RoverDude

[1.8.x] USI Life Support [0.5.0]

Recommended Posts

@danielboro @Merkov

The ship had some 300ish / 400 supp, with roughly 4 days available. As soon as it docked, it was immediately depleted and "expired".

Thankfully LS is not set to kia.

Ok, I suppose it is a bug.

This is not tragic as I had sent a fuel truck + food, but this could be devastating on distant planets.

 

Share this post


Link to post
Share on other sites
6 minutes ago, Spraki said:

This is not tragic as I had sent a fuel truck + food, but this could be devastating on distant planets.

I have not verified it works, but if you are planning to dock with a vessel that is currently unmanned, I would suggest focusing on that vessel long enough for any catch-up to take place within a few minutes before docking.

Share this post


Link to post
Share on other sites

Anyways. This would be the right time to grab the log. However, I will need to wait until my house inet is back. 

Share this post


Link to post
Share on other sites
39 minutes ago, Spraki said:

Anyways. This would be the right time to grab the log. However, I will need to wait until my house inet is back. 

If you have a save from before you docked the two vessels, that would also be very useful. 

Share this post


Link to post
Share on other sites

Pardon me if it may seem like advertising at this point but I made a release for my Mk2 LS parts. If anyone here likes spaceplanes the gate is now wide open for feedback.

Main things that need input: The Mk2 Rec Centre may have too many kerbal months attached; The Mk2 Modular Converter (does Ore -> Fertilizer by default) is open for MKS module switching but it's up to someone else to create, or show and tell the actual code for it.

4iNIOCv.jpg

Edited by JadeOfMaar

Share this post


Link to post
Share on other sites
8 hours ago, Merkov said:

If you have a save from before you docked the two vessels, that would also be very useful. 

This is unlikely, I think. I am playing hard/custom with no reverts and I had already played on due to my addiction to ksp. 

Logs should be possible. Provided I didn't leave that no-log launch option on (unless my brain is playing games with my mind again).

Share this post


Link to post
Share on other sites

I have a space station in orbit with ample electricity, supplies and HAB/home time. If I load into the space station I can see the fertiliser going down as the fertiliser and mulch do their thing, there is enough power to survive the dark side of Kerbin with ample generation to fill it back up again and there is 3+ years of HAB/home time.

If I enter the tracking station and fast forward 1.5 years for a Duna encounter, what is likely to happen to my space station in that time? Will it play as if it's loaded or does it just exist in stasis?

Cheers

Share this post


Link to post
Share on other sites
29 minutes ago, enjoystastycheeses said:

If I enter the tracking station and fast forward 1.5 years for a Duna encounter, what is likely to happen to my space station in that time? Will it play as if it's loaded or does it just exist in stasis?

It'll exist in stasis until you switch back to it; then it'll fast-forward through all the time it "missed", simulating the resource production/consumption that would've happened during that time.  (So yes, you do need to have enough fertilizer to support the kerbals during that 1.5 years.)

Share this post


Link to post
Share on other sites
15 hours ago, Wyzard said:

It'll exist in stasis until you switch back to it; then it'll fast-forward through all the time it "missed", simulating the resource production/consumption that would've happened during that time.  (So yes, you do need to have enough fertilizer to support the kerbals during that 1.5 years.)

Thanks mate, appreciate it :)

Share this post


Link to post
Share on other sites

Hey, Roverdude:

I'm asking again because I think you must have missed my previous question, but the life-support window is totally different since the last few updates and I can't find an explanation of the changes. The supplies time no  longer takes recyclers account, and there is a (+1) next to it, but I don't know what it means

Share this post


Link to post
Share on other sites

Hey @RoverDude, quick question for you: 

I was looking at the USI-LS CTT config, and I noticed that the Nom-O-Matic greenhouses are referred to by their old names. I see that @SirCharizrd17 tried to make a pull request a while back to fix it, but it looks like something happened. 

I was going to try fixing and re-submitting the fixes in a new pull request, but I just wanted to confirm: do you prefer pull requests to be made against the DEVELOP branch? I know I've read it before, but I cannot for the life of me remember which it was. 

Thanks!

Share this post


Link to post
Share on other sites
Just now, Tarheel1999 said:

@Merkov. Yes he prefers PRs in the DEVELOP branch. 

