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  1. Well, if you have more than one life support mod installed, you might want to convert their respective resources. Here is a mod that lets you do so! Download: Here PLACEHOLDER TEXTURE/MODEL IN USE RIGHT NOW, LOOKING FOR SOMEONE TO DO THE TEXTURE/MODEL (I'm no good at that stuff) Snacks, USI Life Support, and Kerbalism are currently supported. Note: The LSStuff resource is a buffer. Yeah, I should probably add a license, which one is applicable? All Rights Reserved, All that stuff. If you want to use my code, just ask nicely.
  2. Thunder Aerospace Corporation Life Support (TACLS) update and development Mod License: Attribution-NonCommercial-ShareAlike 3.0 Creative Commons License TACLS originally by Taranis Elsu TAC Life Support is under new management in conjunction with the Realism Overhaul team! We are glad for the opportunity to keep this great mod alive. We are also very grateful to @TaranisElsu for creating TAC Life Support. Our hats are off to him. What is TACLS? TAC Life Support is a mod which adds food, water, and oxygen as requirements for survival in space. Go without support for too long, an
  3. I have tried out many life support mods in the past, but none of them were just right for me. Even USI-LS, with all its configurability, is a bit too unfriendly in Career mode, where often it ends up that probes are much more viable than crewed missions. I have no experience modding or coding in C#, but with interest, help, and a little more time on my hands I would love to try. My concept aims to encourage resupply missions without mandating them, as well as encouraging big, multi crew motherships without pesky hab requirements. My concept is here if anyone has feedback on it.
  4. In MKS, you need electric charge, mulch and fertilizer to make supplies for your Kerbals. Electric charge is easy to get using solar panels and mulch is created by kerbals. However, fertilizer is the one where i cant seem to think of a way to get other than shipping it from kerbin. Is there a way to get Fertilizer when on a ground base? (there is mining in KSP now but i havent touched it much as i recently started a new modded playthrough so im yet to encounter mining). Maybe certain resources can produce fertilizer, but im not sure which ones do and what machine is needed to extr
  5. Assuming that you agree that Life Support should be at least a toggle-able difficulty option in stock, which mod would serve the feel and tempo of the game best? The inclusion of well-made mods into the vanilla experience is something we have seen before. Should @SQUAD begin considering candidate mods for Life Support, which one(s) would you prefer they look at? Why? And in connection with your choice, what changes -if any- would the stock mechanics need to maintain balance?
  6. Bring some new real world inventions and ideas to KSP... Planes have many different landing gears and I feel that spamming small landing legs is wrong, so maybe we could use some SpaceX like landing legs ideas for larger landers? Draco like engine (with pretty shell that is on Dragon V2) with thrust between 24-77 "Twitch" Liquid Fuel Engine and Mk-55 "Thud" Liquid Fuel Engine, because there is huge gap between those engines. This engine would be very useful for development of medium weight landers/crafts. Anyone heard about this huge airship? It could be fun to have those in
  7. Hello. I have been working on a simple life support mod and I was wondering, how much EC should a Kerbal consume while on EVA per minute? How much should they store? I am looking for something slightly realistic. The mod will only use EC as it is a no part-very simple life support mod. Thanks, Benji13.
  8. After completing a pretty successful (So far, we'll see how the return goes :/) interplanetary mission with USI Life Support and UKS, (Partially based on SpaceX's Interplanetary Transport System) I decided to post a few things that are in my mind pretty much essential for a successful mission. Lower the consumption rate. This one is not completely necessary, but it's a good idea if it's you first time or, you've had trouble in the past. I did it, and my justification for it is that by default a Kerbal consumes 16.2 kg of supplies per day, whereas a human consumes about 3 kg of food and w
  9. Currently in the new Devnotes Thursday, there is a debate going on about the addition of life support to stock. There are some very good points, and if you want to check it out, go ahead. But this is about that too. I have one question to ask. Should Life Support be stock?
  10. This thread has been superseded by a new release thread from JPLRepo: Find it here Thunder Aerospace Corporation Life Support (TACLS) update and development Mod License: Attribution-NonCommercial-ShareAlike 3.0 Creative Commons License TACLS originally by Taranis Elsu TAC Life Support is under new management in conjunction with the Realism Overhaul team! We are glad for the opportunity to keep this great mod alive. We are also very grateful to @TaranisElsu for creating TAC Life Support. Our hats are off to him. What is TACLS? TAC Life Support is a mod which adds f
  11. Hey guys. I've been looking at some life support mods and I was wondering if there where any with only Oxygen with 1 or 2 tanks and some sort of way to produce it for stations. I don't want too many parts. If there is a mod that has more than that (like food, waste, CO2) that I could modify, that would be fine. Thanks in advance.
  12. Sorry if this question was posted before, couldnt find anything like this. I love Kerbalism, the real time simulation that calculates every ships resources, food, oxygen in the background. But I just cant play without RemoteTech. So my question: Is there anything I can do to make a system that work like the combination of the two mods above?
  13. This is a request to all life support (USI, TAC, Snacks) to change the way they are. Reasons: Kerbals are green. Green implies photosynthesis. This means they should use water, sunlight, and CO2, and Oxygen (for cellular respiration) Biproducts are a water (from cellular respiration), and Oxygen. So basically all Kerbals need to survive is sunlight. Just look up the process of photosynthesis if you want to know why it would be an infinite cycle.
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