shuffle things around (and also play exploration with my mod myself at some point) to make it better balanced
For me (never played ksp1 and havnt got very far before for science) it's good enoth so far , i'm half way down the 2nd page of the tech tree and i'm still exploring mun and minmus , and for those explorations i just snap a buch of basic Live Suport module and it's good enoth .
@surreal bridge
Ohhhh, how are those chosen to be featured?
By me :3
Well thanks for the feature then!
You are welcome!
Note for update: #🔴mod-dev message
Back home & well rested after the new year, time to go through the long backlog of bug reports lol
@silver jungle I don't have the correct layers in Unity for drag cubes and stuff like that, do you know what could be causing that?
Ahh yeah probably done that when TK was broken
it's fixed in this version of ThunderKit: #1167427437685117000 message
Hmm I have set it to Everything and reimported the game a few times, still no dice
did you try just completely removing the package and importing?
The game's package?
yeah
lemme try
Still nothing, I don't want to recreate another new Unity project from scratch 
ok no that doesn't seem to work
I don't think that will help tbh
Could I just create the layer #29 with the correct name?
you could try
but at this point I'm not even sure if this version of KSP2 uses it anymore
Like, the absence of 20+ layers would be intended?
yeah no it still uses it
but it seems like ThunderKit just doesn't want to import them
Well in the meantime I'll just add the layer 29 manually
you should be fine just setting them to 29, the name probably doesn't even matter
Alright, next step, figuring out reentry meshes and stuff
that's actually just a stock bug
I'm pretty sure it means the little cube that you use to change view
Ah okay unrelated then
@half minnow sorry for the repeated questions, how did you setup Drag for your parts mod?
Were your parts disappearing also?
Next up I want to look at adding the KLSS parts into WMCC
but I'll do that possibly another day
It'd basically be the same as adding to the stock tech tree for you though
I might just not add drag to the parts until we figure it out in a stable way, I doubt it will have that much of an impact anyways
just change whatever nodes you use to (,wmcc_...)
Safarte any error in log ?
Nothing that looks related to rendering
How did you do the Drag setup for the KESA parts?
Drag cube ?
yeah
Manual
Ah! Do you have a script or something that did the computations?
better, no drag but at least it's not invisible lol
what solves the problem ?
Not putting the meshes in render layer 29
(the one supposed to be for auto drag cube render)
but my reentry doesn't work 
You made meshes for lod ?
Only lod_reentry id not active ?
yep
yes
if I activate I see the mesh in Unity
it has the shader
shader
Hmmm I might have goofed up something, lemme check
Linked to how I export stuff from Blender I think, I have that for part meshes too and it leads to no issue
ok
i don't understand, everything is ok
in each lod gameobject, material is affected ? i don't see it on your screeeshot
sorry
it's ok
Yep, just to make sure, the lod_reentry object can go anywhere in the hierarchy or does it need to be under model?
i put it under model
i'm verifying
no rules, sometime yes, sometime no
did you put Reentry Mesh (script) component on lod_reentry ?
hope so 😉
bit flaky but it works!
I'll set up a wiki page explaining how to set up reentry meshes if I have the time tonight
Cool. Congrat !
make sure the mesh is shaded smooth
the effect probably relies heavily on the normals of the mesh ]
Ohhh I'll try that
Makes sense
I tried to go for LODs with 5k, 1k and 500 tris, should I go much higher?
Ah yeah that's a lot
(this is lod 0 i think)
ah yeah that's better
What no drag does to a part lol
too late for the write-up tonight, will do tmrw
@surreal bridge https://github.com/Safarte/KerbalLifeSupportSystem/pull/27
When I try to use resource manager to transfer food or waste it transfers a little but stops before it is done. Repeating has diminishing returns and it seems impossible to fully top off a docked craft from the mothership. Any ideas why? EC seems to transfer fully before stopping.
Commented
Hmm let me look into it
Is github being weird for me?
it seems so
(unless I don't really understand how reviews work)
Ohhh I had to click Send Review or smthing, GH is not very clear here, anyways lgtm I'll merge that
uh
did... did that melt?!
I think the mesh generation needs some tuning, those LODs are quite noticeable
otherwise pretty cool
Some meshes are not perfect yeah
are they even supposed to be visible at all?
I was assuming they would just be fully transparent
Nah the issue is that on the part on the left the reentry mesh is too small so the base part sticks through it
I mean
they all look like they're wrapped in white plastic
I didn't notice that with Isa's engine for example
Isn't that just how the stock reentry looks?
something looks really off here
maybe I'm just really blind?
but I've never noticed anything that
tbh this was going really really fast at a really low altitude (no drag)
I'll try to compare it to other stuff
the stock effects always look transparent
you can see the colors almost at all times
At night too?
it only really gets white when the vessel is like completely burning up, and even then you can actually see the colors through it slightly
Hmm I'll do some more tests with my parts inline with stock parts to see if I spot the issues
Tomorrow
basically what it looks like to me is that the reentry mesh itself is becoming visible, when it should only be the flames
Just to throw this little thought in; I saw your initial resource flowchart included intake air making O2. Have you considered intake air on planets other than Kerbin making other gasses? Hydrogen scooping the Jool upper atmosphere? CO2 on Duna? Trace gas on nominally airless worlds?