Awesome, thanks. Let's see if I can do this without breaking anything... :P 

 

Share this post


Link to post
Share on other sites
2 hours ago, dlrk said:

Hey, Roverdude:

I'm asking again because I think you must have missed my previous question, but the life-support window is totally different since the last few updates and I can't find an explanation of the changes. The supplies time no  longer takes recyclers account, and there is a (+1) next to it, but I don't know what it means

Assuming you are referring to the life support screen when focused on a vessel, in my game, the windows does take recyclers into account and shows +15 days.  The +15 days refers to the grace period your kerbals have once they run out of supplies. Possible reasons you are seeing +1 instead of +15: a) you changed the defaults; b) you changed the defaults and are using earth days; c) your install is borked; and d) you have a mod conflict. Possible reasons it does not take recyclers into account: a) you haven't turned them on; b) your install is borked; and c) you have a mod conflict.

Share this post


Link to post
Share on other sites

I'm having a glitch occur when warping. When the kerbals are mutinous and I time warp it sometimes says "*Kerbal* has returned to duty shortly followed by the alert they have gone mutinous. Then if I keep warping or load back to that craft things just sorta.... fall off. Its random which parts fall off but it always happens after those alerts. Ive had it happen on multiple ships/stations and on the current ship I even have Bob, who will never go mutinous, "escorting" the kerbals I am leveling up.

Anyone ever heard of this problem where ships/station fall apart randomly after kerbals mutiny?

Share this post


Link to post
Share on other sites
7 minutes ago, HunterForce said:

I'm having a glitch occur when warping. When the kerbals are mutinous and I time warp it sometimes says "*Kerbal* has returned to duty shortly followed by the alert they have gone mutinous. Then if I keep warping or load back to that craft things just sorta.... fall off. Its random which parts fall off but it always happens after those alerts. Ive had it happen on multiple ships/stations and on the current ship I even have Bob, who will never go mutinous, "escorting" the kerbals I am leveling up.

Anyone ever heard of this problem where ships/station fall apart randomly after kerbals mutiny?

Ummm, that is what happens with the setting you chose. The default is grouchy. 

Quote

//  SIDE EFFECTS:
// 
//  0 = No Effect (The feature is effectively turned off
//  1 = Grouchy (they become a Tourist until rescued)
//  2 = Mutinous (A tourist, but destroys a part of a nearby vessel...)
//  3 = Instantly 'wander' back to the KSC - don't ask us how!
//  4 = M.I.A. (will eventually respawn)
//  5 = K.I.A.

 

Share this post


Link to post
Share on other sites
9 hours ago, Tarheel1999 said:

Ummm, that is what happens with the setting you chose. The default is grouchy. 

 

Ahhhhhhh.... that would be it....  I looked on the Life Support wiki and couldn't find anything like that. For some reason I just thought mutinous meant they would eat more supplies (if they ran out of hab) or the hab timers would go down faster (if they ran out of supplies).

Share this post


Link to post
Share on other sites
2 hours ago, HunterForce said:

Ahhhhhhh.... that would be it....  I looked on the Life Support wiki and couldn't find anything like that. For some reason I just thought mutinous meant they would eat more supplies (if they ran out of hab) or the hab timers would go down faster (if they ran out of supplies).

That's actually a good idea, I'd like if it worked like that.

Though on its own that wouldn't really change the gameplay, since they'd be tourists either way. There'd have to be a third setting for running out of both hab and supplies to really make a difference. Also the infinite hab mechanic should be suspended while out of supplies.

As a side note, personally I'd actually want to be able to set it like this:

Supplies run out: tourist during grace time. Grace time runs out: Dead.

Hab runs out: tourist during grace time. Grace time runs out: Mutiny with vessel destruction.

That seems the closest to what I would actually expect to happen.

Share this post


Link to post
Share on other sites

There is any up to date manual for this mod? I've a ship with a crew of three. Valentina, an other pilot, and a scientist. During the return from the Mun, the second pilot went tourist. The scientist still has 4d+ of habitat/home (same value), while the second pilot has different values.

Jenski (p) sup 5d+   EC 1d   hab expired    home 4d+

Irphe (s) sup 5d+   EC 1d   hab 4d+    home 4d+

Why the two folks have different stats? Does EVA affect hab or home? And what hab and home mean? Damn, I'm so confused :-D

For the record, only Valentina used the lander and landed on the Mun, while the other two folks stayed on the ship. Shouldn't they show the same stats? I'm surely missing something.

