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  1. Universal Storage is a modular parts mod, allowing you to build custom service modules. It is highly integrated with the most popular life support mods, DMagic Orbital Science, and Kerbal Inventory System. Universal Storage II (UvSii) is the follow up to KSP’s original wedge based parts mod, Service modules are build from a central core, around which you can place various resource and processor wedges. Customization fairings complete the service module, providing aerodynamic shielding with access via payload doors. Most parts are resizable allowing increased storage capacity while keeping part counts low. New features Separate fairing parts provide full comparability with the stock aerodynamics system. Parts feature multiple height variants allowing greater capacity without bloating part count. Fairings feature multiple paint variants, allowing you to match the look of your craft. Full KSPedia articles including animated gifs. Localization support including KSPedia. Support You can post bugs and feature requests on our bitbucket issue tracker: https://bitbucket.org/uvs2/universalstorage2 Or post in this thread and we'll do our best to help you (using bitbucket makes it easier for us to help and is prefered). Website Features a full parts catalog and other information. Download from OneDrive Use the onedrive download to access: Previous versions Beta releases Source code Balance spreadsheets and other information Download at Space Dock Ensure you download the right version of your KSP install Direct download link Universal Storage 1.7.0.10 for KSP 1.4.x and higher Universal Storage 1.3.1.10 for KSP 1.3.1 Features Three step build process Service modules are built from three basic parts. The core provides the structure with space to attach payload wedges and the fairing provides aerodynamic shielding. For more information on the build process check KSPedia in game. Multiple configurations Most parts have multiple height options, allowing increased resource storage without bloating part count. Cost, mass and capacity all scale linearly so every configuration is balanced. Larger cores and fairings have multiple configurations. The cores feature a central fuel tank or a crew transfer tunnel (for use with Connected Living Space). Selected fairings can be configured as a payload bay for use without a core or wedges. Fairings can be configured to match the look of your craft, with either Porkjet, Gemini, Apollo or Saturn paint schemes. Designed to work with 3rd party mods Built from the ground up to provide resource storage for popular life support mods. The game will automatically detect which mods you have installed (via module manager) and load payload wedges to match. In addition, Universal Storage is closely linked with DMagic Orbital science to provide a large selection of wedge format science experiments when both are installed. Wedges are Kerbal Inventory System (KIS) compatible, allowing Kerbals on EVA to swap out wedges as part of a resupply mission. Compatible mods Connected Living Space DMagic Orbital Science Not currently working, Orbital Science will be updated to be compatible soon. Kerbalism Kerbal Inventory System Kerbal Operating System Snacks TAC Life Support USI Life Support KSPedia Full KSPedia support provides in-game information on the parts, their features and how to build craft. The mod includes support for animated gifs in KSPedia pages (see source code for detailed information). Career mode support The mod is fully compatible with career mode, with parts balanced against their non-wedge equivalents ensuring there are no ‘cheat’ parts. Part unlocking follows a logical progression with the majority of parts available at tier five and six. The Universal Storage Team Daishi – Nox Industrial 3D models Textures Animations A highly proficient 3D modeller and animator, Daishi has created the parts for Universal Storage and other mods on KSP. If you would like to support Daishi’s modelling work you can donate via the paypal link below. DMagic – DMagic Orbital Science Code KSPedia With 18 mods currently on SpaceDock, Dmagic is one of the games most prolific modders. Probably best know for Orbital Science, he is also the current maintainer of SCANsat and author of many other ‘quality of life improvement’ mods. Paul Kingtiger – New Horizons Original concept Research and part balancing Website Paul has created a number of minor balance mods for KSP but Universal Storage was his first large scale mod. When not playing around with KSP Paul plays Paradox grand strategy games and World of warships, as well as messing around with physical computing and restoring old electronics. Translation credits Thanks to the work of these amazing volunteers, we are able to offer full localization support for Universal Storage. Italian: CRL42 German: StarStreak2109 Spanish: @Janderklander - Sergi Ruiz Brazilian Portuguese: Kastruss Source Code You can download the source (zip file) using the link below. Universal Storage Source Code FAQ Nothing works like it should! Make sure you have the correct version of the mod to match your KSP install. KSP 1.3.1 and KSP 1.4 (and later) versions have different requirements. You can find and download the correct version of the mod using the links above. If you have made a mistake, Delete the Module Manager file and the Universal Storage II folder in your GameData folder and try again. Check KSPedia! Answers to the most common questions are in game via KSPedia. There is a problem with X science experiment! Universal Storage II does now contains basic science parts, which are augmented by DMagic Orbital Science, a separate mod. If you have a problem with a science part make sure you include the name so we know who to ask for help. DMagic is one the Universal Storage team so he checks this thread, alternatively you can check the Orbital Science thread for support. How do I install the mod? Download the file and unzip it. Then copy the GameData folder to your Kerbal Space Program folder, merging / overwriting any files when asked. Can I have Universal Storage and Universal Storage 2 installed together? Yes, the two mods are entirely separate and will work side by side. The parts list in the VAB will be a little cluttered, and I recommend completing any missions using the old mod, recovering the craft, then removing Universal Storage (simply delete the folder from your GameData file). You can then continue just using Universal Storage 2. How can I find the parts. The cores and fairings are found in the Payload category. Fuel tanks and Batteries are found under Fuel Tanks and Electrics. Most other parts are under Utility. However the easiest way to find the parts is to type Universal in the search box. How do I remove the mod? Simply delete