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  1. This is my first ever let's play for any game, a hard mode KSP playthrough with no reverts, no quicksaves, maximum Comm-Net restrictions, and added difficulty through USI Life Support and Probes Before Crew tech tree rebalance. I've made three episodes so far and we're almost ready to go to space. Here's my first video: And my second: And the third, the most recent one so far: Oh, and just for fun, I also recorded myself messing around with a totally reasonable plane in another save: Come, join us for the ride and start a betting pool on which of the veteran four will be the first to earn a memorial service. (Oh, and I would love feedback on my editing and commentary, as I have no idea what I'm doing on that front. But I do think that there has been a significant improvement already from my first video to my third). Channel Link - Tabarnouche Interplanetary
  2. I am curious if the USI team has given any thought to making 5 and 7.5 meter weldable construction ports (or even 10 meter BFR)? These would be handy with the SpaceY and SpaceY Expanded parts.
  3. ## Community “Playmode USI” for Wild Blue Industries mods ## What is does I love the Wild Blue Industries (WBI) mods – MOLE, DSEV, Pathfinder, Buffalo. Great models, useful parts, attention to detail, and lots of good ideas which enhance my gameplay experience, such as the configurable templates. In all my long-term career saves I am also pretty much committed to the Community Resource Pack and Umbra Space Industries (USI) ecosystems, particularly Life Support and Kolonization. Most of the parts I am using (e.g. lots of Nertea’s stuff) have some support or compatibility for CRP and USI. At some point there was at least basic USI-LS support, but then one day the USI config mechanics changed (towards swappable bays with swsapoptions), and those patches became outdated. I used to roll my own, also very basic, based on the CRP playmode in WBI. That, however, is also no longer actively developed. So, instead of trying to patch something that itself might become outdated, I have bitten the bullet and present you the results of my work… integrating USI support (focusing on Life Support and Kolonization) into the WBI mods as a dedicated playmode which can thus be switched on or off as desired. “So it is just some MM patches for Pathfinder etc, not really a mod!” You could say so. It is basically “just” configuration files which are mostly applied using module manager. However, I am utilizing the awesome and powerful “playmode” feature of WBI to do more than just swapping out a part module here and there. With this feature, defining a “playmode” gives broad control over which templates are applied to the different parts, allowing to disable or change a lot of things (which would be totally possible with MM patches alone, but a lot more work). This playmode is built upon the existing “CRP” playmode, with some items adapted also from ClassicStock, but disables, changes and adds some modules (habitation, life support), templates or converter recipes. ## Design Considerations WBI and USI are based on somewhat different philosophies and design principles: * Long-term colonization, especially with closed-loop resource flow, is hard vs. * Early stations and flexible space-camping, short-term habitation expandable to long-term colonization Personally, I do enjoy both approaches and I do not see them as conflicting, but rather as highly complementary for my playstyle. To integrate (Pathfinder/MOLE/etc.) well with USI LS and MKS, balancing the capabilities to account for the different philosophies is important, ensuring that the parts fill a specific niche and are not generally overpowered or useless. What’s In Based on the existing “CRP” playmode, with some changes and additions Specifically, adds in USI-LS as life support system: LS recyclers, LS habitation, WBI greenhouses produce supplies (via agroponics or cultivation), Supplies/Mulch/Fertilizer as resource where appropriate, … Some changes to templates/omniconverters to be closer to the MKS production chains where appropriate Production parts acting as MKS efficiency modules where appropriate Integration of WBI resource sharing/distribution and MKS logistics on the table (see ROADMAP) WBI parts generally don’t enable closed-loop long-term colonization and are usually less efficient than comparable MKS/USILS parts. Keep in mind, though, that WBI parts are already very powerful and useful on their own with their template switching abilities and general capabilities. What’s Out This is not a scientific dissertation about perfectly balancing colonization parts. I have used as-is parts analysis, best judgement, personal preferences as well as the official MKS balancing guidelines. Most things “feel right” to me. Some may be a bit off. There might also be some mistakes on my part. If you think something is vastly off scale, let me know and we’ll discuss it. No repackaging all of MKS’ functionality in WBI parts. It is not my goal to create WBI templates for the complete MKS production chain, for instance. I want the parts to complement, not replace, each other. Some overlap is normal, and some Pathfinder and MOLE modules give you much earlier production capabilities than MKS – but at a cost of generally being less efficient. No “total conversion” of WBI. Pathfinder remains Pathfinder, and MOLE remains MOLE. E.g the greenhouses work totally different from USILS/MKS (you have to wait some time for a harvest, and the yield might be lower than anticipated), and that’s what I like about them as complementary things