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RoverDude

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Everything posted by RoverDude

  1. Then you better plan on building ark ships. Nope, Kerbin is Kerbin. Homesick is kinda a misnomer, it's really an abstraction over wear and tear, personal space, comfort, etc. That being said, I'm not opposed to having a multiplier that helps out based on the situation. Correct, because being dead won't help with this as it's not a resource consumption issue
  2. Same as life support, being on Kerbin below a certain altitude kicks in the reset. Once you're in orbit, you are following the homesick hab rules. And yes, if folks take the long walk space is freed up and the numbers go up for remaining crew. They can later return, and the folks 'left alone' retain their higher home value though their rest value will go back down (this is shown in the screenshot above). - - - Updated - - - Totally depends on how DeepFreeze works it, but I'd expect you would just need appropriate habs that can handle multi-year voyages (MKS/OKS would have these).
  3. Sure, for your long term timer. Though you're still stuck with constantly moving Kerbals around to keep things interesting... which sounds fine in theory but would be an absolute bear in practice. Eventually, you're going to want a larger hab where you plan on having said Kerbals hang out. i.e. imagine having to place alarm clocks every 30 days on a two year transfer... and missing even one of them hoses your mission. Not fun. Far better to just include appropriate space.
  4. Yep And I am ok with that setup, because it means your Kerbal is at least getting outside and being able to do some interesting things.
  5. They are tied to the kerbal but based on the vessel stats
  6. Then we shall try a rephrasing Assume that all parts have a rating. This is essentially how many Kerbal-months you can stuff a Kerbal into them without said Kerbal going bananas (and something bad happening). The default is one Kerbal-Month (KM) per crew capacity. Hence, any default pod or structural element, when stuffed 100%, will have a rating of 30 days (and these are Kerbal six-hour days for clarity). Now. Odds are, you're going to want a mission longer than 30 days. So you have two choices: Add more hab space, or send less Kerbals. To make adding hab space easier, I am adding in a partmodule that allows you to design parts specifically for habitation (and lets you plunk in, via a field, a KM rating). Add up all of the KM's from crew capacity and KM's from your hab parts in this and other nearby ships (since disconnected bases are supported), as well as all of the crew in that range, and you have your hab rating. Example: A Karibou cab has a crew capacity of 3 and a KM bonus of 1 (because of the little bunk I added to the IVA) for a total of 4. The two inflatable emergency shelters have a crew capacity of 2 each, and a KM bonus of 10 each (for a total of 2+2+10+10, or, 24 KMs). Note that the KM bonus only applies when inflatables are actually inflated So. That Karibou above has a KM rating of 8 when the shelters are deflated (3+1+2+2), and an additional 20 (10+10) when both shelters are inflated, for a max of 28 KMs. Assuming it has a full cab of 3 Kerbals, your final habitation rating is 9.3 months, or 280 days (we'll be using days in the rest of our examples, though in actuality we track it down to the second). Now. let's put these new numbers into practice. A Kerbal has TWO timers. The first, is how long they have been gone from Kerbin. So, let us assume you launched said Karibou to the Mun in preparation for building a larger ground base. We compare the time they departed Kerbin against the hab rating calculated above. So as long as they have better digs within 280 days, you're golden. Now let's say it's day 200.. and they finish their base. This new base has a hab rating of 1000. Since it's 200 days out from Kerbin, our brave explorers will tolerate it for another 800 days. This is the 'Home' value you see in the sample screenshot. The hab rating used to calculate this never goes down, only up (and you will see why below). So, let's assume it is now day 300 since the crew left Kerbin. If your crew were still in the Karibou, they would all have gone nuts, unless they watney'd it up, and you had only one Kerbal taking advantage of all of that open space (in which case, you could stick around for a sweet 840 days). Your base (which started with a rating of 1000) is still good for another 700 days (1000-300). So what happens if your crew needs to take a spin in the Karibou? Well, it turns out we track TWO numbers. The first is what we've seen so far, and based on Kerbin mission time and the HIGHEST hab rating the Kerbal has seen. So as your Kerbal moves from ship to ship, it looks and sees if said Kerbal can get an upgrade. The second number is reset every time a Kerbal enters a vessel. So in the example above, our first number (our Home value) is still +700 (1000-300). Since they entered the base on day 200, their 'Rest' number is +800 (1000-200). If they leave on day 300 to go take a trip in the Karibou, their rest number becomes 280 (0 + the Karibou's 280 hab rating). At this point, Home is +700 and Rest is +280, so all is good. Our Kerbals go running around for 250 days (cutting it close). They then re-enter the base. They have been off Kerbin for 550 days (300 + 250). So their new Home rating upon entering the base is +450 (1000-550). Their new Rest rating is 1000 (1000-0) because Rest resets every time they change ships. This crew will of course have to find better digs or get rotated out in 450 days, since if EITHER of the numbers goes below 0, bad things happen (so in the same vein, if the rover trip above became a bit more permanent, the crew would have had bad things happen past day 280, even though at that time their Home value would have still been +420). Now, that was a lot of stuff. But suffice it to say it can boil down to 'Have enough space to make your crew happy long term, and if you're moving around, make sure you have enough space to make them happy for the duration of their trip away from the main base'. Hope that helps a bit
  7. Assuming you're using CRP, most of the units are in liters, so not sure which one was axle breaking for you Honeybadger just uses a stock IVA. This one will be released soon.