the Universal Storage 2 folder in GameData. Note that any craft using parts from the mod will break, so make sure you have recovered and craft using Universal Storage II parts before removing the mod. How do I upgrade the mod? Simply download the new version and install as above, overwriting any existing files. How did you balance the parts? The original Universal Storage parts were balanced against real world craft and technology. This made for realistic parts, but many were badly balanced against other parts in game. For Universal Storage II we decided to balance parts against the stock parts in game or the various life support mods. This ensures that costs, mass and capacity are balanced against the rest of the game, so there's are no 'cheat' parts. LICENSE Models, textures and animations The models, texture and animations, including the .mu files are copyright of Simon Hinton who reserves all rights. New Zealand Copyright Act 1994 You may download and used these files and modify them for personal use. You may not publish or share these files or derivatives of these files. You may not reverse engineer these files. You may externally reference these files using the model command in KSP. For permission to use the model and texture assets in a way other than the above message Simon via the KSP forums. You may share screen shots, videos and streams featuring Universal Storage (credits back to here are appreciated) All other files and images Code including .DLL and .CFG files are released under the MIT license Copyright 2018 DMagic, Paul Kingtiger and Simon Hinton Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
  2. So I have been considering over the past month or two the creation of a life support system tailored to fit in with the USI mods, and also bring together some the bits I like about other mods already on the market, and add a few of my own tweaks, etc. This is pretty much my interpretation of how, if I were to go buy Kerbal in a store, I would expect a stock-ish life support system to work. I've been playing with it and minus a few refinements am very happy with the result. With that, I am pleased to introduce USI Life Support. Basic overview stuff. Mechanics wise, it's pretty simple. Kerbals require supplies. Kerbals also require EC. these are both on the same timer, so I just check supplies for the status window. When Kerbals are done consuming supplies, leftovers, scraps, and 'anything else' is either tossed overboard, or (if storage is available) tossed into a 'mulcher'. The resulting organic slurry is called 'mulch' and can be used to feed greenhouses, etc. at the player's discretion (or in the case of MKS, converted into Organics at varying levels of efficiency). 15 days out, the visuals go yellow (sorry, no auto-warp-slowdown-thingie, use KAC). When supplies run out, things go into the red. If you leave them unsupplied for 15 days... well, they just say 'screw it', get grouchy, and quit. They are still in the pod. they still take up a seat. But they can't fly, can't EVA, and essentially do the Kerbal equivelant of spinning around in their office chairs, refusing to work, until resupplied. This is a design consideration in that all of us, at least once, has just flat out done goofed, and lost a whole colony of Kerbals via glich or other sadness. Yes, death/despawn will be an option. Not the default one tho. Mechanics wise, they are transformed into tourists, as they are essentially on a self-imposed vacation Once resupplied, they are happy as clams and will return to work. While on EVA, they will not quit. But if they are brought back aboard a ship and have been starved (and can't find a hot meal waiting) they will promptly go in strike, and begin their self imposed vacation immediately. Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to the ill effects of life support. They will still consume supplies if given, but do not leave the job, because they are just that awesome. This always gives a player (especially a new one) an 'out' to test out a manned mission before actually committing your other kerbals, etc. to a horrible fate of snack deprivation. Yes, it's a bit more 'Kerbal' than TAC-LS, but also a lot more predictable and with harder consequences than 'Snacks'. It does, however, feel 'right' (at least to me) from a design standpoint. Parts wise: Three inline storage compartments. No extra recyclers needed. No resourced added to pods (the 15 day window covers all of the Kerbin SOI so no point). No random contracts. MKS/OKS Changes MKS wise, closed loop just got a lot harder/more interesting (depending on your point of view). The old C3 (now renamed to the Pioneer Module) will have a basic mulcher and greenhouse and can do recycling at 50% efficiency for up to four Kerbals. Kerbitats operate at 75% efficiency. Mk-IV modules (once released) will operate at 90% efficiency off-world, 100% efficiency on the surface (pulling in of local material is inferred, no extra drills required). Supplies come from organics. Organics come either from mulched supply waste, or from a combo of water/substrate. So surface bases are easier to get to self sufficiency - if they are on water/substrate deposits. Orbital will always be a pain - so you will need to fly up fresh organics or keep large stores. And since organics creation is not tied to the life support loop, building large surface farms is also pretty easy now. Dealing with hungry Kerbals So you can do some very interesting things. Run a command pod to dock reviving supplies/snacks to a starved out colony ship. Use one of your orange-suits to lead a mission and conserve supplies. Note that Kerbals are pretty damn aggressive about getting their snacks - the only way to lock them out of the biscuit tin is to click that little feed button by the resource on a part (same way we reserve some battery power for a probe). Note that a Kerbal about to starve (i.e. no supplies for 15 days) will in fact happily break open said biscuit tin. witty screen message included Design side note: So 'Mulch'. Waste was used, and too generic. And I wanted something that showed that the stuff was kinda useful, not edible, and felt more 'kerbal' (and less like poo!) if that makes sense. The idea of Kerbals tossing all of the spare bits and scraps into a contraption and getting out a semi-useful generic organic slurry had a certain appeal, hence the abstracted mulchers and mulch resource. The resource itself is just 'supplies' and has the visual representation of a translucent, semi-rounded green cube. What are they? Well... leave that to the imagination. But the labeling will read 'N.O.M.S. - (Nutritional Organic Meal Substitute)' on the tins LICENSE: Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely DOWNLOAD: Get it at the GitHub Repo! https://github.com/BobPalmer/USI-LS/releases