for my stations and bases. No changes to Tech Tree placements (Stock and CTT). Current placements mean that MOLE & Pathfinder parts come much earlier than MKS (especially in CTT). This makes sense in the overall design (early stations, camping before colonization), fits my playstyle, and I don’t intend to do any changes here. ## Is it safe to drop into an existing game? Short answer: most likely NO! Long answer: it depends. It is based on the existing CRP playmode, but there are some changes. Your active stations and bases WILL be impacted – some positive (LS and habitation functions), some negative (converter recipe changed or outright no longer available). Upon first activation and switching to a vessel there is a high chance of nullref spam. It might be repairable (->see Common Issues and Resolutions), but in a worst case that vessel is no longer usable and has to be terminated. If you are using ClassicStock playmode, DO NOT SWITCH TO THIS PLAYMODE! It is NOT compatible with ClassicStock – absolutely everything is different! All your classicstock resources will be gone, your production chains useless, and your bases decorative only! USI is basically CRP with specific production chains as in MKS, and life support from USI-LS. ClassicStock is very different from this, and fundamentally makes not a lot of sense to forcefully combine with USI. TLDR; Make a backup of your save before activating this playmode! If you are using CRP playmode and have few active stations/bases, give it a try. If you are using ClassicStock playmode, DO NOT activate this for your current save! ## Download, Installation & How to use Install prerequisites (ModuleManager, not bundled!). Any WBI and USI mods are technically not a dependency, but what do you expect this one here will do without them? Download and install mod from the github releases: Install path must be $KSP_DIR/GameData/WildBluePlaymodeUSI !Any other folder path will lead to the templates not being properly found and switched by the WBI Playmode Switcher! Start KSP (your WBI playmode is something <> USI). Use the WBI playmode switcher to switch to playmode USI. DO NOT CONTINUE PLAYING, THE SWITCHED PLAYMODE IS NOT YET ACTIVE! Immediately exit and restart KSP. Your playmode should now be USI. UPDATE WARNING: *YOU MUST TREAT UPDATES AS NEW INSTALLS!* Download new release Delete previous folder completely: $KSP_DIR/GameData/WildBluePlaymodeUSI Unpack new release. Start KSP, LOAD A BLANK NEW SAVE (not your precious long-term career one with active flights!) Playmode switcher will indicate you are in USI (which is not correct, but it doesn’t know), switch to “CRP”. Klick OK. Immediately open playmode switcher again, switch to USI. Klick OK. Exit & restart KSP. You’re good to go now! ## Common Issues and Resolutions ## Support and Contribution Prerequisite: reading the design considerations, what’s in scope/out of scope, as well as common issues and resolutions. If you think something should be added/changed/removed: (Good) make a concrete proposal here on the forum (i.e. “make part x be a hab module with following kerbalmonths” instead of “part x is no good”) (Better) write and test the appropriate configuration / MM patch and post it here (Hero!) make a github pull request And especially regarding issues/support: This mod is community developed, and is in no way endorsed or supported by Angel-125 (WBI) or RoverDude (USI)! DO NOT GO TO WBI OR USI THREADS WITH SUPPORT ISSUES OR QUESTIONS REGARDING THIS PLAYMODE! If I find out that Angel-125 or RoverDude are pestered with stuff from this mod, I might have to consider pulling this. Thanks for your comprehension. ## Credits WBIPlaymodeUSI builds upon and existentially requires the excellent "Wild Blue Industries" mods by @Angel-125. Config files in this mod are based on, adapted from, or outright copied from, config files which are the creative works and intellectual property of Michael Billard, and are licensed under the GNU General Public License, v3. Wild Blue Industries is a copyright trademark of Michael Billard. All Rights Reserved by him. See: https://github.com/Angel-125 WBIPlaymodeUSI builds upon and existentially requires the excellent "Umbra Space Industries" mods by @RoverDude. Config files in this mod are based on, adapted from, or outright copied from, config files which are the creative works and intellectual property of Robert Palmer, and are licensed under the GNU General Public License, v3. Umbra Space Industries is a copyright trademark of Robert Palmer. All Rights Reserved by him. See: https://github.com/UmbraSpaceIndustries ______________________________________________________________________________________ ## ROADMAP [done] bring onto CKAN Evaluate integration of resource sharing/distribution/logistics mechanisms o Side-by-side running, or o Integration, or o Complete replacement of one system with the other More work on the production chains and load/efficiency thing Evaluate support for BARIS Supporting upcoming features in USI Konstruction and LifeSupport (USI's Workshop and DeepFreeze alternatives)
  4. Привет. У меня вопрос. Я скачал этот мод и появилось 2 тренировки. также сканер поверхности показывает много разных руд и газов. но я не могу понять, где их хранить и как добывать. Я запустил их на космодроме, но там было написано что-то вроде: «Земля полна». Мне нужно настроить отдельный режим с ресурсами или я делаю что-то не так
  5. Hello! So i have a question i had a long time ago - Why can't i deploy any module from USI? Like i can't deploy the Karibou cargo bay, or any other part, even when in flight. Any tips on how to fix this problem?
