Superfluous J Posted June 27, 2015 Share Posted June 27, 2015 Does that mean you've removed the 15-day starving tolerance, once the crew runs out of supplies?Cheers!While they're in that 15 day period the number is (was) yellow, not red. So that number stays. Just the red one goes. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted June 27, 2015 Share Posted June 27, 2015 Was it? I can't remember. I could swear it was red once it became negative.Anyway, thanks for clarifying. Quote Link to comment Share on other sites More sharing options...
Death Engineering Posted June 28, 2015 Share Posted June 28, 2015 (edited) Great looking update, RoverDude! But, may have a bug with the Nom-O-Matic 25000:This pic shows where the attachment node is:This pic show when it's attached:While the attachment point being offset from the center and maybe even gap to the attached part may be intentional, the problem is once attached to the craft, I could not remove it without re-loading/undo. That's probably not intentional. I haven't d/l'ed 1.0.4 yet, so to be fair this is under 1.0.2, if that matters. These are the mods I have installed: Edited June 28, 2015 by Death Engineering Quote Link to comment Share on other sites More sharing options...
Kowgan Posted June 29, 2015 Share Posted June 29, 2015 Great looking update, RoverDude! But, may have a bug with the Nom-O-Matic 25000:This pic shows where the attachment node is:http://i.imgur.com/8HN7M0b.pngThis pic show when it's attached:http://i.imgur.com/mCmww2D.pngWhile the attachment point being offset from the center and maybe even gap to the attached part may be intentional, the problem is once attached to the craft, I could not remove it without re-loading/undo. That's probably not intentional. I haven't d/l'ed 1.0.4 yet, so to be fair this is under 1.0.2, if that matters. These are the mods I have installed:http://i.imgur.com/QH7FJ9i.pngThis has been posted here, and happens on 1.0.4 as well. Quote Link to comment Share on other sites More sharing options...
Death Engineering Posted June 29, 2015 Share Posted June 29, 2015 (edited) This has been posted here, and happens on 1.0.4 as well. Rats! Missed that post - thanks, Kowgan. Edited June 29, 2015 by Death Engineering Quote Link to comment Share on other sites More sharing options...
Frederf Posted July 1, 2015 Share Posted July 1, 2015 The GitHub source and release links seem to be backward. The release doesn't contain a GameData folder and has all the bare .cs script files. Quote Link to comment Share on other sites More sharing options...
Hevak Posted July 1, 2015 Share Posted July 1, 2015 (edited) Yeah something happened there, I think youll be fine if you just download the source zip just under the release zip for 1.4 and then when you extract it just use the game data folder in there. Everything looks good with it.I'm showing all the parts and the windows and timers seem to be functioning as normal. So it looks like it's working fine if you do the above and download the other zip file for now. Edited July 1, 2015 by Hevak Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 1, 2015 Author Share Posted July 1, 2015 The GitHub source and release links seem to be backward. The release doesn't contain a GameData folder and has all the bare .cs script files.Yeah something happened there, I think youll be fine if you just download the source zip just under the release zip for 1.4 and then when you extract it just use the game data folder in there. Everything looks good with it.I'm showing all the parts and the windows and timers seem to be functioning as normal. So it looks like it's working fine if you do the above and download the other zip file for now.Lemme fix that... Quote Link to comment Share on other sites More sharing options...
rottielover Posted July 2, 2015 Share Posted July 2, 2015 whoa, just got 0.1.5, that was FAST! Quote Link to comment Share on other sites More sharing options...
plague006 Posted July 2, 2015 Share Posted July 2, 2015 RoverDude: I noticed USI-LS on KerbalStuff, will you be moving all your mods onto there? Asking because if you're planning on moving there, some things in CKAN can/should be adjusted since KerbalStuff allows for easier automation. Quote Link to comment Share on other sites More sharing options...
Kershu5 Posted July 3, 2015 Share Posted July 3, 2015 (edited) Not gonna lie- I love the logistics that are added with life support. But as much as I love TAC, it's kinda janky at integrating with USI's life support things. But with this I can enjoy (mostly) the same amount of logistical pleasantry and requirement with greater efficiency!e: speaking of janky- I uninstalled TAC and I'm using USI-LS only now, but all my cockpits and such are still showing TAC's "food/water/oxygen" supply thing. I presume that's because of the TAC-LS cfg that I think is part of the MKS stuff. Can I delete that safely and have it all switch over to USI-LS..? Edited July 3, 2015 by Kershu5 Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 3, 2015 Author Share Posted July 3, 2015 My config does not add goodies to pods at all... you have some residual TAC stuff lying around Quote Link to comment Share on other sites More sharing options...