  3. This mod introduces astronauts' health management to KSP. You have to consider health implications when building vessels, planning and executing missions. It covers various factors affecting health including living space, microgravity, radiation, diseases, accidents and more. It is highly customizable and works well alongside most popular mods. Download latest release Wiki Source Features Kerbals have Health Points (HP) that gradually reduce during missions and restored at KSC. Maximum HP is determined by kerbal's level (+10 HP per level). HP change based on several factors such as available living space, presence of crewmates, gravity, and specific ship parts. If a kerbal's health goes under 20%, he/she is exhausted and becomes a Tourist. They will go back to work when health grows back to 25%. If a kerbal's health falls to 0, he/she dies! Kerbals are affected by radiation, which permanently reduces their maximum health. It can come from the Sun, including CMEs, radioactive parts, galactic cosmic rays and even killing planets (OPM only). You can protect from radiation by using shielding and choosing safer mission profiles. Planets and moons can reduce radiation within their magnetic fields and atmospheres. Kerbals may fall sick, have health accidents, panic attacks and other contingencies. When kerbals level up, they can acquire quirks that affect their health reactions, to the better or to the worse. All necessary data is shown in the Health Monitor (at KSC and in flight) and Health Report (in the editor). Compatibility patches support a range of parts mods (see below). All of these settings are easily changed or disabled in-game and/or with ModuleManager patches. Health Factors The following factors may affect kerbal's health: Stress (kerbal is on a mission): -2 x (1 - Training Level) HP/day (max Training Level depends on your Astronaut Complex level; if training is enabled, you should first assign your crew to training in the Editor) Confinement (scaled effect): -3 x Crew / Living Space HP/day (Living Space is provided by most crewed parts, depending on their size, capacity, function etc.) Loneliness (only 1 kerbal in the vessel): -1 HP/day Microgravity (orbital or suborbital flight or under 0.1 g, e.g. Minmus): -1 HP/day EVA: -10 HP/day Connected (having a working CommNet connection to home): +0.5 HP/day Home (in Kerbin's low atmosphere): +2 HP/day KSC (kerbal is recuperating at KSC, i.e. available): +4 HP/day These values, like most others in the mod, are adjustable in Difficulty Settings. I recommend playing on Hard settings. They also depend on quirks of a particular kerbal. You can check current values for a specific crew member in Health Monitor. Certain parts (such as Hitchhiker and crew cabins) can additionally reduce the effect of a health factor (Confinement in this case) allowing for much longer and healthier flights. It often requires EC though. Hab rings in some mods can help overcome Microgravity issues for long-term stations and interplanetary missions. All these features can be changed using ModuleManager patches. Stress and Training One of the drains on kerbals' health is Stress. If you have training disabled (recommended for new players), Stress is reducced based on your Astronaut Complex facility level: Level 1: 60% reduction (i.e. -0.8 HP/day) Level 2: 75% reduction (i.e. -0.5 HP/day) Level 3: 85% reduction (i.e. -0.3 HP/day) If you have training enabled, you should first train your kerbals for missions. In the Editor, assign crew to the ship you are going to launch, open the Health Report and click Train button. All kerbals in the list will start training, if they are at least 90% healthy. You can check the time required for training and the effects of training in the Health Report. Then save the vessel and exit the Editor (don't launch it yet!). Wait for the kerbals to finish their training. Training time depends on the number of trainable parts (as of now, it is those with crew capacity) and whether the kerbal has previously been trained for this part type. After the crew has been trained, load the vessel and launch it. Untrained kerbals will slowly get used to a vessel they are in, but it will take more time than in KSC (and they will suffer from higher Stress all that time). Health Recuperation Certain parts (such as the Cupola) provide Recuperation bonuses. If a kerbal receives, say, a 1% recuperation bonus, he/she will recover 1% of their lacking health (i.e. of the difference between their current HP and the maximum HP) every day. This change works in parallel with the normal health factors above. Example: A 5-star kerbal (maximum HP = 150) currently has 70 Health Points and is in a vessel that gives him 2% recuperation. The vessel has 10 units of living space and he has connection and he has a crewmate. Therefore he recovers (150 - 70) x 2% = 1.6 HP per day and loses also (0.5 + 3 x 2 / 10 + 1 - 0.5) = 1.6 HP per day. It means that the marginal change balances out the "normal" change and his health will stay around 70 HP (47%) until the situation changes. As you see, this mechanics may allow some kerbals to stay relatively healthy indefinitely. It may look cheaty, but the point is that: (1) there should be a way to design long-term missions without spamming crew space, (2) it requires a lot of heavy parts and therefore still difficult, (3) the balanced health level is usually far from 100% and may fall lower if circumstances change (e.g., new crew arrives and fills the station), (4) these bonuses require a lot of EC, (5) radiation still keeps mounting (see below). Recuperation is not stacked and has crew cap. It means that one Cupola provides 1% Recup for 2 kerbals, 2 Cupolas give 1% for 4 kerbals (not 2%!), etc. If you have more kerbals than the crew cap, Recuperation will be split among them evenly (e.g. 4 kerbals with 1 Cupola will get 0.5% Recup). Decay is the opposite to Recuperation: for every percentage point of Decay, your kerbal will lose 1% of their remaining health per day. Fortunately, it is very rare. Radiation All kerbals on missions are affected by radiation, which slowly but permanently reduces their maximum HP. Radiation is measured in banana equivalent doses (when you eat a banana, you get approximately 1e-7 Sv of radiation). 