Hmm that would go outside of the scope of this mod for resources that are not life-support supplies imo
let's do some reentry testing with Reentryinator-5000
ok I have a feeling the issue might have more to do with the shader / how my material is set up rather than the meshes
The trails are correct but my parts aren't getting lit up correctly
@half minnow @errant sandal sorry for the pings, did you encounter similar issues?
other example
Hy Safarte. No problem with the ping 🙂
I will make tests tomorow to see if this problem appears.
i'm focus on my mods and not playing so much
Same, haven't even started playing the new Exploration mode yet
Hi! @surreal bridge just a head's up that there may be some issues with version 0.5.3. The science lab seems to work on existing vessels, but loading a ship with a science lab in the VAB hangs on the lab. It also hangs if you start from scratch when you try to add the science lab to a ship.
I also had issues downgrading... going from 0.5.3 to 0.5.2, it hangs when loading the save on one of the radial KLSS parts. To recover, I had to downgrade to 0.5.2 and then load a save from before the upgrade.
I'm good personally now (on v 0.5.2)
A hotfix is being pushed rn, let me know if it fixes it when it's available
What was the issue?
That was really quick! Love the mod, BTW!
I forgor to properly remove the Module_ResourceCapacities, it was one problem at least
https://spacedock.info/mod/3485/Kerbal Life-Support System it's up now, could you try it?
I've been trying, but I'm only getting a 37MB file and it is corrupted.
huh
There was an issue where it was only a 26kB file, but now it should be the full 157MB file
When I downloaded it the first time, it said 37MB on the site, but now that has updated, it might be a caching thing
same problem
SpaceDock says 157 MB, but it downloads instantly and is corrupted
what the hell
I've broken SpaceDock 
yep that is what it is for me too
It downloads 36 megs for me
where does it get 36MB from 
yeah that is what Windows says
And android
Let me try to re-upload the file
Reuploaded but it still tells me it's 36MB 
wtf
I'll do a clean new release
Why didn't the gh action take my bundles into account when uploading to SD 
I added them as LFS files
(also when I try to delete the buggy release on SpaceDock I get a 500 error @sudden oriole )
I don't think I've ever seen SpaceDock deleting of releases work
it's been broken as long as I remember
Ok latest release should be unbroken
I always just end up editing it to contain like an empty readme file saying that the release is broken, and changing the description
it sucks
It uploads the same zip that it uploads to githib 
Yeah I know, but why didn't the .zip making process take my .bundle files into account?
which works fine
it did, they are there in the 0.5.4 release on GitHub
I added this by hand
Then your msbuild actions arent copying them?
sounds more like git clone isn't downloading them

or rather the checkout action
Honestly what happens if you change that to a git clone and cd into that directory?
yerah I need a with:lfs:true
I guess I should also add that to the template
@west gate could you check the latest release?
yep
Anyways, going out to eat, will be back in a few
It works great! Thanks so much!!!
Great! I'm relieved it works cause otherwise I wouldn't have been able to fix it for a few hours ahah
Thanks for such a great mod too, I love KLSS!
Idea for later: look into how the u-dunk-it checks for underwater situation for potential water pump part
@surreal bridge
Could be spacedock and github
Also what are the implications of this? Is it something I need to look at asap or just having a clean new update later (not today) will be okay?
Working on 0.5.6: adding drag for parts & fixing WMCC integration
Next I think I'll work on 0.6.0 with a big UI refactor + adding in-game notifications
WMCC integration was fixed with PM 0.9.2
6 minutes long SpaceDock upload, I do not envy the folks who'll be uploading gigabyte sized planet packs
oh god
for a 160MB mod
no wonder that KSRSS is only available on its GitLab, for example
but then, uploading to SpaceDock is not exactly necessary
True true
since you can just use your GitHub repo for CKAN
It's nice for visibility I guess, but it definitely isn't practical for big mods
yeaah
and probably not very practical for Vitas either

considering the monthly Patreon "budget" for SpaceDock is like 40€
@silver jungle how expensive would our own gitlab server be with a few terabytes of storage (/j)
But yeah, thats way too small
Especially since it's also a 1GB limit on bandwidth so a few pushes and SD uploads and it's over
The docs say 2 GB for LFS
I dont know if hammering spacedock with multiple gigabyte downloads is a great idea
welp
My mod is still less than 200 megs, but yeah SD isn't made for multi-gigs mods definitely



