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mcortez
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Super awesome. Any chance we can also get a constellation download, one zip with your entire group of mods in a single download?
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As noted you can include more seats (the more space you have the longer the hab/home timers), or you can use cupola and hitchhiker which actually add time in excess of their seats. But if you need to adjust to support playing in earth time there is a configuration file you can edit and change how long it takes for effects to happen, how long supplies last, and what effect does happen when you run out of supplies, get home sick, or your vessel's habitation runs out. The wiki for this mod has some info on this.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
mcortez replied to RoverDude's topic in KSP1 Mod Releases
For some reason I suddenly find myself wanting a little GoPro'ish science module and a mini-inline parachute package for returning mid-rocket truss pieces without the nose cone: http://www.popsci.com/watch-gopro-video-from-rocket-launch -
parts [1.12.x] Asteroid Recycling Technologies
mcortez replied to RoverDude's topic in KSP1 Mod Releases
You can simply Google USI Catalog and you'll get the link, or use the updated link in RoverDudes's signature. -
parts [1.2] Karibou Expedition Rover [0.3.0]
mcortez replied to RoverDude's topic in KSP1 Mod Releases
Nope, the Malamute (actually not sure on the spelling) is a brand new rover that hasn't been released yet. It's based on a rover from the movie Last Days On Mars which in turn is based on one of many NASA rover designs. The Karibou is directly based off a different NASA rover design and is quite a bit larger. Follow RoverDude on KSPTV (twitch) on Sunday evenings, which is where he is putting the finishing touches on the new rover before releasing it. -
Scenarios and mods with custom code often don't play well together. Try a sandbox game for testing If you still have problems, please post KSP and Mod versions.
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The amount of water, food and all other consumables is much higher than most people realize. Here's some documentation from NASA on the subject: http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20040012725.pdf&ved=0ahUKEwjDsIn3rp3MAhUP0WMKHXLXAHgQFggeMAE&usg=AFQjCNGFic4si6KP6fDS_jmqcwxM0Y879Q&sig2=y3p8nXj332xyXK5E3Ga7bQ Although that document only shows roughly 32kg a day (5kg metabolic and 27kg hygiene), RoverDude once explained how he got to 64kg - I just don't remember how. You then need to use parts with recyclers to reduce consumption. I know there is at least a 75% recycler and I think there might be a 90% one (not positive on that though, I've been waiting on 1.1 full release to get back into playing regularly.) You can also reduce consumption rates in the config files, if you believe they're too high.
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Do you also have MKS installed? If so, there are two copies of the configuration file and you will need to update both.
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For those that might be new to USI Life Support, yes it is by default more forgiving in some aspects. However if you'd like it to kill your Kerbals -- it'll be happy to do that too. You just need to flip a couple of config options and it'll slaughter your little space explorers. Or if you want something somewhere between friendly refusal to work and death -- you can make them Mutinous, they not only become tourists but they destroy a random part of either the vessel they're on or a nearby one. For more adventurous fun, check the two USI wikis: USI-LS specific, newer but smaller: https://github.com/BobPalmer/USI-LS/wiki The older, more complete site, that covers MKS and USI-LS (please note, if you are using MKS and USI-Life, there two two config files you need to edit.) https://github.com/BobPalmer/MKS/wiki/Configuration
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The original post is out-dated. The veteran orange shirts are no longer immune to the effects of starvation, and lack of good habitation. If you would like them to be immune, you need to update your config files before they get turned into tourists. See: https://github.com/BobPalmer/MKS/wiki/Configuration
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
mcortez replied to RoverDude's topic in KSP1 Mod Releases
See https://github.com/BobPalmer/MKS/wiki/Version-Compatibility -
1.1 version is expected behavior: https://github.com/BobPalmer/MKS/wiki/Version-Compatibility I believe RoverDude has already indicated that some of the containers that currently exist in only one, or some, of the USI mods will move to a "core" that is shared between all of the USI mods. If you need larger containers "right now", you can install the full MKS, which has larger Kontainers available that can be configured for Supplies.
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Last version: https://github.com/BobPalmer/MKS/wiki/Version-Compatibility
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parts [1.2] Karibou Expedition Rover [0.3.0]
mcortez replied to RoverDude's topic in KSP1 Mod Releases
I'm using the 1.1 Pre-Release and I'm trying to use the S.A.B.R.E. engine for the first time. Can someone post a picture of how it's supposed to be mounted? I probably just need more sleep, but I can't seem to figure out what the best way is to mount the thing. It doesn't seem to want to surface attach to anything and the two attachment nodes on it seem awkward to use on the Karibou, or on anything for that matter. Thanks! -
parts [1.12.x] Asteroid Recycling Technologies
mcortez replied to RoverDude's topic in KSP1 Mod Releases
If you are using 1.0.5 please see https://github.com/BobPalmer/MKS/wiki/Version-Compatibility -
Is there a way with part search (perhaps a specific keyword) to get it to list all USI/MKS parts? Most of the time I can't remember the specific names of parts, so I used the USI/MKS specific categories when looking for them.
