RoverDude

[1.3] USI Life Support [0.5.0]

4260 posts in this topic

20 minutes ago, voicey99 said:

What do you mean by 'cal'? Nothing's wrong, but it's probably designed so you can't do what you're trying to do i.e. spam cheap, low-capacity modules. As your crew complement increases, you have to use bigger and higher-capacity ones.

im not clear

the main problem is in the VAB

max(num) changes wen ever the current(num) chinges <- very bad

the ship on the pics is just a test ship to see
but still that mean that the window is near usless (for a ship whit a crew of 10 it will only add 0.02 multi)

 

cal was supuse to be calculate

 

p.s.

i tested using ranger: cap of 4
max is still changing wen current grows bigger then 4

Edited by danielboro

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Just now, danielboro said:

im not clear

the main problem is in the VAB

max(num) changes wen ever the current(num) chinges <- very bad

the ship on the pics is just a test ship to see
but still that mean that the window is near usless (for a ship whit a crew of 10 it will only add 0.02 multi)

 

cal was supuse to be calculate

This is gibberish. I can't tell what you are trying to say.

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1 hour ago, voicey99 said:

This is gibberish. I can't tell what you are trying to say.

I believe he is pointing out that any time you change the number of crew members actually on the ship while in the VAB, the results of the 'hab time at max crew' changes.

You would expect the 'hab time with current crew' to change, but not the 'hab time with max crew' when you change the number of crew actually in the ship.

As the only way to get an accurate measure of the hab time with the max crew involved actually adding that many kerbals to the vessel, having the 'max crew' line does not provide any useful information.

I reported this previously as issue #224, and it was supposed to be fixed, so I'll go check real quick...

Looks like it was fixed for supplies but not hab-time.

Edited by Terwin

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1 minute ago, Terwin said:

I believe he is pointing out that any time you change the number of crew members actually on the ship while in the VAB, the results of the 'hab time at max crew' changes.

You would expect the 'hab time with current crew' to change, but not the 'hab time with max crew' when you change the number of crew actually in the ship.

As the only way to get an accurate measure of the hab time with the max crew involved actually adding that many kerbals to the vessel, having the 'max crew' line does not provide any useful information.

This is something I have noticed myself in previous versions, and I do not remember if it was ever supposed to have been fixed.

I reported this previously as issue #224, and it was supposed to be fixed, so I'll go check real quick...

If that's the case, I'm inclined to agree with him in that calculating the multiplier on a per part basis penalises you too much for having large numbers of crew. Ideally, I would have kerbals be assigned to the best hab facility and when that's full be assigned to the next best facility and when all facilities are full then the penalties would start to kick in so each kerbal would have their own time calculated individually in a more sophisticated way as opposed to unfairly applying the same penalties to the entire crew. This would be more coding work though, and would probably result in noobs who can't be arsed to check the wiki turning up and asking why their kerbals have different habtimes.

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my opinion is that ship hub rating (hub space*(1+hub multi)) suld be independent of crew size

if you keep the cap on multi, i think that doing sum(all multi part) and then compering crew size to sum() is better then doing it per part

8 hours ago, voicey99 said:

each kerbal would have their own time calculated individually

i dont think this is a good thing.

this will make some places better then ader in the ship
a moving kerbal (hot seat mod or manual) can move from a good seat to a bad seat and turn tourist (or die if so set)

a sugestion
add in the LS status window(in flight scean ) the max number of kerbals that get benefit from recyclers and the % you get.
and if you use SUM(cap for multi) add the max number of kerbal`s you can add to the ship bifor the penalty starts

Edited by danielboro

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Question about the Nom-o-Matics.  if all of my supply containers are full does the Nom-o-Matic continue to operate?  as in will it continue to use up the fertilizer supply and then just dump the supplies overboard?

 

Asking because i really do not want to have to micro manage all the parts in a long term / permanent base on the Mun or in orbit somewhere.  if I have to constantly go back to each part in a base every few hours to be sure that it is not wasting a resource that just makes it tedious and removes all the fun.

 

so I guess this goes for any "converter" in the USI family.  do any of them require micro management or are they all smart parts and will shut them selves down if not needed?

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@Bit Fiddler No. This stops production - and therefore should also stop usage of input resources.

OUTPUT_RESOURCE
        {
            ResourceName = Supplies
            Ratio = 0.00066000
            DumpExcess = False
        }
Spoiler

MODULE
    {
        name = ModuleResourceConverter_USI
        ConverterName = Agroponics
        tag = Agroponics
        StartActionName = Start Agroponics
        StopActionName = Stop Agroponics
        INPUT_RESOURCE
        {
            ResourceName = Mulch
            Ratio =  0.00060000
        }
        INPUT_RESOURCE
        {
            ResourceName = Fertilizer
            Ratio =  0.00006000
        }
        OUTPUT_RESOURCE
        {
            ResourceName = Supplies
            Ratio = 0.00066000
            DumpExcess = False
        }
        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 1.32
        }
    }   

 

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ah ok, so I can just look for the DumpExcess in all the converters .cfg files to see if any of them will waste a resource.

 

thanks

 

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What @KerbMav said.  You'd have to check each converter for the rest, but in general if there's no more place to put the 'main' output then the converter will shut down.

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