  6. I just added the USI mod packs through CKAN and now when I launch vessels at the space center I am stuck seeing this gray fog, kinda like the ocean washed Instagram filter over my screen. It extends all over even in space, Please help it's not bad but very annoying. Thanks!
  7. Hi! I am searching for a content creator who has made a vod series playing KPS using some of the mods I am. Mainly UIS life support, interstellar and remote tech. I have about 80-ish mods installed many to add parts and to create new challenges. Commentary is preferred over music vods. Any recommendations?
  8. USI MKS parts are not deploying as intended I do not know why ive tried the tundra parts ive tried all of rthe parts but they aint working sorry English isn't my first language
  9. Hi I have konstruction mod on v1.3.1. I can't use PAL claw, or forklift, etc. No right click options. No servo button. Any ideas? Thanks...
  10. Hi everyone! I've sent three kerbals on a mission to Minmus in a vessel made of a lander (an Mk1-2 Comm.Pod) and a second part with a Kerbitat. When i detatch the lander in order to land and it escapes the Kerbitat sphere of influence the value of habitat obviously decreses as now the kerbals are in a small place. The strange thing is that only the first kerbal to have previously entered the lander (the first in the list) gets the 7 days of habitat granted by the lander; the other two become homesick. It's a bit confusing, as i thought all of them had to get the 7 days.... is all right? Or should it works in a different way?
  11. So i started a new KSP-save and want to focus on colonisation and base-building like many here as it seems. I want a sustainable Base which can construct Rockets completly by its own (without those DIY container being sent from Kerbin). Pretty much like the old "extralanetary launchpad". With the mods i have i thought this should be possible. I researched "advanced construction" which is supposed to give me stuff like a extractor, kerbal-habbitation-support and ore/metal/rocketpart-tanks etc. All the parts from the "advanced construction" research regarding the Mods arent showing up when i want to construct a lander/rocket with them on Kerbin. This makes the start of the base pretty much impossible. Maybe you have some ideas how to fix it or what i have wrong... or maybe a mods-pack to be able to do what i want? So the Mods i have installed are: ModuleManager CommunityCat.Kit CommunityRes.Pack AT_Utils USITools Firespitter GroundConstruction KAS / KIS NearFuture Solar/Electrical Edit: +UmbraSpaceIndustries +DynamicBatteryStorage
  12. My KSP game has a few mods (Mostly USI mods) and was working fine until yesterday! Now when I attempt to launch a Vessel the game crashes. I’ve created new saves within the game, reinstalled the game all together, and reinstalled the mods but it still continues to crash. Any help? Mods I’m using: Habitat Pack, easy Vessel Switch, USI Pack, HL Airships, science relay, x science, KAS, KIS, Scan sat, Kerbal planetary base systems, environmental visual enhancements, stock visual enhancements, scatterer.
  13. I want to download every Umbra Space industries mod as well as extra-planetary launchpads, but I need help. My biggest problem is that when I download all of the USI mods separately there are a lot of double files, so there are a ton of duplicated parts. Also, there are many parts where I can find the actual parts files when I look in the folder, but don't show up in the game. Is there a master file I can download that has all of these things? Like I just download a single thing and everything I need is there? Please help!
  14. Hi guys, was wondering if you could help I wanted a life support mod which kills kerbals... but also wanted kolinization (it looks amazing) I figured i would get USI ls and configure it to kill kerbals (setting the effect to 5 in config for both vet and non vet when running out of supplies, ec etc...) I did this because i read that USI kolinization no longer supports TAC or doesnt work as well and i don't mind having resources grouped as "supplies" instead of individual resources too much. Anyway after setting it all up and testing in both career and sandbox mode i found that after the 15 days of "starving" the kerbals become tourists and do not die. Ive checked the in game settings which shows it is selected to K.I.A for both vet and non-vet... any idea why this is happening... i just want my kerbals to die! Any help is much appreciated!