1e7 (10M) bananas reduce max HP by 10%; 1e8 (100M) bananas kill a kerbal. The amount of Radiation a kerbal receives depends on many factors. Most importantly, it is determined by their location. Many planets and some moons have magnetic fields that stop some radiation; atmospheres are also very effective in shielding it (see wiki for more). Being close to a celestial body helps screen some rays too. E.g., radiation level at Kerbin's sea level is 1,000 times lower than in interplanetary space just outside Kerbin's SOI. Cosmic radiation is also greater closer to the Sun. To check environment before sending astronauts, you can use magnetometers and Geiger counters provided by supported mods or embedded in advanced stock probe cores. Being on EVA takes away all the protection your ship provides and dramatically increases radiation level. Artificial radiation is created by certain parts like atomic engines and nuclear reactors. You can protect kerbals from radiation (both cosmic and artificial) by adding shielding to the vessel. It is provided by some parts, like structural panels, heat shields and mk3 cargo bays. These parts and most crew pods can be improved by adding Radiation Shielding to them in the Editor. You can never eliminate all radiation, but you can reduce it to non-dangerous levels. You can cure radiation by decontaminating a kerbal, but it is hard. To start decontamination, the kerbal has to be at KSC at full health and with no health conditions. You also need fully upgraded R&D Facility and Astronaut Complex. Every decontamination costs 100,000 funds (in Career mode) and 1,000 science points (in Career and Science mods). It cures 100K banana doses per Kerbin day and stops if you send the kerbal on a mission. The kerbal undergoing decontamination temporarily loses 75% of their health and will need to rest afterwards. As always, each value can be adjusted in-game. Quirks Whenever a kerbal levels up, there is a 25% chance that he or she will acquire a health quirk (unless he/she already has two). Discovering an anomaly can also grant a free quirk. These can be positive or negative and usually affect kerbals' vulnerability to various health factors and dangers. Chances of getting some quirks depend on courage and stupidity of a particular kerbal. The full list can be found in the Kerbal Health Wiki. Random Events Kerbals' organisms, like ours own, are not always predictable. Sometimes, not very often, you may see unexpected events that can impact your whole mission. Kerbals acquire (or lose) certain conditions as a result of these events. Having parts with a Sick Bay (such as the stock Science Lab) helps alleviate the symptoms. Sickness: A kerbal can become sick and start losing health quickly. His/her crewmates may catch the disease too, including during the incubation period. This condition usually heals itself after some time, but it can also lead to a pneumonia, a really dangerous condition. Having Scientists or Medics aboard helps. Injuries: A kerbal can immediately lose some health in an accident. Stupid kerbals are naturally predisposed to this condition. It may cause sepsis, which is mortally dangerous. Bring your kerbal home immediately or pray Kraken it will heal on its own. Food poisoning: Kerbals are known for their love of snacks and they don't always wash their hands. Food poisoning may not be as bad as some other conditions on its own, but if dehydration develops, they will become unable to do any work at all and effectively turn into space Tourists until it passes. Panic attacks: Though not posing danger to health per se, panic prevents kerbals from doing any useful work. At least it doesn't last long and courageous kerbals are less prone to it. Conditions can be disabled or their chances and effects changed in game settings. You can also easily add, modify or remove conditions (see wiki for details). Requirements Module Manager Supported Mods Kerbal Health should work well alongside most other mods and will try to adapt to them with smart MM patches. Some have better, native support though: Atomic Age B9 Aerospace Blizzy's Toolbar Bluedog Design Bureau Crew R&R Deadly Reentry Continued DeepFreeze Continued Deep Space Exploration Vehicles FASA Feline Utility Rovers FTmN Atomic Rockets (classic and Improved) JNSQ Kerbal Atomics KPBS KSP-AVC KSP Interstellar Extended Malemute Near Future Technologies (Aeronautics, Electrics, Exploration, Spacecraft) Outer Planets Mod Probes Before Crew ReStock+ RLA Reborn RSCapsuledyne SpaceY Heavy Lifters SSTU Stockalike Station Parts Expansion Redux Surface Experiment Pack Tantares Tokamak Insustries Refurbished Parts USI Freight Transportation Technologies USI Kolonization Systems (MKS/OKS) + Karibou USI-LS Making History expansion is fully supported too but not required. If you would like to include special support for your (or your favorite) mod, let me know. Conflicts & Incompatibilities Any mod, which can temporarily make kerbals Tourists, can conflict with Kerbal Health if both mods change kerbals' status and then turn it back. In some situations it may mean that your kerbals will remain Tourists indefinitely or become active too soon. Kerbal Health tries to fix some of these situations, but cannot prevent all of them. Custom solar systems with multiple stars can work in strange ways with radiation mechanics. Disable radiation in the settings if you have problems. It is recommended to disable habitation mechanics of USI-LS' (and other mods') as these largely have the same goal as Kerbal Health. RemoteTech's connection state is not supported for the purpose of the Connected Factor status. This issue will be resolved once RemoteTech 2.0 is released. Meanwhile, you may disable both Connected and Assigned factors to keep balance. Compatibility with Kerbalism hasn't been tested. That mod changes much of game's internal mechanics, so it can be incompatible. Feedback & Bug Reports I love feedback! Tell me what you think about the mod, what ideas, suggestions or complaints you have. If you have a bug report, please provide an output log while in Debug Mode (use in-game settings to enable) or at least give exact instructions how to reproduce it. License: MIT Changelog
  4. Latest Release Spacedock Source Original mod by: @tgruetzm Continuation by: Angel-125 Snacks was originally published by tgruetzm in August of 2014. It offered a novel and lightweight solution to life support for those that didn't want the complexity of more sophisticated mods like TAC Life Support. This new version rebuilds the original code base in order to: Configure all sorts of options including snacks consumed per day, snacks per meal, and recycling rates. Days are calculated based on the homeworld's solar day, not the default 6/24 hours per day. Rescaled homeworld planets are supported! Provides a penalty system that won't brick your game. Run multithreaded simulations on your vessels to estimate how long your Snacks will last- ElectricCharge production & consumption are included! Maintain the lightweight feel while offering lots of customization. Want more challenge? Check out the addons in the LifeSupportResources folder: Air - Kerbals need Fresh Air to breathe in addition to Snacks to eat. They’ll faint and die without it! Your vessels are automatically equipped with a supply of Fresh Air, and you can make more from Oxidizer via the stock ISRU parts, or recycle Stale Air using the stock Hitchhiker. Stress - Cramped quarters can stress out kerbals and they’ll refuse to work! They aren’t tourists, they’ll just stop using their skills to help your mission. Other events cause Stress as well. Reduce Stress by hanging out in the stock Hitchhiker- but kerbals won’t have their skills available while they rest. Or make your own life support resource to track using the above config files as examples! If you're new to Snacks, please consult the KSPedia. KSPedia images License Source code: The MIT License (MIT) Snack Tin artwork by SQUAD/Porkjet: CC-BY-NC 3.0 Portions of this codebase are CC-BY-NC 3.0 and derived from Taranis Elsu's Window class. Module Manager by Sarbian Installation Delete any previous instances in GameData/Snacks Copy the files in the zip folder over to GameData/Snacks
