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Safarte

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Everything posted by Safarte

  1. And because 6 new parts isn't enough I'm working on 3 more, here is a teaser for one of those:
  2. Hmm I think all 3 Food, Water & Oxygen resources will bring each interesting gameplay challenges once we have colonies and resource gathering so I am not currently planning on modifying the base set of life-support resources in KLSS, I'm however slowly making sure that my mod is as modular as possible to enable third-party patches that modify the base resources. And as the new stock resource come along with future milestones I'll make sure to integrate my mod well with them to avoid duplication yeah (however one step to avoid duplication has already been achieved by using Community Resources, a mod that aims at centralizing modded resources). Unrelated, a quick teaser for a new part coming in the next version of KLSS:
  3. Version 0.2.1 released! Enhancement: Made the code completely modular with regards to LS resources present to enable further moddability (documentation TBD) Bugfix: Incorrect base EVA supplies quantities (7 days => 1 day) Bugfix: Incorrect grace period for Food & Water (assumed 24h days instead of 6h) Bugfix: Life-Support UI in the VAB does not report resource quantities changes Bugfix: Life-Support UI in the VAB breaks down sometimes Other: Various texture fixes
  4. Yeah I opted for "capacity" even though in real life stuff is limited by "efficiency" because it was easier for me to make interesting and not too annoying gameplay with this. With <100% efficiency it is impossible to have a fully water & O2 self-sufficient station for example. This wasn't something that seemed desirable to me (at least until we have automated supply routes). The limited recycler capacity still imposes a challenge for the road to self-sufficiency without completely blocking it, and it also provides a gameplay incentive to building larger space stations & bases which I find interesting. The balance in terms of LS resources consumption / recycling and also in terms of EC consumption is very much still Work in Progress, I'll try to slowly converge to default difficulty presets that are pretty nice for this. That's a very cool idea indeed, I was thinking about doing something like this but it will require some amount of refactoring of the recyclers code (right now I use the stock resource converters for this and for now they cannot have a dynamic efficiency). The KSP2 modding community would be very happy to welcome a new member, if you have any question don't hesitate to hop on the KSP2 Modding Society Discord server, it's full of people willing to help any newcomers when it comes to modding the game!
  5. Thanks for this report, I'll investigate asap. Okay there seem to be a misunderstanding of my design goals for this first release, infinite values for all resources should be possible right now. Let me try to synthesize a bit my vision for this mod in terms of gameplay: The plan is to have 3 difficulty presets: Hard, Normal, Easy. Here is how I see those presets (this is only for "normal vessels" not colonies, I'll get to designing around those when we have more info on them): Hard: Kerbals die when out of a LS resource for a pre-determined amount of time. Oxygen can be self-sufficient without external input but the recyclers present in a crewable part can only cover the needs of a fraction of its Kerbals capacity (for example: the M-size command pod can fit 3 Kerbals but cover the recycling of the Oxygen of 2) As an aside, I agree with you I think I'll add some CO2->O2 conversion to greenhouses (not sure how much yet) Water cannot be fully self-sufficient without external input: this may only be implemented once we have mining in place as it would just be annoying before then. Food can be made self-sufficient using greenhouses but you need quite a lot of them. Normal: Kerbals go unconscious when out of a LS resource for a pre-determined amount of time. Oxygen & Water can be self-sufficient, but recyclers still cannot cover the needs of a fully crewed vessel. Food: same as Hard mode but need less greenhouses Easy: Same as normal but instead of going unconscious the Kerbals just become "less efficient" (cannot sprint, slower science collection, stuff like that) More forgiving balancing of recyclers Right now we are closest to Hard mode, with the exception being that all resources can be made self-sufficient with enough crew capacity and greenhouses. Huh that's an error on my part, I wanted them to carry 1 day at most. Yeah a lot of stuff seems to be broken around EVA, I'll add it to my priority list of fixes. This is planned, I just didn't have the time to get around to it yet. As mentioned above, O2 & Water recyclers on crewable parts can only "cover the needs" of 2/3 of the total crew capacity. This also means they can only absorb the waste products of 2/3 Kerbals, if you have more Kerbals than that the excess waste products will not be absorbed by the recyclers.
  6. This is due to the instrument using a logarithmic scale for the tangent relative position indicator (the green lines). I'm still on the fence about using log vs linear scale for that, and yeah the UI/UX still has a long way to go I'll try to address some inconsistencies and issues asap.
