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Everything posted by goldenpsp
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Nope, they just wear orange.
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Check your LS settings. If you are using the latest MKS, Vets are set to become tourists by default.
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yes it will read above. KIS issue. Seat inventory is touchy and you will lose inventory entering anything that doesnt have seat inventory (which is any inflatable). safest method is to stow everything in proper KIS inventory before boarding.
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http://forum.kerbalspaceprogram.com/index.php?/topic/105202-105-usi-life-support-036-bug-fix-update/&page=49#comment-2360975
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not only did i get my tourists back, but their original craft got its hab time back even after I disconnected the two ships.
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Ok well I haven't been able to recreate the issue, but in testing I have found the following. I had my broken ship full of tourists on the mun. I launched the identical vessel with an engineer and landed it right next to the other one on the mun. I connected the two via KAS pipes. When I did this my hab timer on the broken ship went green and the two kerbals immediately went from tourists back into service. i then disconnected the ships and they stayed green. I did various test going back to the KSC, reloading the game and so far all is good.
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I'll check. The weird thing is, and unfortunately I cannot remember exactly which update, it had been fine and after an update it had broken. In between the updates nothing had changed. i hadn't really "played" in that I had logged in, checked the ship and then quit the game, updated USI-LS, went back in and the issue occurred.
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As has been stated since the beginning of this mod, it's all configurable. You have all kinds of options depending on how you want your penalties to be, such as: // 0 = No Effect (The feature is effectively turned off // 1 = Grouchy (they become a Tourist until rescued) // 2 = Mutinous (A tourist, but destroys a part of a nearby vessel...) // 3 = Instantly 'wander' back to the KSC - don't ask us how! // 4 = M.I.A. (will eventually respawn) // 5 = K.I.A. So while you might now like how the mod is set out of the box, you can actually change it to your liking (amazing I know). I haven't had a lot of playtime. I did notice my issue above that you mentioned was a bug (-50days on habitation into an 8 day mission when I had 30 days of habitation to start) is still there. I don't know if it would have rectified itself or is permanently broken without a save hack.
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
True, and that was all well and good when the thread was started, as this mod didn't have a github repo yet. At this point however I'd bet good money that without a github issue your bug will get missed. -
Not sure if I understand, but CRP is just a bunch of resource definitions that other mods use. So it seems more appropriate to ask mods that make use of it.
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Ask Scansat?
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
goldenpsp replied to KospY's topic in KSP1 Mod Releases
Not exactly what you are looking for but MKS has a part which is essentially a larger size KAS pipe. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
goldenpsp replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm sure you are aware, you basically should never drop anything on EVA utilizing KIS/KAS. Physics interactions in this scenario that have led to bouncing, flying, and exploding have always existed in KSP and is a fundamental game issue.- 3,523 replies
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Did you create a github issue? -
Ok, I'm guessing it is a bug primarily for ships that were pre-existing? Or is it something that will just rear its head randomly? I started thinking about 2 things that I realized I don't know the answer to. If grouchiness is enabled, hence we get tourists, what is the way, if any, to counteract this for a Hab timer. I know if they run out of food, I can slap a food container onto the ship via KIS and they will revert. Do I need to slap on some habitation? Also, similar question for EVA timers. If a Kerbal becomes a tourist while on EVA are you kinda screwed? Or can they still be controlled until they re-enter a ship? The only timer I've run into for EVA so far is a rescue contract which I haven't gotten to the kerbals location yet so I'm trying to figure out what sort of craft I need to send in this case.
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I've had an interesting development. I only had this issue come up with the latest update to USI-LS/MKS. I did have a game in progress, and this isn't a complaint, just a curiousity. I have a Mun mission that started prior to the HAB changes, so the craft was not setup very well for a long term mission. The hab time was 30days and I was currently 8 days into the mission. It properly showed that I had 22 days left on the hab. Then I updated the mods. When I reloaded my game and went to the ship, the crew became tourists and the hab timer showed -50d. They haven't even been on the Mun that long. I'm just curious to figure out what would have caused this? I checked the ship in the VAB and it still shows it should be good for 30 days hab time.
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Likely not a bug but rather a "feature" A kerbal will become a tourist by default once their EVA timer runs out, which is only 6 hours. So you gotta be really quick.
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A kerbal now eats 16.5 supplies per day by default.
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Yea updating the OP would be easiest, but Roverdude goes to fast to keep up on documentation... You missed the explanation post http://forum.kerbalspaceprogram.com/index.php?/topic/105202-105-usi-life-support-036-bug-fix-update/&do=findComment&comment=2360975 That being said it can all be turned off in the config so you can have pre-habitation settings, mostly. Otherwise i would stick with TAC-LS
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Well don't take this the wrong way but the thing is you could read the release notes. Or just browse back a bit on posts and find all of your answers. Or you could just ask someone to retype all the answers again (see where I'm going with that?) https://github.com/BobPalmer/USI-LS/releases
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Where have you been? Release notes are your friend(all of them)
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parts [1.2] Karibou Expedition Rover [0.3.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Same as the USI mods. In the hyperedit.zip file it has gamedata\Kerbaltek. The Kerbaltek folder would then be copied into your gamedata folder so it shows up like in my screenshot above. -
parts [1.2] Karibou Expedition Rover [0.3.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Pew is luckily installed fine (I looked at the zip). Hyperedit is not installed right but you just got lucky because it does not contain any parts. -
parts [1.2] Karibou Expedition Rover [0.3.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
It is a little hard to tell what I am looking at because they are not full screens of your finder, but it seems like you have nested gamedata folders. You should never have a situation where you have gamedata\gamedata If a mod zip file has a gamedata folder, then you copy the CONTENTS of that gamedata folder into your KSP gamedata folder. Also never change the folder structures around. Likely your hyperedit is installed incorrectly as well, as it also has a gamedata folder at the root of the zip. I don't know about the PEW folder (not familiar with what that mod is) but I suspect it could be wrong as well. This will look a little different as it is windows but it should give you the idea. -
Missing Some Parts From USI Kolonization Systems
goldenpsp replied to Elway358's topic in KSP1 Mods Discussions
Download mod .zip file. unzip. copy folders into your KSP gamedata folder. If the downloaded ZIP has a gamedata folder in the root, then copy the contents of gamedata into your KSP gamedata folder. It really isn't that hard. And honestly using something like CKAN should not be used in lieu of learning how mods are properly installed. No automated system will work 100% and it is best to understand how the process works so you can troubleshoot effectively.