  5. SIMPLEX Kerbalism A kerbalism profile that is more stock-a-like, and allows kerbalism to be stand-a-lone. Download from Spacedock Installation: Install KerbalismCore https://spacedock.info/mod/1774 You don't need KerbalismConfig, or Community ResourcePack Put the KerbalismSimplex folder into GameData Requires: Module Manager (not included). KerbalismCore (not included). Recommended but certainly NOT required: SIMPLEX Resources (to extend the Stock Ore system) TETRIX TechTree Licence is the Unlicense http://unlicense.org/ Introduction: SIMPLEX Living ultimately is simplified profile of Kerbalism, maintaining the features of life support, but in a more basic way, with only two life support resources. There no additional gases to worry about, nor balancing food and water. The CommunityResourcePack is not required for Kerbalism to function with Kerbalism Simplex. Life Support: Consumables replace food and water. (OrganicSlurry replaces WasteFood, and WasteWater) Air replaces Oxygen and Nitrogen gases. (BadAir replaces Carbon Dioxide gas) The units for these resources are based on a typical use per kerbal per day. 5 units of Consumables will last 1 kerbal for 5 days. 15 units of Air will last 3 kerbals for 5 days, however Air is also used to maintain pressure due to atmospheric leakage, so you'll need to take more. Kerbals will constantly breathe in the atmosphere around them, which is replaced immediately with bottled Air, but as they breathe out, the BadAir must be removed with scrubbers otherwise the kerbals will die. Greenhouses, and Air Purifiers can be used to restore BadAir to Air. Kerbals consume half a Consumable unit twice a day. They also produce OrganicSlurry as waste. OrganicSlurry can be converted back to Consumables using a greenhouse. OrganicSlurry can also be converted from Ore. Configurable Life Support modules: Life Support modules are available to be installed on all crewed parts include, typically with 2 modules each which is upgraded to 3 with the Electronics tech tree node: These modules are available on kerbalism’s external lifesupport part as well. Scrubber - used remove BadAir out of the atmosphere Pressure control - used to maintain atmospheric pressure due to leaks Air Pump - used to maintain atmospheric pressure if an external atmosphere is present with Air in it. MonoProp and Air FuelCell Greenhouses: These require only BadAir and OrganicSlurry to produce Consumables. The kerbalism greenhouse will produce 36 units of Consumables every 72 days, supporting a ½ kerbal per greenhouse. Conversion of BadAir to Air occurs every second of growth, and is the equivalent of ½ kerbal. With two greenhouses and with a supply of Consumables, a closed loop lifesupport is able to be created with a small amount of mining to replace lost Air due to atmospheric leakage. ISRU returns to Stock resources: Mining and ISRU has been adjusted to replicate stock behaviour, but using the kerbalism modules. This also means that there is no requirement for heat management with drills and in ISRU as kerbalism does not simulate heat. The drills mine Ore as in Stock KSP. The ISRU and mini ISRU converts Ore to LiquidFuel and Oxidizer, to MonoPropellant, or to OrganicSlurry and Air. The LiquidFuel and Oxidizer will fill whatever tanks are available, even if one of those resources is full. The Fuel Cells now operate on LiquidFuel & Oxidizer (stock behaviour), or Monopropellant & Air. Fuel Cell modules are available as part of the Life Support modules. Storage: With the Life Support, kerbalism’s containers can be configure to hold their particular resource or counterpart. Thanks: So many people have helped on this. The great people developing Kerbalism including ShotgunNinja, N70, PiezPiedPy, Sir Mortimer. Inspiration from IFILS originally by Stavell, now maintained by LinuxGuruGamer. Blowfish and the MM team. Changelog 2.0.2 Fixed LFO Fuel Cells and reduced MP consumption in its Fuel Cell type Changelog 2.0.1 Fix Air not appearing in pods. Changelog 2.0: Change Mod name to SIMPLEX Kerbalism Now installed as its own profile. Peace.
  6. This is a branching off of Yongedevil's Ioncross Crew Support Plugin which he previously reported he was unable to continue working on. With the loss of the original download on Spaceport, I'm branching it off for the purpose of maintaining it and fixing bugs in it. Current bugs fixed in this version are the CO2 scrubbers, which should now stay activated if you left them activated. They should no longer revert to a deactivated state. Future changes are planned to the CO2 scrubbers. A real CO2 scrubber completely eliminates CO2 buildup until it reaches saturation, at which point it ceases to function only then will the part begin to accumulate CO2. I haven't decided what will happen next. Ideally I'd like for there to be two CO2 scrubber types available. One requiring cartridge replacement and one that works via regenerating scrubbers. (regenerating scrubbers can be restored to functionality via electrical charge and are offline during the regeneration cycle) Latest DOWNLOAD LINK Alternate download link: https://github.com/Starwaster/Ioncross-Crew-Support/releases/latest Github Source & Issue Tracking If you find this mod helpful and want to throw some money away, feel free to click the donate button below! License: This work is branched off under Yongedevil's original license found below. Additionally, Yongedevil has granted permission for me to host the original mod. Licence Modified source code, compiled dll, and configuration files may be distributed provided they attribute the original work to me, yongedevil. However, I request you do not simply re-post the original mod as I prefer it control where it is hosted myself. Additional License Info: Anything added by Starwaster post ver 1.1 (toolbar integration, contracts, etc) is licensed under Creative Commons Attribution-ShareAlike 4.0 International License.
