Jump to content

apocriva

Members
  • Posts

    14
  • Joined

  • Last visited

Reputation

3 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. If that's the case, it would be nice if it did. I'd be reluctant to launch a mission in a hard mode career without being able to last-minute check my hab/life support timers before launch.
  2. I have problems using an illicit version of KRASH in 1.2 where I find myself unable to end simulations. Is that the kind of problem you mean? I'm a HUGE fan of this mod; it's one of my critical must-have mods when playing a hard mode career, and I really appreciate the time you've put into it.
  3. I don't know if it's helpful, but I made a pull request with a rudimentary CTT configuration for the new USI-LS parts! https://github.com/BobPalmer/USI-LS/pull/131 (Even if you don't use it, it's a good exercise for me to learn how to use git. ) Updated pull request with changes made to spec: https://github.com/BobPalmer/USI-LS/pull/132
  4. :0 !!! You're such a tease! lol
  5. You're an absolute darling, DMagic, thank you! Keep up the incredible work.
  6. Are there any examples of mods which are currently using Unity 5's canvas system to deliver their UI? (As opposed to the legacy GUI.)
  7. I'm very excited for an update to support 1.2. Playing with USI-LS really makes the game come together for me!
  8. I just got the following exception and was asked by Contract Configurator to post here! "The ScenarioModule data was not correctly saved - reloading the save may result in further errors."
  9. Well, that's one of the caveats of playing with what's essentially an unfinished early version, right? In any event, if you like 0.2, you don't have to update!
  10. It looks like I have a vessel which is being tracked in the Life Support Monitor, but no longer exists. Possibly from renaming the vessel? I've been doing some silly things trying to get a base up and running in orbit around the Mun. lol What's the earliest Recycler that's available as of the latest release (0.3.4)? I'm using Community Tech Tree and am having a hard time finding modules that I can use to help extend the life of my vessels. EDIT: I'm having a hard time finding them because it's really hard to read the tech tree in general, not because of the parts themselves.
  11. Maybe I'm understanding the hab modifiers incorrectly, but wouldn't going from 160 to 164 crew spots filled with 160 crew change the hab time from 30 days to 30.75 days? (164 / 160 * 30)
  12. //A Kerbal month is 30 six-hour Kerbin days. A Kerbin month is defined as 30 days in USI-LS.
  13. I haven't explored too deeply outside of Kerbin's own moons, so I want to make sure I understand the new habitation/homesick mechanic before sending Kerbals off on a mission that they won't be able to complete! First concern... So the way I read things, if homesickness is enabled, there is an absolute cap of one month after which a Kerbal will suffer homesickness. I don't see this as being configurable, and given that I'm not sure how long missions to outer bodies usually are (months? years?), I'm concerned that there's no way to lead an expedition to outer bodies without Kerbals getting homesick for the duration of their deployment. Second concern... My understanding is that hab time is calculated per-vessel, and from what I read it appears as though the hab time for an individual Kerbal is reset when they transfer vessels. Is it possible to get into a situation where, say, a lander undocks from a station and that reduces the hab time of the station such that all Kerbals aboard are suddenly homesick because their hab time has expired? (Possible exploit: Is it possible to reset a Kerbal's hab time by having them transfer to another vessel and back?) Thanks so much! I'm disappointed that we're doing overtime at work right now and I don't have as much time as I'd like to play with this new update. The supply/habitation mechanics really add a lot of fun to KSP for me.
×
×
  • Create New...