Anyway, beside the mod being absolutely awesome, it's also quite strict. Going to the Mun with the basic capsule seems impossible, and the Mk1-2 Command Pod, even if it can accomodate a crew of three, it can't sustain them long enough for a trip to the Mun and return. How do you guys manage this part?

Share this post


Link to post
Share on other sites
31 minutes ago, carlorizzante said:

And what hab and home mean? Damn, I'm so confused :-D

I'm with you!  I'm working through this myself and it's been "fun".  Haven't killed any Kerbals yet.

Habitation is how long they can stay in the current vessel and, yes, changing vessels can affect Hab time.  Home is how long they can be away from Kerbin.

To get extended Hab times, you'll need to bring supplies to consume and modules, such as the cupola and hitchhiker can, that increase the space your Kerbals have available, and recyclers and converters, such as the Nom-O-Matics, that can extend your supplies.  You can change the consequences of running out of hab time in the USI settings window that's available on the KSC screen.

Try this UKS wiki for lots of more confusing help.  Start with small trips, like orbit and the Mun, as you're doing, and work your way up to longer voyages.

Share this post


Link to post
Share on other sites
3 hours ago, carlorizzante said:

Why the two folks have different stats? Does EVA affect hab or home? And what hab and home mean? Damn, I'm so confused :-D

For the record, only Valentina used the lander and landed on the Mun, while the other two folks stayed on the ship. Shouldn't they show the same stats? I'm surely missing something.

Yes, EVA resets a kerbal's "hab" timer.  It also has the side effect of extending the "home" timer for the other kerbals in the vessel, because fewer kerbals in the vessel means more living space per kerbal for those who are left.  (Only temporarily until the EVA kerbal gets back in, of course, but the "home" timer represents the best accomodation the kerbal has ever seen.)

3 hours ago, carlorizzante said:

Going to the Mun with the basic capsule seems impossible, and the Mk1-2 Command Pod, even if it can accomodate a crew of three, it can't sustain them long enough for a trip to the Mun and return. How do you guys manage this part?

By default, each crew seat provides 7.5 days of hab time.  Since a trip to the Mun and back only takes about two days, you shouldn't need to do anything special hab-wise.  (Minmus is a different story.)

From the space center, click the green cube icon on the toolbar to open the USI-LS settings window, and check that the "Hab Months" setting says 0.25 (which is the default).  That's the amount of hab time you get from each crew seat in the vessel; 0.25 means 7.5 days.  Note that it's measured in Kerbin days (6 hours) but Earth months (30 days).

2 hours ago, Brigadier said:

To get extended Hab times, you'll need to bring supplies to consume and modules, such as the cupola and hitchhiker can, that increase the space your Kerbals have available, and recyclers and converters, such as the Nom-O-Matics, that can extend your supplies.  You can change the consequences of running out of hab time in the USI settings window that's available on the KSC screen.

You're mixing up two different mechanics.  Supplies is food, water, and air; hab is living space.  You need both, but they're not related to each other.  You extend your hab time by adding parts that provide living space (like the Hitchhiker can) or amenities (like the PPD-12 cupola — kerbals like to look out through the big window).

Edited by Wyzard

Share this post


Link to post
Share on other sites
15 hours ago, Wyzard said:

You're mixing up two different mechanics.  Supplies is food, water, and air; hab is living space.  You need both, but they're not related to each other.  You extend your hab time by adding parts that provide living space (like the Hitchhiker can) or amenities (like the PPD-12 cupola — kerbals like to look out through the big window).

You're correct, of course.  I should have not used "Hab" to describe how to increase the length of time Kerbals can be away without something happening to them.  I almost had it right :confused:

Share this post


Link to post
Share on other sites

Does this example help (fairing removed for screenshot)?

grVEiv0m.jpg Full size

This gives 133 days of hab for 12 kerbals and 57 days of food. This ship could in theory do kerbin->mun->minmus->interplanetary space->kerbin and land on both mun and minmus in between. It uses 1 life support tank 1.25m, 24 mini life support packs, 24 Z-400 batteries and 12 RT-500 recyclers. Do not forget to start the recyclers and habitation modules.

Edited by invultri

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.