theSpeare Posted July 4, 2015 Share Posted July 4, 2015 Hey, I recently switched back to an old vessel that had 7 years worth of supplies and the life support info window was no longer reading anything out. Furthermore, debug was throwing exceptions constantly.InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.First[ProtoCrewMember] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at LifeSupport.LifeSupportMonitor.FixedUpdate () [0x00000] in <filename unknown>:0 andInvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.First[ProtoCrewMember] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at LifeSupport.LifeSupportMonitor.GenerateWindow () [0x00000] in <filename unknown>:0 at LifeSupport.LifeSupportMonitor.OnWindow (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 Any help? I have Karbonite and Karbonite+ installed as well if that helps anything. Any other info I'd be happy to provide, sorry! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 4, 2015 Author Share Posted July 4, 2015 Not enough info, sorry. Best way for me to repro these is with a save (assuming it's not chok full of mods) Quote Link to comment Share on other sites More sharing options...
Grumman Posted July 4, 2015 Share Posted July 4, 2015 e: speaking of janky- I uninstalled TAC and I'm using USI-LS only now, but all my cockpits and such are still showing TAC's "food/water/oxygen" supply thing. I presume that's because of the TAC-LS cfg that I think is part of the MKS stuff. Can I delete that safely and have it all switch over to USI-LS..?Are these resources only in parts you launched before uninstalling TAC? Quote Link to comment Share on other sites More sharing options...
Jananton Posted July 4, 2015 Share Posted July 4, 2015 Hmm, I'm puzzled, does any of the USI related packages add the slots 'simple command modules' and 'heavy command modules' to the tech tree right after enhanced survivability? Because after installing of this package those show up, but empty. So I was wondering, what am I missing here. Greets,Jan Quote Link to comment Share on other sites More sharing options...
theSpeare Posted July 4, 2015 Share Posted July 4, 2015 Here RoverDude, my save file:https://www.dropbox.com/s/wx87rp156i48z6l/speare_save_USIbug.zip?dl=0Mods:ToolbarUSI Life SupportEVECrew ManifestDistant ObjectsESLD BeaconsFirespitterKAS + KISKerbal EngineerKerbal Joint ReinforcementRoutine Mission ManagerKerbal Alarm Clock + Transfer Window PlannerKarbonite and Karbonite+ Quote Link to comment Share on other sites More sharing options...
eddiew Posted July 4, 2015 Share Posted July 4, 2015 Finally got round to kicking off a career with this mod. Perfect mechanics - allows you to crash with only your command pod surviving, so rescue missions are back on the table, and generous enough to get your ship on a return trajectory from Minmus before the crew down tools and go on strike Thanks for the hard work, RoverDude ^^ Quote Link to comment Share on other sites More sharing options...
thegreatgonz Posted July 4, 2015 Share Posted July 4, 2015 (edited) While they're in that 15 day period the number is (was) yellow, not red. So that number stays. Just the red one goes.This isn't how it's working for me. I have a vessel that's reporting "crew lost" only an hour or so after being decoupled from its supplies storage. Is this a bug?Edit: And yet oddly enough, I was still able to EVA the crew, which I thought was disabled when the crew was lost, and re-boarding the ship seemed to reset the timer. Edited July 4, 2015 by thegreatgonz Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 4, 2015 Author Share Posted July 4, 2015 Not enough info to see what's up tbh Quote Link to comment Share on other sites More sharing options...
Jananton Posted July 5, 2015 Share Posted July 5, 2015 Okay I dug some deeper in why I get empty slots in my tech tree and it seems the culprit is the mod Atomic-Age that adds something called CommunityTechTree.cfg. There's however no documentation at all in the package to indicate what other mods should be installed to fill this custom tree correctly. If anyone knows of a list or description what's needed to let this function correctly, I'll be obliged if you let me know. ;-)Greets,Jan Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 5, 2015 Author Share Posted July 5, 2015 I suggest reading the CTT thread. Quote Link to comment Share on other sites More sharing options...
Jananton Posted July 5, 2015 Share Posted July 5, 2015 Ah, it has its own thread, thanks for the pointer. Greets,Jan Quote Link to comment Share on other sites More sharing options...
Lekke Posted July 6, 2015 Share Posted July 6, 2015 Whenever I enter the VAB or SPH the life support status window won't show any of my vessels anymore. When entering the Tracking center or Astronaut Complex it keeps working. Quote Link to comment Share on other sites More sharing options...
rdwulfe Posted July 10, 2015 Share Posted July 10, 2015 I am Rion Wulfe, and I support this mod. *grin* Another great mod, RoverDude, thank you for your continued work on making KSP both more fun, and more challenging. I love how this doesn't immediately kill Kerbals (this feels more Kerbally to me). I've been flying my little greenhouses and Kerbals all over the place. Quote Link to comment Share on other sites More sharing options...
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