RoverDude

[1.8.x] USI Life Support [0.5.0]

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Hmmm having some trouble for some reason my life support might be bugged?

Ive got a mission to duna with enough fertilizer for a few years running 4 nom-o-matics 5000 for a crew of 3 kerbals, my supplies drained down to zero and is now stuck at 00H:00M:00S but it wont run out? My agroponics are consuming mulch and fertilizer but they are not producing supplies, my supplies sit down at zero and do not move.

 

Am I missing something? Screenshot provided. 

gHPFQAq.png

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2 hours ago, Yuri kagarin56 said:

Ive got a mission to duna with enough fertilizer for a few years running 4 nom-o-matics 5000 for a crew of 3 kerbals, my supplies drained down to zero and is now stuck at 00H:00M:00S but it wont run out? My agroponics are consuming mulch and fertilizer but they are not producing supplies, my supplies sit down at zero and do not move.

 

Am I missing something? Screenshot provided. 

Your Kerbals are using the supplies faster than the greenhouses are producing them.

Assuming you haven't changed the default rates then each Kerbal turns 0.0005 supplies into 0.0005 mulch per second (0.0015 /s for 3 Kerbals).

Each Nom-o-matic 5000 takes 0.00012 mulch and 0.00012 fertilizer to produce 0.000132 supplies (0.000528 /s for 4 greenhouses). That's a shortfall of 0.000972 supplies per second.

So your Kerbals drain the supplies down to zero (slowed somewhat by the greenhouses producing some replacements). Then once it hits zero then each time KSP updates the resources the greenhouses make a small amount which immediately gets gobbled up by the Kerbals putting the supplies back to zero.

 

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1 minute ago, Aelfhe1m said:

Your Kerbals are using the supplies faster than the greenhouses are producing them.

Assuming you haven't changed the default rates then each Kerbal turns 0.0005 supplies into 0.0005 mulch per second (0.0015 /s for 3 Kerbals).

Each Nom-o-matic 5000 takes 0.00012 mulch and 0.00012 fertilizer to produce 0.000132 supplies (0.000528 /s for 4 greenhouses). That's a shortfall of 0.000972 supplies per second.

So your Kerbals drain the supplies down to zero (slowed somewhat by the greenhouses producing some replacements). Then once it hits zero then each time KSP updates the resources the greenhouses make a small amount which immediately gets gobbled up by the Kerbals putting the supplies back to zero.

 

So is the solution here simply to add more greenhouses so the supply counter can catch up and drain fertilizer properly without sitting at 0?

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12 minutes ago, Yuri kagarin56 said:

So is the solution here simply to add more greenhouses so the supply counter can catch up and drain fertilizer properly without sitting at 0?

Basically yes. Each Kerbal needs 4 nom-o-matic 5000 type greenhouses to keep them supplied. (Well they actually only need 3.78 each but you need to round up the total so that supply exceeds demand, e.g. 3 Kerbals need 11.4 greenhouses - rounded up to 12).

Also note the small greenhouses don't benefit from having a specialist in the crew for improved conversion efficiency but some of the MKS agroponics parts do which can be taken into account when designing a larger vessel.

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I cant seem to understand the code on USI-LS.version USILifeSupport.dll USILifeSupport.dll.mdb USILifeSupport.pdb.There some nonsense sign and other that all my text edit don't understand.I try use atom but it don't work  text edit didn't work either

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2 hours ago, cukkoo said:

I cant seem to understand the code on USI-LS.version USILifeSupport.dll USILifeSupport.dll.mdb USILifeSupport.pdb.There some nonsense sign and other that all my text edit don't understand.I try use atom but it don't work  text edit didn't work either

No offense, and please don't take this the wrong way, but you do know how to write .Net/C# correct?

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13 minutes ago, Michaelo90 said:

Are you working on a 1.9 version?

The current version works fine in 1.9

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Community Category Kit, Community Resource Pack and USI Tools are all included with the download.

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No but If i know i can't code due to all my text edit doesn't support those file and my mac converter seem to broke file

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17 minutes ago, cukkoo said:

No but If i know i can't code due to all my text edit doesn't support those file and my mac converter seem to broke file

If you had even the most rudimentary understanding of programming you would know a those files are not text. They are not the source code. A text editor will open them and show you garbage because they are not intended to be readable in that manner. The actual source code can be found on GitHub it is not distributed with the mod. A link is probably in the first post of this thread.

https://support.microsoft.com/en-us/help/815065/what-is-a-dll

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45 minutes ago, cukkoo said:

No but If i know i can't code due to all my text edit doesn't support those file and my mac converter seem to broke file

Again - don't take this the wrong way.  But you are biting off a lot more than you can chew.  Unless you have at least a basic background in software engineering, source code is going to be useless to you.  I would suggest working with config files and possibly modeling as your first adventures in modding.  Stock has a ton of stuff built in that you can rearrange in interesting ways as well.