  8. Please don't muck with CRP, since the whole point is that it's consistent cross-mod and messing with it will cause bad (or at least unexpected) things to happen. Also, your princess is in another castle on this one, since (as I recall), EL is mass based, not quantity based. So you will still have to haul up 100t of rocket parts to make a 100t ship.
  9. Show and tell time The first new bit being added into USI-LS is the concept of living space. This is expressed in two ways. First, how long a Kerbal has been away from Kerbin (a 'Home Sickness' factor). Better and roomier habs (or, habs that are not full to capacity) will increase this. This number does not go down, only up. So one very viable option is to just EVA all of your Kerbals and give them some 'alone' time (this is illustrated in the capsule above, where the 'home' value is different for the two Kerbals on board). The second factor is all about being rested and comfortable in the short term. this one can go down, and is calculated based on the current circumstances (i.e. 44 days is for a 30-day capsule at 66% capacity). Unlike homesickness, this number resets every time the Kerbal enters a new vessel. So building R&R facilities is totally a possibility. So an example: You could have a large MKS base that gives your crew lots of space (and helps with homesickness), but they still need decent living space, and will also need someplace to sleep if they leave their base (in, say, an ascent ship or a Rover). If *EITHER* of these numbers fail, your Kerbal gets sad and will take a penalty (fully configurable of course). Lastly. The scavenging mechanic (where they poke around looking for food) is in place. I'll be using a chunk of this logic to also allow Kerbals to 'rest' in disconnected bases/modules. So a lander that lands near your R&R station can take advantage of it without having to manually disembark your Kerbals. (Most of this is wrapped up - ETA is 'soon')
  10. All of the transparent bubble pods in Exp Pack for starters. (edit) What I would add is that I generally don't do them because they have very little reward for the effort, especially considering the resource cost. I've done them for my various transparent pods because you kinda need custom ones for that (otherwise I just recycle a stock one).
  11. Ever or for this mod? For this mod it's just the one.
  12. Obi - let me know where you land on that. I ping'd Taniwha RE what he was thinking RE resources, but in either case we should make sure you and I are at least in sync
  13. Pic of the rocket and are you using FAR? Looks like you already discovered the root part issue (always use a truss as your root part) - crash tolerances were bumped a while ago
  14. heh, not even a consideration. I build the stuff I need, just happens that people seem to like the same stuff (and with about a dozen major mods, I have some overlap with almost all of the larger modders out there, other than engines and such, as I generally don't do engine/tank packs).
  15. Indeed, lower priority tho as the main reason the cab is getting an IVA is for piloting
  16. Correct. Very likely sometime (roughly) around 8pm EST... though I would call it a 50% chance based on whether some alternate plans fall through or not that I just got wind of. Best thing to do is just follow me on twitch Absolutely considering a rover in-between the Karibou and the PackRat. And the opaque glass is your fallback if RPM is not installed.
  17. Oh yeah... started on the IVA. Will likely stream some of it tonight.
  18. I've never heard of 0.93whatever size. And actually I use 0.35, but in that context (sounding rockets) I provide an entire series of parts, from engines through probe cores. Providing a capsule in a weird non-standard size does not make sense, OP is doing the right thing. Side note, once the OP is done with this and it's released, I'll have to add it to my twitch save
  19. You did deploy the wheels correct? A pic of the Rover helps.
  20. I will be adding almost no parts - I view that part as a framework for mods to extend (hence why it is toggleabgle).
  21. Define centered? They have a lot of moving parts, and the COM is fairly low. The stutter is caused by how KSP is simultaneously dealing with the wheel logic, not much I can do on that one as we have competing animation Also - new version is up: Fixed/optimized crew hatches Added a new Crew Cab part Extended the Flatbed to accommodate larger payloads
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