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Everything posted by RoverDude
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Good deal - just make sure you include a life support config that lights up the hab options (the UKS one does it). I intentionally default them as *off* because I did not want to break other mods that have USI-LS support. (edit) Remember that LS configs are additive, so you just make your own, drop it in your mod, and it will automagically delta to the most pessimistic combination that it finds.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Do you have RPM installed? They should produce monoprop. And the Karibou cab should also work as a logistics rover -
The general rule of thumb is that something is either a multiuplier, or adds KerbalMonths. If it adds more space (KerbalMonths) add months equal to mass * 5 If it is a multiplier, set multiplier equal to the mass. In either case, make sure you add ReplacementParts equal to: crew capacity + Kerbal Months. * 100
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Your consumption should have been as-normal without UKS... I will take a peek (Addendum) The intent will be to have a separate pack with some recyclers and habs that are not MKS, but gives you the bits you need to experience the new mechanics.
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I'd say just snuff those sections of the persistence file.
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From what I have seen, folks are requesting (and getting) USI-LS integration - including PBS last I checked. It's one of the reasons some of the newer bits are turned off by default, because I did not want to mess with other integrations (but provide some guidelines for modders that want to take advantage of new mechanics as they light up).
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And Specialized parts are absolutely one of the kontainer options
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Based on the vessel they are in, and the best vessel they were ever in.
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Toss me your save file so I can debug - just make sure a sample craft that does this only uses USI mods Neither of these should have been save breaking (and I can't repro the issue you folks are seeing). One thing that folks can try is to just go into your persistence file and delete the entire LifeSupportScenario node to force it to re-initialize (then visit your ships). Just look for this snippet: SCENARIO { name = LifeSupportScenario scene = 5, 7, 6 and delete the ENTIRE Scenario block (which includes all of your life support data). That will foce them to be re-added. Back up your save first. Here's what I used for initial baselining: //Suggested values for dedicated hab parts: // Kerbal Months should equal mass * 5 // ReplacementParts = 100 * crew capacity + 100 * Kerbal Months. //For parts that act as hab multipliers, a multiplier equal to the tonnage works well - they should NOT also have extra Hab Months
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Yep - or pretty much anyone you add to that file (for those that use custom Kerbals). An entertaining side effect of the UKS default settings is that if you lock a Kerbal out on EVA and they die, they disappear in a ninja smoke bomb glitter cloud with a 'boom' (before despawning or - if you are a vet - just saying 'screw it - I'm going home'). And yep, a large factor of why I made USI-LS was due to the resource quantity - with MKS the context menus and resource lists were long enough as they were, and they got a culling as well. Plus built in recyclers (no need for extra part counts). The other factor that I finally took care of with this version is the resource mass - it just seemed to be too little 'stuff', so USI-LS ends up (without recyclers) to be about 16kg of stuff per day. This can be reduced by recycling equipment or (coming soon) using locally found water to dramatically reduce the cost (to the tune of about 95%), which should help make for more realistic colony site planning.
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Forgot to answer this bit. Probably after the dust settles with the current colonization patches, don't want to add too many new bits in at once. But there are already parts in the works (centrifuges, medical facilities, etc.) in to cover the health bit, and the foundations are in for the sanity/space madness bits.
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Try with the latest release. Beyond that, try on a new save.
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Fully configurable. As are the penalties. You may want to check your facts first before commenting on a mod. (Config settings for the curious - defaults are shown - automatically consolidates configs and takes the most pessimistic view, so that mods can alter the behavior if they so desire).
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Also - you have a new update 0.3.2 - 2016.01.20 ------------------ Fixed an issue where crew were being doubled when showing the supplies left in the UI Updated a few issues where the Kerbal's supply counter was not updating properly Wear is off by default, and when not enabled, will not show in the GUI
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Not really. USI-LS just has a lot more options other than 'dead... dead.. or dead' Philosophically, I'd rather have a rescue mission opportunity vs. my Kerbals dead in the corner covered in ants... but again, it's why it has a ton of options and dials you can tweak (and the kolonization defaults are different than the out of the box defaults). It has about as much in common with snacks as ham does with hamsters Plus since the OP was interested in the colonization mods, it's the one that will dovetail best because of some of the bits USI-LS has that TAC-LS does not.
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By setting the penalties to 0. This is the default unless you have one of the colony mods installed (or want harder stuff)
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If you are not using MKS/OKS or don't have the hab values turned on, it will do nothing. Will tweak the UI display in the next patch. Looks like a small display bug - it's double counting crew capacity
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Do not use CKAN to install this please, it's a support issue spawner
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Incorrect, the time before homesickness kicks in is based on the hab to crew ratio of the vessel. Even in stock, a Mk-12 pod with a spare hitchhiker can and a two man crew can easily do a Duna mission. You might need two hitchhikers to make it to eeloo. For your second concern, you should be ok if you design your vessels accordingly (i.e. provided your main hab is still the main vehicle you are ok). I suppose bad things would happen if your habs suddenly blew up or something For the second part - not an exploit, it's why I keep both timers. No hopping around will save you from the eventual long-term timer.
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Not quite. Both are focused on keeping a ship supplies. Though USI-LS is a lot more forgiving, and you don't have to worry about resupply until you're ready to go past the mun (tho you can have a very sad day if you miscalculate your 15-day (configurable) grace period).
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A few things have changed with the latest release (i.e. this week). TAC-LS has more resources, but less scope (it just does 'stuff that goes in and out of your Kerbal' and some converters. USI-LS has less resources, but more scope (Effects of habitation, converters, and colony-wide recyclers that reduce inputs vs. just convert outputs). Plus a much wider range of penalty options. Because of the scope change, if you use UKS and TAC-LS, while it's supported (there are converters and such), several of the modules (like habs) are pretty much cosmetic as TAC-LS lacks this concept. Also, upcoming things to USI-LS like health, space madness, etc. would not have TAC-LS analogues. So if you are looking for depth/scope, USI-LS and UKS are your best bet in my (obviously biased) opinion. Both are supported in UKS, but since
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.3.2 is up! This fixes that pesky lag issue You can nab it on GitHub (link on the USI Catalog page)- 1,694 replies
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