  7. Everyone's favorite life support in everyone's favorite shapes. View Album This is my first real parts pack, built on the very basics: modified tanks. What it does is provide a set of Mk2 and Mk3 fuselage parts that behave like stem cells. They are useless and merely structural by default but once a life support mod is found they become functional for and thematically tied to that mod. They intend to reduce part count (cargo bays stuffed with little tanks), enlarge capacity and functionality on built craft, and even enable shareable crew-sustaining spaceplanes between LS modded games. I'm unable to use Unity or Blender so I must make do with only custom textures for giving visual distinction to the parts. Manipulating modules I can do fairly well. The custom crew cabin should hold only 2 and it lights up in more places than just the windows. Downloads! Requirements! Get Deep Sky Core: GitHub :: SpaceDock Get B9 Part Switch: GitHub Community Resource Pack (should already be installed with your favorite life support) Support is up for: Snacks!, TAC, USI, Kerbalism, and IFI. Featured Parts: Mk2 2x Long tanks for food/waste/supplemental resources 3x Short tanks for food/waste 3x Inline converters (usually an ISRU and at least 1 greenhouse) 2x Rec Centre (2-seat cabins) with HAB FX when applicable (one of which also has KIS space) Mk3 1x Medium tank 1x Short tank 2x Tiny tank (from the MonoPropellant tank. One for waste) 1x Rec Centre (8 seats) with HAB FX and KIS space 3x Inline converters (usually an ISRU and at least 1 greenhouse) 2x Intakes (of 4, with Deep Sky Core) able to harvest any relevant resources from atmosphere or ocean Bonus parts: 2x surface attachable intakes (among 4 from Deep Sky Core) with atmo and ocean harvesting features Known Issues: None yet. Please give feedback. Changelog: This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. http://creativecommons.org/licenses/by-nc-sa/4.0/ You may derive and modify the textures and add parts based on them as you like. If you publish your works for others' use do provide attribution within your download file and download page.
  8. The primary feature of this mod is to provide a modular system for resource containers and utility parts that can be transported on the back of a Kerbal and attached to specialized racks. This mod requires Kerbal Inventory System for full functionality. Get it here: For compatibility with USI resources, you must install USI Life Support and mods that enable USI fuels(Karbonite). Versatile Toolbox System does not redistribute KIS/USI content or plugins. Release 3 adds fuel cell parts and support for USI Life Support Resources: Release 2: Release 2: Added TAC Life Support containers Features: - opens, includes interior surfaces & colliders - mod-friendly, create your own art for it, make it hold anything! - support for Kerbal Attachment System - additional support parts for attachment, extra parts with the same shape Includes the VTS MMU, a small monopropellant vehicle, along with a small rack and large rack, both configured to fit within 2.5 meter cargo bays or popular vehicles like the KSO. The standard toolbox part is equipped with KAS container and science container functionality. This mod requires Kerbal Inventory System for full functionality. Exploring the different VTS parts: youtuber KottabosGames Download USI Pack: http://spacedock.info/mod/204/Versatile%20Toolbox%20System:%20USI%20Pack TACLS Pack: http://spacedock.info/mod/221/Versatile%20Toolbox%20System:%20TACLS%20Pack License: https://creativecommons.org/licenses/by-nc-sa/4.0/legalcode This mod is intended to be friendly to edits. You are free to change the texture or the function and include some form of the VTS parts in your mod with attribution. Post what you're using VTS for here or in the Dev thread: http://forum.kerbalspaceprogram.com/threads/76018-VTS-The-Versatile-Toolbox-System more screens: Goo container for scale VTS MMU Mounting Rack, 1.25m Mounting Rack, 1.875m
  9. This add-on is on hiatus until I finish the ReStock-Alike versions of KSP-IE and Kerbalism There's far too many things I don't know about the process of making mods! I'd like to get some experience first. Odysseus Technology A life support Add-on developed and maintained by Some_stranger. GITHUB WIKI ROADMAP Dependencies (possibly included in the download): (Most likely) Kerbalism [LICENSE] DeepFreeze [LICENSE] TacLife Support [LICENSE] Currently not updated as of 6/13/2019 Changelog: What parts are included in this add-on? I would like to see _________ made for this add-on. I'm perfectly fine with suggestions being made for this add-on. In the future if suggestions get out of hand, I'll recommend you only message me on here via PM. In the meantime: I love to talk, you can always find me on discord as Some_stranger#5241. Cheers. CKAN doesn't work well with this add-on. Given that this is my first and only add-on, this shouldn't be a problem. Let me know if it is. There are some balancing issues. This is something I'd like to fix ASAP. Let me know immediately if something is OP or not. [Question] [Response] [Question] [Response] [Question] [Response] Compatibility: Credits: Addendum: This is my 'break-out' add-on, in that being it is my first creation publicly available. Expect bugs, and do not expect the quality of someone who has been making mods for the past few years. Make no mistake, I will strive to keep my content of utmost quality, it is, however, not guaranteed. I appreciate support in all forms, and will attempt to appease everyone I can. If you have any questions or concerns, please do not hesitate to present them below. Current work in progress: Because I've never ported to Unity, I'm going to work on making models for different modules and work at importing them all at once. Afterwards, I'll release a beta on the github that people can test.
  10. I am trying to do a mission to a planet with life support (USI), and I would love to know how to find the time it would take to reach that planet so I could balance my habitation and resources accordingly.
  11. I was wondering, is there an easy overview anywhere of the pros/cons, dependencies and varying hardness/complexity of the various Life Support Mods? I'm looking to go heavy on Life Support for my next career play through, but I don't have a good idea of which would suit me.
  12. The TAC LS recyclers are great for most purposes, but when building really large stations the fact that they only service 10 Kerbals at most gets annoying. It means you need to add 30 parts to recycle oxygen and water. Are there any mods that add larger converters? Or a self-contained "all in one" recycler? I like TAC because of its realism, but for part count's sake I may be forced to use USI instead.
  13. I've played around with TAC Life Support a bit. I quite like the idea of a life support mod, but TAC requires quite a bit of micro-managing, especially with the food resource. I started to come up with an idea of an easier to use life support mod (more suitable for beginners?), but then I realised I have no idea how to create parts. If anybody does, and thinks this is a good idea, please send me a message. The details for the idea are as follows: Kerbals require a single life support resource, called Snacks 1 unit of Snacks weighs 1 kg Snack containers weigh 1kg (dry mass) for every 8kg of Snacks they hold (9kg wet mass) Kerbals consume 1 unit of Snacks every hour If Kerbals run out of Snacks, they go into hibernation until more Snacks are provided. A Kerbal in hibernation can't be controlled, like a probe core with electricity Command pods hold 12 units of Snacks (2 days supply) for every Kerbal they can hold. The External Command Seat only holds 3 units of Snacks A Kerbal on EVA holds 3 units of Snacks, in addition to their monopropellant Non-command pod parts that can hold Kerbals (e.g. the Hitchhiker capsule) holds 6 units of Snacks for every Kerbal they can hold. There are intended to be several dedicated Snack containers: The Tiny Snack tank (0.625m part, about the size of the Oscar-B fuel tank) holds 24 Snacks The Emergency Snack Box (similar in size to the Experiment Storage Unit) holds 36 Snacks The Small Snack tank (1.25m part, about the size of the Advanced Inline Stabilizer) holds 96 Snacks The Large Snack tank (2.5m part, about the size of the Advanced Reaction Wheel Module, Large) holds 192 Snacks The Deep-Space Snack Storer (2.5m part, about the size of the Large Holding Tank) holds 1800 Snacks, intended for a three-Kerbal, 100-day mission The Mega Deep-Space Snack Container (3.75m part, about the size of the Kerbodyne S3-3600 tank) holds 9000 Snacks, intended for a three-Kerbal, 500-day mission in deep space The Snackificator is a 2.5m part (about the size of the Convert-O-Tron 250) that functions in a similar manner to an ISRU: 1 unit of ore + 20 units of electricity -> 10 units of Snacks Conseration of mass: 10kg ore (1 unit) -> 10kg Snacks (10 units) It can have a heat efficiency modifier, like how the in-game ISRU's do, and need radiators to cool it down Intended for use of surface bases, to produce Snacks for colonies If anybody has any suggestions of how this could be implemented, or made better, please comment.
  14. This mod is obsolete. Replaced by OPT_Reconfig A single config mod. Converts select OPT parts for use with USI Life Support. Requested by a handful but I'm sure will be welcome by dozens. It's not being offered as a patch to be included in the OPT downloads as USI LS may change drastically, rendering this (as a bundled patch) quickly outdated. Download it from: GitHub sandbox SpaceDock Includes MiniAVC so everyone can be aware of updates. Comments and suggestions welcome. Does this need a license? If so, CC-BY-NC-SA. Feature list:
  15. Hi I'm not quite new to the forums, but haven't been active a lot. Now I decided to share some of my epic missions with you. I'm playing this almost vanilla, just with some minor mods for precise planning, better visuals and of course, to make it more plausible: life support. An (almost) complete mod list: Distant Object Enhancement Environmental Visual Enhancements Kerbal Alarm Clock KAS KIS Persistent Rotation PlaneShine SCANSat scatterer Stock Visual Enhancements TAC Life Support MechJeb SimpleContruction Planetary Base Systems Konstruction Link to my gallery: http://richman1050.imgur.com/ The pale blue dot, circling the green giant has captivated generations of Kerbals since the beginning of astronomy. With the beginning of the space age, Kerbalkind got to taste what it could be to visit it's mysterious twin for the first time. But to find out, what it would look like to visit the beaches of this far off world, there was alot lot learn, a lot of progress to be made, and a lot of mistakes that were awaiting brave pioneers. The KSP, the Kerbal Space Program, as it was officially named had quite some successful missions: Landing a unmanned UAV on Duna: Duna Direct: The Ravenstar: The Rolling Thunder: But all these missions served only one purpose: the get to Laythe one day. Finally, KSC accumulated enough bright minds, technology and of course funds to start with this humongous undertaking. Part I: The construction of the DSV Hermes http://imgur.com/a/8QevU
  16. I am running ksp real solar system with kolonization mod USI Life Support with all the mods it recommend realism over haul and so on. The problem i have is the screen that shows the amounts of food and water you have never goes down. When I open the life support window it shows how much time you have and counts down and you kerbal dies like it is intended to do. I want to know if anyone else has this problem or know how to fix it. I am running version 1.2.2 and running ksp x64. On a side note I had this problem when the only mod I had installed was kolonization.
  17. I am running ksp real solar system with mods USI Life Support and kolonization with all the mods it recommend realism over haul and so on. The problem i have is the screen that shows the amounts of food and water you have never goes down. When I open the life support window it shows how much time you have and counts down and you kerbal dies like it is intended to do. I want to know if anyone else has this problem or know how to fix it. I am running version 1.2.2 and running ksp x64. On a side note I had this problem when the only mod I had installed was kolonization.