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@cukkoo, to summarize:

You don't edit DLL files directly.  Those files contain compiled bytecode that's not meant for editing.  Instead, you edit the source code and recompile to produce a new DLL file.

The source code for USI-LS is here, on GitHub.  The .cs files are source code written in the C# programming language.  To work on it, you need to understand C#, as well as some related things like how to set up a development environment, how to compile the code after making changes, and how to submit pull requests on GitHub.

It sounds like you don't have any experience with programming.  If you're interested in learning, that's great, and there are plenty of resources available for that on the net.  But don't expect to work on USI-LS as your first attempt at programming — it's complicated code written by a professional programmer, and isn't geared toward beginners.  You'll want to start with a basic tutorial or something and work your way up.

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Thankyou.But how to compile file 

 

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5 hours ago, cukkoo said:

Thankyou.But how to compile file 

 

This really is not the appropriate thread for this.  This thread is specifically for supporting this mod, and I do not want to clutter it with a conversation on how to code C#.  The appropriate forum would be add-on development, so please ask your general development questions there.  There are also likely several threads with tutorials and resources already posted.

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OK

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Has anyone else problems with their recycling modules? I seem to be missing the button to start/stop the modules, both when inflight and to set them up on actionkeys in the VAB/SPH. The Nom-o-matics also don't work, again no button and the Nom-o-matics  don't consume any mulch or fertiliser. The rest of the mod seems to be working fine, supplies are being consumed and hab- and hometimers go down as usual. The button for stating and stopping LS on the mobile research lab also exists and works, it's just the modules coming with USI-LS that don't work. I also have a weird bug, where the USI-LS modules multiply in the tech tree. (see picture) Can anyone help me?

I tries 1.9.0 and 1.8.1 and have the same problem in both KSP Versions.

NkL8s0p.png

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@paranoider.ninja - Nah screenshot is fine.  Not seeing anything obvious.

 

Ok.  This is my suggestion.  First, get me your KSP.log file in case there's something easy to spot there.  While waiting for a response to that. perform the following steps:

 

1.  Try a new sandbox save.  If that fails:

2.  BACKUP your current GameData folder.  Then remove everything except the ModuleManager DLL, and the following folders:

  • 000_USITools
  • CommunityCategoryKit
  • CommunityResourcePack
  • Firespitter
  • Squad
  • SquadExpansion
  • UmbraSpaceIndustries

3.  Go back to your new sandbox game, see if it works.  If it does not, let me know and we'll try more things.  If it does work, then start adding your other mod folders back one by one until we find out what's causing the conflict.

 

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Posted (edited)

thanks for the quick reply, I really appreciate it. I'll try your suggestions and post my findings.

I think this is the file you wanted, I'm not that computer savvy.

https://we.tl/t-sTunIneCsm

OK, I startet a new sandbox game with only the folders and files you mentioned. Unfortunately the buttons are still missing and I also can't set the modules up with action groups.  :-(

Edited by paranoider.ninja

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3 hours ago, paranoider.ninja said:

thanks for the quick reply, I really appreciate it. I'll try your suggestions and post my findings.

I think this is the file you wanted, I'm not that computer savvy.

https://we.tl/t-sTunIneCsm

OK, I startet a new sandbox game with only the folders and files you mentioned. Unfortunately the buttons are still missing and I also can't set the modules up with action groups.  :-(

I'm not sure that it should matter, although in some cases the path definitely matters. I almost always see the modulemanager DLL at the root of gamedata instead of a subfolder.

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The new sandbox game was testet with the ModuleManager.dll sitting directly in the GameData folder instead of a subfolder; so that doesn't seem to be the problem. But I can look and see what happens when I put in a folder again, don't expect much though.

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Is there a matriix or cross reference chart showing the various consumption/creation numbers for the parts and kerbals?

I like the idea of this mod, but dont want to waste time introducing a mechanic I dont understand and using trial and error to find sweet spots or at least not starve my kerbals on those long missions to outer planets.

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