  15. Hi everyone. I'm gathering mods for a cool project I'm working on but I have a small problem. I was looking for a mod that had airbags. I found one and later on figured out that it was now part of a pack by USI and @RoverDude . It's called USI survivability pack, and besides of airbags it addes other cool stuff: The problem is that the link it provides to download it does not work, it takes you nowhere: http://forum.kerbalspaceprogram.com/bobpalmer.github.io/UmbraSpaceIndustries The mod is not very famous and this is the only page I've found to download it. It's not in the USI page or anywhere else that I could find. I really really want it. I would really appreciate any help.
  16. As you can see from the title, I have been looking for a conversion and life support chart, for ksp 1.2.2. I was wondering if anyone has stumbled by them and can send me a link to the web page. Thank You!
  17. Okay I have a question, and maybe the mod dev can answer this.. But everytime I use Umbra Space Industries Kolonization, Konstuction, and Life Support, I always seem to have issues. and it gets wrose when There's an Update for USI Tools I'm just wondering what is the correct way to install these m mods? I mean, what is the correct way to install these mods in Order? Should it be The Tools first, then the colornization then the Konstruction, or is there any particular order in General? Any insight would be helpful.. Space_Coyote
  18. Repost from sub reddit Downtown: Hey folks, after reading about power distribution I wanted to plug my mining drone into my Duna Power Distributor. I managed to get the wireless receiver to work but I could not figure out how to connect 2 "Power Coupler"s together(one on source and the other thr destination). I assumed it was similar to the pipes you can link between things. Anyone have experience with these Power Couplers? RoverDude: I have a bit of experience. Power distribution requires an engineer. It will in turn allow any power coupler to connect to any power distributor. Downtown: Hi RoverDude, love the mods bud. I have an Engineer working in the Duna PDU. My confusion stems from the 2 power couplers(one wireless[2km range] and the other wired? Sorry i dont have the exact part names atm). I can get the wireless one to work just fine. Its the other coupler that I cant get working. I also have "linked" two vessels with a pipe. I assumed the wired coupler would work the same way but that isnt the case. Talking about the wired Power coupler specifically 1.) Do i need a coupler on the power source as well as the consumer? 2.) Will i see a cable between the couplers?(like the pipes) RoverDude: If you can do me a favor and move this to the forum thread with screenshots, that will help a lot
  19. I've put together a selection of parts meant for the building of bases on foreign bodies. Designed to tesselate on a cubic grid and represent a more permanent foothold. No strict mod dependencies Configs provided for MKS, Near Future Electronics, Community Tech Tree, and Connected Living Space functionality. Benefits greatly from a means to build away from the KSC e.g. Ground Construction/Extraplanetary launchpads Heavy parts, may benefit from Ubiozur Welding for structural Integrity. Reasonably light weight otherwise, tried to keep computer resource usage to a minimum. Kottabos' Youtube Review: Pictures: Changelog Downloads: SpaceDock Github Dev Thread: This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. I'd like to thank dboi88 for answering some my questions when I was getting started.
  20. Curie Orbital Akademy and Gas Station has taken between 3 to 6 launches, thus far depending on how you count. I'm learning / messing with MKS, hence the akademy module, and power distribution module. The original launch consisted of an MSL and Hitchhiker Can as a habitat, along with a set of Nom-o-Matics. While launching the second module of the Ada Lovelace Munar Kolony, I stopped by Curie to grab a couple of scientists, and also brought along a small truss with an inflatable mini-habitat, and the newly invented Docking Ports (not Jrs). I attached it with the Jr. Port on board. This truss also had an antenna, as I sort of forgot one on the original launch. Having accepted a contract to rescue some kerbals, I figured I could bring them down on my crappy SSTO which I have yet to successfully land. Crappy SSTO, "Reliant" I found after orbiting it at 72km, I didn't have the delta-V to get it up to 150km, where Curie lives. I was already getting ready to launch my first tanker, and figured I could rendezvous and refuel it en route. The tanker launch vehicle had extra lift capacity, so I included another Truss segment along with 4 de-orbit pods. The Truss had 4 docking ports around the middle. Turns out, my SSTO docking port was right at about the CoM, so instead of refueling it, I just attached it to the tanker's front docking port, and pushed it up to Curie. At that point, I realized I couldn't dock the SSTO to the truss docking ports, because there wasn't enough room. So I attached it to the end of the truss for now, with plans to bring up docking tubes in a later launch. On the 2nd tanker launch, I included hardware to de-orbit any other capsules I get on rescues (heat-shield, probe core + batteries, parachutes, and Konstruction Docking Port Jrs). The next big construction launch was to send up the MKS Akademy and required Power Distribution Unit (turned out to be overkill). This would be used to train up Kolonists for the Ada Lovelace Munar station and future Minmus kolony. I included 4 docking tubes along with an RCS tug to help put them in place and with future berthing operations. Here's an image before I de-orbited the last engine stage. I realized later I should have disassembled them for MKS parts, but oh well. So right now, I've got the SSTO berthed (on top), 2 fuel tankers with those great looking (high part count) inflatable tanks (replace when I unlock Mk. III fuselage), the Heisenberg Nuklear Tug below, and half of the Bohr Munar Bus (passenger trailer / aka "Short Bus") on the left. The drive section of the Bohr is picking up an empty 2 kerbal passenger compartment from a previous rescue, which I'll convert into a de-orbit vehicle for a tourist and rescuee. This was necessary, as I originally planned to bring them down on the SSTO in the lawn chairs in the cargo hold, but realized the tourist can't EVA to it. At this point, I realized I can't run the PDU for too long, while in sun, as the heat build up is too high. I included Konstruction Ports on the PDU with plans to attach trusses with Gigantor Panels once I unlock them to take the strain off the nuklear reactor. That should help make the fuel last longer. With the heat issues, I'll also throw on some more radiators.