  18. Release - IFI Life Support. 10-2-2016 : Release VER 3,21 for 1.2 (on Curse of Github) (ModuleManager no longer required for this Mod) or Project Page on curse Source Code available at GitHub Released Under GPL3 License. Author : Stavell Bugs can be submitted in this thread or at GitHub. If plug-in 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.) Released Under GPL3 License. I know that there are a few Life support mods in development. They are too intense for my tastes. SO I designed my own. GOALS I have for my plug-in: Tracks life support use even when ships are not loaded into scene. Based on Realistic Life Support values on use and weight. based on information from Life Support Systems at wiki.org Low overhead and play-ability with KSP. Life support tracked and used on EVA. Use only one new resource to simulate O2-Food-CO2 Scrubbers and recyclers, and emergency power ( LS resource use figures in Waste recycling based on Tech tree advances) Currently the MOD is working with no game breaking bugs found yet. therealcrow999 - Thank you for contributing the nice Logo and Flag for Interstellar Flight Inc. Universal Storage - Has Created a wedge that holds Interstellar Flight Life Support Resource more info can be found here spiritplumber - Has created a Part cfg for using a greenhouse part for use with the system Can be found here Sandworm - Created Modmanager file for HGR Parts -Thread is here Akinesis - Created more tanks for use with the mod Thread is here maxrsp - Has made a video featuring IFILS, thank you. Video Here 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 can kill crew All pods have LS Resource and plug-in installed using Module Manager. 2 Custom parts a radial and a inline tank for Life-support resource storage. Universal Storage has created a wedge to hold Life-support giving you 3 options for extra LS storage. Plug-in Operation Info: Currently there are several Status LS system can be in: Pod Standby - No demand for LS and no resources consumed. Life Support tag for days / hours of LS remaining is hidden. 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 how much LS remains once active again (fixing). Intake Air - Pod using air intakes to provide O2 to crew - decreased Resource consumption. Life Support tag for days / hours of LS remaining will read how much LS remains once active again. 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 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 Life-Support should provide 1 Kerbin Day (6 hours) of Life support for 1 Kerbal. In Career and Scince game modes this goes up and down based on Tech tree. Mod uses the time as set in settings menu so it will track 6 or 24 hour days depending on setting in main menu. Days remaining on RT click menu are accurate based on this setting. Only change in mod is that if not using kerbin time each Kerbal requires 4 units of LS per day. Screen Shots Crew Pod Life Support Eva Life Support: Parts for system
  19. Closed Loop Life Support (CLLS) is a simple life support mod which aims at simulating a small, self-contained system for keeping Kerbals alive during long voyages through space. It adds a new resource "LifeSupport" which is consumed by Kerbals at a rate of one unit per day. If your crew runs out of life support they will die. To prevent this dire fate, this mod adds new life support containers to increase the maximum mission time as well as life support generators, which will allow you to create self sufficient ships and stations, provided you have enough electricity. Download 1.3 (for KSP 1.3.x): https://github.com/mmoench/CLLS/archive/1.3.zip 1.1 (for KSP 1.2.1): https://github.com/mmoench/CLLS/archive/1.1.zip Features Kerbals will require life support to stay alive (1 unit per 6 hour day). All parts with crew capacity will hold a small amount of life support (3 units per crew-slot). Kerbals on EVA will take 1 unit of life support from the ship and put it back once they return, giving you a maximum EVA duration of 1 day. Kerbals which have run out of life support will die. Life support can be extended with life support storage containers. For longer missions life support generators can be used to generate life support. This allows the creation of fully self-sufficient interplanetary ships and bases. The production-rate and thus the energy consumption of life support generators can be tweaked to avoid wasting resources. The life support usage and production is tracked for all ships, even in the background and during time warp. Technical Details This mod keeps track of the life support values of all vessels, even those which are not currently active. This is done by caching their last known consumption / production levels as well as their remaining resources. When an event is triggered that changes the game-world (like launching a ship, modifying an (inactive) vessel, saving the game or running out of life support), all vessels are updated. This should make it compatible with other mods which manipulate inactive vessels (like KSTS) while consuming only very little system resources.
  20. Hi all, Whilst I really like IFILS for its total simplicity, I would like to add in a possible 'extension' mechanic for it. What I am looking for is a plugin that has the ability to generate a resource (or multiple resources) specified by a cfg file. The amount and name of the resource(s) would be generated per kerbal in a craft, would begin at launch. Kind of a IFILS in reverse I guess but without the ability to kill any kerbal as excess resources would be dumped overboard. Simple life support mods such as CLLS or IFILS could then be extended by modders. I don't think it would need a GUI - it would be something that just sat in the background doing its thing. Another way of thinking about it would be to consider kerbals being little RTGs, producing a different resource to electricity (hopefully specifiable). Would anyone please be able to create this for me , or point me in the right direction to a mod that already does this? I've tried fudging this using the ModuleResourceConverter/Harvester/ Generator but can't get it to work in a meaningful way. Thanks, and thanks @linuxgurugamer and thanks @-MM- for ensuring that the simple LS mods are awesome! Peace.
  21. So since I've started playing I've somehow never launched a proper mission to other planets (other than the odd probe). I got back into KSP a while ago thanks to adding a pile of mods that add the depth I was after (mainly everything and anything USI and Near Future) and I've now decided that a massive mission to Duna sounds like a plan to step up from my multiple 20 kerbal colonies on the Mun and Minmus. Currently I'm figuring something along the idea of a Martian style mission - probe dropped supplies ahead of the mission with a minimum duration on the surface of 30 days (just cause). Basically this all boils to a rather simple question - assuming the stock solar system - roughly how long sounds like a good budget for life support supplies / habitation? I reckon I need to allow at least 300 days for the transfer there plus surface mission time (30 days) but when is the best launch window for return? Is this going to be the expeditionary mission I'm planning on or should Jeb and co be planning for a year or more sat there?
  22. Hi guys, Can someone look at this image and tell me if TAC is glitching or I just don't understand how it works? I have Electric Charge in the command module, but TAC says I'm out of electricity. Is TAC Electricity a different thing? Wasn't finding any tutorials around with that detail. Thanks!
  23. 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!
  24. 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.