  7. Yeah right now the game doesn't allow the variable capacities system, we'll have to wait for something like a Part Switcher mod for that I guess. And yeah, single-resource containers are definitely on my todo-list in the meantime, especially as you said as food isn't as easy to be self-sufficient on as other resources. The balance of this mod is definitely very WIP, however I'm not 100% sure about making food nearly impossible to fully automate –at least until colonies and automated supply routes are out– as it would introduce a lot of tedious micromanagement for resupplies. I might still look into making recycler/greenhouse efficiency a user-defined setting to allow for more challenging gameplay. This is a known issue, it should be addressed in the next version hopefully. Yes this is intentional, don't hesitate to tell me if you find this design decision weird / confusing (I'm all ears for feedback on everything including UI/UX)
  8. Yes definitely! (And Kerbals should already be consuming supplies in EVA, if they don't that's a bug I'll look into it asap)
  9. v0.2.0 Released! Enhancement: Separate consumption rate settings for each base resource Bugfix: First vessel built in the VAB does not appear in the Life-Support UI Bugfix: Life-Support UI in the VAB does not take "Fertilized" greenhouse mode into account Other: GRN-100 Greenhouse mesh and textures improvements
  10. First of all thank you, and modifying the resources consumed and produced in the mod should theoretically be as easy as writing a Patch Manager patch that overrides the values I set in the mod and making sure this patch would be applied after mines. However changing the UI to take into account those changes would be pretty hard with the way I deal with it now, I could make it more modular in the future, I'll look into it.
  11. Issues 1) and 2) are definitely bugs/issues, for the water unit I'll discuss it with other contributors to Community Resources (this is where units are defined) but I agree that using mass for everything is useful to have a clear mass breakdown of each part. For 3), this is intentional: I do not want to clutter this UI element and make it too "long" so I only put the consumption resources here as they are the most relevant IMO. For suggestion 1), the recyclers currently do not add mass to the pod but I like your idea of being able to remove them to save mass. This would require a bit more modding infrastructure to implement in the current way my mod is made but I'll definitely write that down for future versions. And for Waste recycling: this currently is the purpose of greenhouses which can run in "Fertilized" mode where they use Waste to increase their Food production.
  12. Kerbal Life-Support System (KLSS) Because your Kerbals need Snacks. Download: SpaceDock | GitHub Please report any other bug you encounter here, with reproduction steps if possible. Known issues: Life-support recyclers stop working properly at very high time-warp (>100 000x) Installation: It is highly recommended to use CKAN (Download Here) to install Kerbal Life-Support System! Dependencies: Community Resources Patch Manager SpaceWarp + BepInEx Features: Kerbals consume Food, Water & Oxygen, producing Waste, Waste Water & Carbon Dioxide All crewed parts come with a Water & Oxygen recycler (works at 75% efficiency i.e. can cover the needs of 3/4 of the total crew capacity) Life-support resources storage parts: S and M size inline parts, XS and M radial parts (Parts Gallery) M sized Greenhouse: produces enough food for 2 Kerbals when unfertilized and 4 when fertilized with Fertilizer made in a Composter Life-support planning & monitoring UI Planned Features: More storage parts (Larger inline & radial parts, ...) More greenhouses (Cupola, L size, truck rover form-factor, ...) More recyclers (Air filters, water electrolysis, ...) Changelog: Links: Source Code Parts Gallery License: MIT
  13. Updated to v0.3.2 Adds support for KSP2 0.1.5.0 Code cleanup
  14. The game's Unity version was upgraded (to 2022.3), Unity updates usually mean a lot of files need changing.
  15. This is from the IG discord, this UI indeed shows transmission times only but it seems some experiments could have a "duration" too.
  16. First of all thank you for this nice K.E.R.B. post, glad to see the progress! I however add a few questions about the short-term fix mentioned here: Does this mean that for vessels outside of physics range with no engine burning, stuff like nuclear reactors and fuel cells do not consume any resource whatsoever? Is the whole resource request system disabled for those vessels or only a subset of its features? I am asking this because this change would have a large impact on the development of a mod I'm working on. If this fix does indeed bring large performance improvements (I can imagine that looking at the resource system), I'll just have to change how my mod works. I wouldn't want you to compromise on performance for moddability at this stage of development.
  17. Nope, there are other tabs that were shown in the trailer shown at Space Creator Day.
  18. Totally agree with this suggestion, this would also greatly improve the modding experience for large parts of the game. Edit: And if switching between models / materials is also added that would be even nicer.
  19. Most mods have been updated since then, this issue shouldn't happen anymore for this version of the game.
  20. It usually corresponds to the seniority level of the position (i.e. larger roman numeral means more experienced position). It's not really a standardized system though, each company kinda does its own thing with this.
  21. There are some issues that slipped up into the 1.5.0 release, please try to revert back to 1.4.3 to fix those issues. You can try upgrading to 1.5.0 again after that, it may fix it. If not, you should be able to stay on version 1.4.3 until a fix is released.
  22. UITK for KSP2 allows mods to create User Interfaces using Unity's UI Toolkit, it is a dependency of many mods (including SpaceWarp).
  23. Pretty sure I didn't correctly add drag at all, and yeah it's absolutely not meant to be correctly balanced (for now ahah)
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