  21. I'm not sure If anyone else has this problem, but can you inflate the inflatable habitation modules (with USI) during flight? The button seems just to be not there. I wanted to get a habitation ring in orbit for my journey to Duna, but I cant extend it mid flight (space). Thank You!
  22. Ok, ages ago I wrote a simple set of MM patches to help integrate UKS with KPBS. Then it got noticed a bit, and a few of us made some big plans. Then 1.2.2 came out, USI updated everything, I couldn't run the latest versions, etc, etc, and it fell behind a bit. @TheRagingIrishman offered to take over the main effort, but stuff got put on hold until @RoverDude released his balance spreadsheet, which hasn't happened yet... So. I got a new computer for Christmas, and I'm interested in playing with both MKS and KPBS again. Nills277 isn't particularly interested in doing MKS integration himself (which is fine: if he doesn't play with it, it's a complicated thing to integrate correctly), and no one seems to be doing much with it, so I'm reviving my patch set. I've renamed it, in the hopes of eventually doing a 'real' release, and I spent some time today reorganizing and cleaning up. Current repositories: GitHub: https://github.com/DanStaal/KPBStoMKS GitLab: https://gitlab.com/DStaal/KPBStoMKS I like GitLab from what I've seen, but I know they aren't the big name (and aren't quite as stable), so I've got it on both. I may drop one or the other if keeping them in sync becomes to much of a hassle. Current Status: Current Release is 0.9.5, with logistics, power distribution, Ground Construction, and Kontainers support. https://github.com/DanStaal/KPBStoMKS/releases/tag/Release-0.9.5 Repository Structure: I'm trying to teach myself good Git usage using this as well, so I've got the repository structured for a 'Git-Flow' workflow. That means there are several branches: Release, where the main releases will be made to. If you just want to grab the last tested & stable version of the patches, go here. This still has the old version of the patchset. Development, where the main development occurs. Currently has most of the latest changes. Various 'feature' branches, which are focused development on specific features that may or may not be included in main development. At the moment there's really only one active 'feature' branch: MKS_Workshops. It's intended to house development for the big plans that got discussed ages ago, while the main development will be trying to get something that does basic integration. (There's also the old 'master' branch, which I may delete at some point.) Plans: Short-term: Next on our list is to get USI-LS support written up and functional. This will probably be two versions: A 'Basic' version for working with just USI-LS (which we'll be sending to Nils277) and a full MKS+USI-LS version which will stay in this pack. Check to see if Multi-Hub has a node at KPBS height, and if not add one. Long-term, I'd like to see support for the MKS industrial toolchain in the KPBS form-factor. We had an interesting idea of how to break that up back in the KPBS thread ages ago - I'll look up the links. It may not be possible with the current way MKS is structured, we'll need to take a new look at it. How You Can Help: I welcome discussion and PRs. If possible, please put the PRs on the correct branch - that's either 'Development', or a feature branch dedicated to the features you're working on. (At the moment that being the industrial toolchain workshops in the feature/MKS_Workshops' branch.) This should be fairly easy, as I've set up 'Development' as the default branch to look at. Also, while I can code fairly well, I have *no* modeling or texturing skills. I've tried. Really. I may try again in the future, but if you have some skills in either, they would be welcomed. Currently we could use: Textures for the tanks. (Small, medium, large) For any/all of the MKS resources. I can do without, or have a default, or just have a couple, but ideally we'd have all of them. License: MIT.
  23. Hi guys, do you know how to use those weldable ports correctly? I've tried to do this for last 6 hours, and I cannot find it out.
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