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RoverDude

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Everything posted by RoverDude

  1. Bear in mind that mechanic only lights up if you turn it on, and it's meant to be turned on for things that not only use it, but also have the means of reversing the change (i.e. UKS). It's very core to the vision I have with this mod, but also one that I intentionally keep turned off unless you're opting into the rest of the core USI bits (or any other pack I make that bundles appropriate habs, etc.). That being said... it already is a config value (it's just not in the config file since it uses the defaut, but I'll toss it in for completeness next release). One could make 'indestructible' tents that last a thousand years, but still annoy a Kerbal if they are stuffed into then for a decade. All of the dials are already there. (edit) To go one step further, there's a bit of confusion as to the purpose of USI-LS. It is not to make things 'Easier', rather, it is to transform what is normally a dead end from a gameplay standpoint (my Kerbal is dead), to a gameplay enhance ('My hab on Duna just went kaput, and my Kerbals need my help - how do I rescue them? or 'Val messed up her orbit and ran out of snacks, and can't pilot her craft to get home - how do I save her?'). Every mechanic is there to add interesting constraints and challenges, but also make sure they can be overcome. The analogue in RT, since that was cited for comparison, would be like when you lose signal and are pretty much hosed, vs. including mechanics that still give a player an 'out' (and not ironically, I am designing the stock RT analogue - so look for some of the same philosophies). Screenshot of the craft in question, both in the VAB and on the launchpad with the LS UI?
  2. Because by default hab is turned off - since it sounds like you do not use MKS, your only hab module in stock is the hitchhiker can. Tweak the two hab penalties in your config (in life support) and you will be fine. Either - the system takes the most pessimistic combination of all configs found, so depends on if you want things harder or easier.
  3. I thought RT gave you your first low range antenna? In any case, toss a PR, sure
  4. If you have no active crew, they will not be on the UI.
  5. New save or old save? If this is an old save you will need to visit each vessel to initialize their stats for the UI
  6. Should be visible from the UI, though the vessel names will be in gray
  7. New USITools version - uploading a patch momentarily.
  8. 0.3.0 IS UP! EVA timer is now based on how long the kerbal has been EVA. Habitation space is now a thing - see the forum for details. The in-flight view has had a visual refresh to reflect the new data. Multiple LS configs are now supported, with a delta inclusive of the most pessimistic changes being used. Added displays to the tracking station, space center, and VAB/SPH SPH display includes build aid information for the current vessel Reduced mass of Nom-O-Matic 5000 Kerbals no longer raid the supply tins - but they will unlock all of them. Corrected stack nodes for nom tanks Kerbals in command seats should properly consume supplies Recyclers and Habitation calculations, if enabled, can extend to nearby landed vessels to better facilitate disconnected bases.
  9. It's about three lines of code. The architecture of how the resource system works is based on extension (even the stock modules do this). So that you can react to all of the nice output that gets passed along to you. For example, some modules actually *do* shut off in the absence of EC - it's wired in there. But you have a light, not a drill. so probably of very little help to you (well, other than the bit where I left it super open to extension).
  10. Also, the order is grouped by curation to make it easier for the curators
  11. All of this is covered in the OP. (edit) to summarize. If you want to use CRP with the mod you are distributing, go for it. We even add new resources from time to time. If you don't like a resource, take it up with the curator. If you are a modder using CRP and distributing it, don't change it. If you are player, do whatever you want just be aware that if you break CRP, you are probably going to be breaking mods.
  12. The fun bit by the way is that TAC-LS is lossy... so weirdness ensues.
  13. If you whip one up and test it, feel free to do a pull request for the TAC-LS config that comes with this
  14. @goldenpsp and @Cdr_Zeta Yep, OP covers this pretty well. Messing with the CRP file is pretty high up on the 'list of bad things you can do'. The *ENTIRE* point is that every resource in that list has been standardized and vetted, and has a designated curator - so we don't get surprises with twenty different definitions of water, or a mod suddenly making oxygen ten times as dense or 100 times the cost. If you want to make your own resources, that has zero to do with CRP (just make a config file and go crazy). CRP files should *NEVER* be modified, or things are unleashed and children are eaten. If you want to change resource distribution, the stock resource system automatically deltas duplicate resource distribution configs (and takes the most optimistic view, sspecifically to prevent mods from breaking eachother). @ABZB - CRP starts with mods first. The current CRP has a combination of USI, NFT, KSPI, OSE Workshop, and RF. Always happy to add others, but I like to see ones either from pretty major and established mods, or ones where a couple of modders have come together on consensus so we see value in reuse.
  15. Not much Those just happen to be the current figures. Racks up a bit as you get a larger crew, and you should always keep about 1EC/Min per Kerbal in power generation to be safe (and enough battery storage to cover them for a couple of days). That puts you at keeping about 500ec on board per Kerbal, which is not trivial. WIth the updated version (still being tested), this number remains the same - but since recyclers are now broken out separately, they will have their own power requirements so you will see this number jump (either that or you will be carrying around a lot of extra stuff).
  16. Your mission times go all funky and you get weirdness. Not sure if it remains an artefact or not on 64 bit (I suppose someone could find out on Linux pretty easily).
  17. No, the converters work fine with TAC-LS, but you need to provide your own containers.
  18. TAC-LS is 'bring your own containers and stuff' until someone gets me a good pull request or I have some time to sort it.
  19. Your mission times, etc. get funky and bad things happen. For the issues below - this is fixed in the new version. Short version is that it was using the master timer, so for short jaunts where you had no food, sadness occurred, @Tochas - usually getting them back to Kerbin sorts this, but if for some reason it is not, you will have to remove the tourist trait in your persistence file. Sorted this in the upcoming version, and I'll see about adding a fairly aggressive override to cover you case below.
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