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parts [1.12.x] Asteroid Recycling Technologies
mcortez replied to RoverDude's topic in KSP1 Mod Releases
You missed it. In your steam client, you have to right click KSP, go to the beta tab and select the pre-release. -
Last week I built a number of cranes in EVA with KIS/KAS and Internal Robots Rework and was able tondonso without too much issue. The main problems seem to related to which node you use when attaching (top vs bottom) and you definitely should never use surface attach. I had to always use the "bottom" node. I also found that it was best to reload the scene between attaching each part (basically switch to another ship not in physics range than switch back) - I think IR does some advanced node position tracking, which doesn't seem to get setup correctly when using KAS to attach - but does get setup during scene load. What would happen if I tried attaching multiple parts witout scene switching, was that hinges would attach in the middle of the hinge instead of on the attachment nodes, or extenders would extend through attached parts instead of moving them. Lots of weird behavior. Hope that helps.
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Assuming you are using USI-LS only and not MKS, and are using no recyclers or other mechanisms to reduce your supply needs and want to do this by changing the configuration of USI-LS, then you need to calculate the units of supplies to be used per in-game second and modify the Settings.cfg file. Everything is measured in, in-game seconds. So assuming a human day was 24 game hours, made up of 60 minute game hours, and 60 second game minutes, and assuming Supplies are 1kg per unit (would have to check the resource definition to be sure) that would be... 5 / (25 * 60 * 60) == .0000555 The config file is located at UmbraSpaceIndustries/LifeSupport/Settings.cfg SupplyAmount = 0000555 -=- If however you are looking to actually use parts provided by USI-LS and MKS to reduce supply usage to 5kg per day, you're going to have to experiment with the various recyclers and conversion parts to find a happy balance that produces that result.
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I did this last week with the latest USI versions and the version of KIS/KAS that was released right after 1.0.5 came out. I just did the KIS/KAS updates that came out a few days ago, but haven't tried doing a packrat rover since then. You build off the Pylon base, then use the detach -- rather than pickup -- method to separate the rover from the pylon base.
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Just messed with it, H will always be detach and X is sometimes detach - it's context sensitive. If you have an electronic driver equipped but are not currently dragging a part, X detaches. If you are currently dragging a part, it attaches. And X may do something different with different "equipped" items. H is definitely the safe bet though.
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That's... Odd... I've only built packrats on Minmus and have never had this problem. Now I do normally actually build the rover so it's going up at an angle off the pylon, but I've also done it so it's going horizonal without issues. I then use the unlink, rather than grab option to separate them - since the pylon ends up being the root node. If I remember correctly, that's holding down the X key while clicking on the chassis part that is attached to the pylon. Pylon should remain attached to the terrain and the packrat should gently fall to the ground.
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Hmmm... Well, I did complete the rover mission with a fairly large Karibou rover -- so it's possible that it qualified as satisfying both the rover mission and the base creation. Sometimes when attaching MKS/USI parts to a rover/ship/station, it flips the vessels type to base. It seems to happen with any part that has "VesselType = Base" in the part definition. So it's entirely possible after I completed the rover, mission, I might have gone EVA and attached a component to the rover from KIS inventory that flipped it's type to base... Thanks for taking the time to dig into it.
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If you can spare the time: https://www.dropbox.com/s/z1s69wdmlqcqz28/persistent.sfs?dl=0 Edit: May have figured it out. I think I already had a AltimetryHiRes > 80% for minmus before you added that to the contract pack a little while back. Since it's already > 80%, would that prevent the Base Scan contract from triggering (it has a requirement that it be less than 80%)? Or would it skip that and just go straight to the Rover scout mission? Edit Again: Is this body dependant, or only one for the whole contract group? Since it's already true for Mun, would that prevent it from triggering on Minmus? REQUIREMENT { name = BaseConstruct type = Expression expression = ($BaseConstruction != true) }
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If I've already received a contract for a base on Mun, and have built it out - along with completing a few extra contracts, like medical evac, science expansion, communications problem -- should I at some point be offered a contract for a base on Minmus? I've sent probes to Minmus, landed, done a biome scan and a manned fly-by, but no offers of a base contract there yet. Thanks!