-
Posts
9,074 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RoverDude
-
Overstuffed. An inflatable hab is good for two Kerbals - you're essentially 'hot-bunking' your base. The Kerbals will not be happy, and your stuff is going to get worn out fast. It's like seven folks trying to share two sleeping bags. Technically doable, but it's no good for the Kerbals or the sleeping bags.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Depends on the base (show a pic), including the life support window.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
I'll be hacking in a fix for that In fairness stock does not have the concept of changing crew capacity in-flight
- 706 replies
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
Just fixed that in the next patch (up now) 0.3.4 Fixed a typo in the hab multiplier forumla that used crew capacity not current crewThe cupola now acts as a hab multiplier
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Start by using the latest release (that's important). And by latest I mean 0.3.3 And I do not dictate what other mods do with their parts - I do provide suggested values tho (this was noted a bit earlier in the thread). The only things that have USI-LS stuff are my mods, and the hitchhiker for stock. And no, there's no way to reset the timer. Again, show a pic of the ship in question. The first one you showed was incredibly low on hab space. Addendum. Having a lot of people live a really long time in space is an incredibly big deal. It's not a case of 'slap on a 1-ton part and it magically fixes itself'. The hab mechanic (and again - this only lights up if you use one of my kolonization mods right now) is absolutely designed to be a game constraint, and require some choices and some engineering compromises.
- 5,673 replies
-
- 2
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You are very welcome- 1,694 replies
-
- warp drive
- usi
-
(and 1 more)
Tagged with:
-
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You would need to mess with the actual model and it's transforms. FYI those did not work well as RCS engines -
You are very welcome The former is a KIS issue, nothing I can do about it. For the latter... there is no such thing as an agriculture hab - do you mean an ag module or a hab module? Transfer in or out? If it's an ag module and you do not have the context menu to transfer crew, just swap vessels and come back (it forces a menu refresh). This is a stock behavior I need to override.
- 706 replies
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
Not yet. Install this without using CKAN, because it's very flaky and just spawns more support issues. Unrelated: 0.3.3 is up (bug fixes, balance stuff)
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Play with it in the VAB. But I'd start with the fact that one of those inflatables is only good for a pair of Kerbals - you have a lot more Kerbals than dedicated hab space. That being said, play in the VAB *after* the next release (later today) as I have a bug to fix in USI-LS
- 706 replies
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
Way too stuffed for that many Kerbals. Add more inflatable habs or hitchhiker cans. You're basically making the Kerbals sleep at their desks (there's only one hab and that's really meant for temporary housing for a pair of Kerbals).
- 706 replies
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
Not a pest at all Lots of changes and have to sort through any issues/etc.
- 706 replies
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
Log a github issue and I will take a look Shipped in, containers are provided, and you can perform maintenance to refill it. But generation of new EnrichedUranium is not included as it would just make this a bit too complex.
- 706 replies
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
RoverDude replied to ObiVanDamme's topic in KSP1 Mod Releases
FYI - the new MKS-Lite/UKS releases now move everything to RocketParts/SpecializedParts - if there are any interop issues please ping me Also - @ObiVanDamme - what's your current default ratio of SpecializedParts to MaterialKits? Lastly - more in relation to the MKS side - I'll be adding an alternate path to ExoticMinerals and RareMetals that has a bit less friction. No effect on this mod I assume, but there's a lot of cross-use so thought I would toss out the heads up. -
This, it turns out, is a bug - sorting it. No worries at all It should- but buggy Yup - bug, sorting this now. Sure, log a github issue The nom o matics need to be retooled, on the short list for the next patch. Or just wait for the next release Sure you can, you just have to have a fairly large area for supplied and run missions comparable to what we have for the ISS. Would need significantly more info than this, this is the first I have heard about crashing tho.
- 5,673 replies
-
- 1
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
...and that's why there are recyclers built in (which reduce the supply requirements), and also have ways of creating new supplies (which have been buffed to match the new supply levels. Habitation is an expression of how long a Kerbal is willing to live in a given base and is a function of it's components as well as how much of that base you have stuffed with crew.
- 706 replies
-
- gameplay
- colonization
-
(and 1 more)
Tagged with:
-
No. Again, it's a multiplier. We tally total KM them multiply it by the crew ratio. So a vessel designed to hold 10 crew for 20 months will hold 1 crew for 200 months. Again, this is absolutely by design. This is not a defect, this is the way it works. Provide your Kerbals a lot more space, and the hab value is extended by the ratio of current crew to the maximum crew of the vessel. Even a Mk-1-2 pod with zero extra bonus can go from 30 days (3 crew) to 90 days (1 crew). Same formula. This is why the hab month bonuses are fairly low. Totally by design You're still at twice as much because the last level of UKS recyclers have not been added yet, hence the extra headroom in what's currently out there now. Also, packing a non-recycle pod for a Gemini style mission, the relative mass of the food, water, etc. feels a lot more 'right' than it did in the previous version. Stock has no idea what supplies are, nothing I can do about that.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That inline tank is not supposed to stack, it sits inside of the small cage meant for it. If you want to stack just use the stock 0.625m one. -
Yup. Point being that getting your hab value up for interplanetary trips is really not that big of a deal. This is by design. If you threw three Kerbals with that kind of hardware and space, they should have no problem going to Eeloo and back. In short, interplanetary vehicles should look interplanetary, but it should also be pretty easy to achieve it with the parts provided.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
The ratings are based on max crew. If you reduce crew, you dramatically increase available space, reduce crowding, and reduce wear and tear on the various systems. So, your setup above would be perfectly fine for a pair of Kerbals to do a jaunt to and from Duna - plenty of space. But not so good if you stuffed it to the max. Just because I can sit seven people in my SUV and can tolerate stuffing seven people in it to go out to lunch does not mean I'd want to stuff seven people in it for a cross-country road trip, despite being the same SUV, and having the same (optimistic) listed capacity as 'seven adults'. Read the past few pages - there were a few pre-warnings. Also, if you saw that jump in supply usage, it means you have some of the kolonization bits - who's changelog also covers this (and which modules make the best recyclers). Sorry, you should not 'Fix' this by editing the config file - this is absolutely by design because MKS includes bits that end up dramatically reducing supply usage (to the tune of 75%, and you will soon have a 95% module for surface use). If folks reduce this back down to pre-release levels (i.e. one supply per day) once recyclers kick in, consumption will be so low that you might as well not install this mod, because you will have ten Kerbals sharing a cracker for a twenty year trip, and being totally cool with it.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
All bets are off for support during training or tutorials. So I would not recommend running them with mods.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
It just changed in the past couple of days so I expect the wiki needs a bit to catch up. There are release notes with the changes in the MKS thread, and I'm working on documentation for folks new to the Kolonization mods. Not quite. It is 1 month per crew cap (configurable) then we add in the KerbalMonths. The only multiplier is if you have a HabMultipler. KerbalMonths is turned into seconds for computation purposes - a KerbalMonth being equal to 30 6-hour days (so 180 hours).
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Pretty much everything I do for stock comes with a bucket of dials, knobs, levers, and overrides
-
30 6 hour days
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with: