Hi, I've been advised to put this in the USI LS thread... hope this is the right one.
"Hi guys, was wondering if you could help
I wanted a life support mod which kills kerbals... but also wanted kolinization (it looks amazing)
I figured i would get USI ls and configure it to kill kerbals (setting the effect to 5 in config for both vet and non vet when running out of supplies, ec etc...)
I did this because i read that USI kolinization no longer supports TAC or doesnt work as well and i don't mind having resources grouped as "supplies" instead of individual resources too much.
Anyway after setting it all up and testing in both career and sandbox mode i found that after the 15 days of "starving" the kerbals become tourists and do not die.
Ive checked the in game settings which shows it is selected to K.I.A for both vet and non-vet... any idea why this is happening... i just want my kerbals to die!
Any help is much appreciated!"
here is my mod list: ( i only have CKAN mods)
and here is the USI LS config:
Thanks for any help!
EDIT: I thought i inserted screenshots but it seems they are not shown, so here is the CONFIG coppied:
//this file only affects new games. To change settings for current games, use the USI-LS gui in the KSC view.
LIFE_SUPPORT_SETTINGS
{
SupplyTime = 324000 //How many seconds before Kerbals are affected by no supplies
ECTime = 324000 //How many seconds before Kerbals are affected by no EC
EVATime = 21600 //How many seconds before ill effects on EVA
ECAmount = 0.01 //EC per Kerbal per second
SupplyAmount = 0.0005 //Supplies consumed per Kerbal per second
WasteAmount = 0.0005 //Mulch produced per Kerbal per second
NoSupplyEffect = 5 //Effect if a Kerbal has no supplies
NoSupplyEffectVets = 5 //Effect if a Kerbal is a vet and has no supplies
NoECEffect = 5 //Effect if a Kerbal has no EC
NoECEffectVets = 5 //Effect if a Kerbal is a vet and has no EC
EVAEffect = 5 //Effect if a Kerbal exceeds EVA time
EVAEffectVets = 5 //Effect if a Kerbal is a vet and exceeds EVA time
NoHomeEffect = 0 //Effect if a Kerbal becomes homesick
NoHomeEffectVets = 0 //Effect if a Kerbal is a vet and becomes homesick
HabMultiplier = 1 //Bonus to hab values (1 = default = 100% of the part's rated value)
HomeWorldAltitude = 25000 //Altitude on Kerbin that negative effects are removed
BaseHabTime = 0.25 //How long can 1 crew capacity support 1 Kerbal, expressed in Kerbal Months
ReplacementPartAmount = 0 //How fast life support equipment and habs 'wears out'
HabRange = 150 //How close we need to be to use other vessel's habitation modules and recyclers.
EnableRecyclers = true //Use resource recyclers? Not the same as resource converteres like greenhouses!
VetNames = Jebediah,Valentina,Bill,Bob
ScoutHabTime = 9180000
PermaHabTime = 459000000
}
// SIDE EFFECTS:
//
// 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.
EDIT No.2 : after messing around some more, i notice that the hab time expires first, so when hab is set to grouchy they simply become tourists and do not die even when supplies run out, when hab is set too KIA it kills them, as the hab runs out first...
Could it be that the effect on the kerbal is only the effect of whatever happens to him first, meaning that if he becomes a tourist due to lack of hab he is then immune to death from starvation despite the settings saying it should kill him. If so is there a way to disable hab or overide this function as I do not want hab to kill my kerbals but still want them to die if they run out of food even if they had previously ran out of hab?
EDIT No.3...
Ok sorry for all the edits, setting the hab to no effect or "none" in game now seems to have solved the problem, although I would have thought is should have been set to this anyway given the edits i made to the config file.
Anyway it seems I have a configuration I am happy with for now but will post again if I have any further problems. Just want to say thanks to roverdude for creating these brilliant mods... The modding community for this game is brilliant and I love how I can tailor KSP to my liking thanks to all the modders hard work. Thanks guys.
PS: dont know if anyone has been bothered to read this far but if you do know of a way to have the kerbals become tourists when they run out of hab and then remain vulnerable to death by starvation after this - so kerbals can go crazy and stop piloting, then starve to death - Please do let me know, and please do reply if you can help in anyway or tell me what i've been doing wrong) Also please forgive all the grammar errors and typos... Ive done this in a hurry!