I know that there are a few Life support mods in development. They are too intense for my tastes. SO I designed my own.
KSP Forum Post Location: https://forum.kerbalspaceprogram.com/index.php?/topic/166373-131-interstellar-flight-inc-kerbal-life-support-mod-beta-for-now/
GOALS for plugin: Track life support use even when ships are not loaded into scene. Realistic Life Support values on use and weight. based on information from Life Support Systems at wiki.org Low overhead and easy playability with KSP. Life support tracked and used on EVA. Use only one new resource to simulate LS use. Use Electric Charge while Life support is active.
Current Working Features
Kerbal going on Eva takes Life Support from pod/vessel.
Boarding a pod returns unused Life support to pod/vessel.
Running out of Life Support or Electric can kill crew, if outside kerbin atmosphere.
Life Support and Electric is used even if not active vessel (electric code could be problem on unfocused vessel with solar panels(testing)).
All stock pods have LS Resource and plugin installed using ModuleManager.
Electric Charge on EVA - Used by Lifesupport system and if HeadLamp is on.
To Do List:
Test and Debug Code problems.( IN PROGRESS)
Optimize working Code.(ALWAYS WORKING ON)
Create Custom Parts for additional Life support storage.
Create ModuleManager file for third-party command pods.
Add ElectricCharge to EVA(DONE)
Add Laythe to Breathable Atmosphere for reduced consumption? (Checking as Jets work there but might be too thin for Kerbals)
Plugin Operation Info
Currently there are several Status LS system can be in:
Inactive - No demand for LS and no resources consumed. Life Support tag for days / hours of LS remaining will read 0.
Active - Demand for LS and resources consumed. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel.
Visor - Kerbal on EVA breathing outside air decreased Resource consumption . Life Support tag for days / hours of LS remaining will read 0 (fixing).
Only on Kerbin
Intake Air - Pod using air intakes to provide O2 to crew - decreased Resource consumption. Requires atmosphere to have Oxygen
CAUTION - Less than 2 days pod or 1 hour EVA of LS remaining. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel.
Warning! - LS or Electric Charge at 0. Kerbals will start dying if immediate action not taken. Life Support tag for days / hours of LS remaining will read 0.
Each unit of LifeSupport should provide 1 Kerbin Day(6 hours) of Life support for 1 Kerbal.
If plugin seems not to be working right you can enable Debugging log entries via the right click menu on any pod (recommended to be left off unless you are experiencing problems as it does spam the log file in this early release. Issues can be report in forum thread or at GitHub.
The Structural Fuselage has LifeSupport resource added to give you a way to carry extra LS in this early release use the tweak-able right click menu in the assembly buildings to set amount defaults to 0 so it won't effect current builds.
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Working Notes The biome bug seem to be kinda fixed but the timewarp one behavior is different but not working as intended.
Life support is going down even if sludge and slurry are properly processed, if you time warp very fast life support is just melting.
I noticed the following as well:
The regular greenhouses have been deactivated on all my vessels, I had to turn the light on again.
The organic slurry doesn't seem to be properly processed when in space, it's going up in the tracking station and in flight when time warping.
To be honest I'm not going to keep testing this mod if the versions you send me contain so many obvious bugs, I didn't test it properly and fully and I found major issues...
LS not being used at correct rate in warp - roundoff errors
Unloaded LS being processed too fast while unloaded and in warp (ie: greenhouses are processing at 133% efficiency
loaded Slurry processed in warp not all returned when in flight scene Too much slurry is processed
processing lags while in warp, but catches up within 8 seconds after exiting warp