Kaa253 Posted July 11, 2015 Share Posted July 11, 2015 (edited) GitHub Issue logged already.Just a note here in case anyone else may be looking into a similar problem. I must preface the following by saying that I am doing a career game play through here with lots of installed mods and not a full bee shake-out testing so if the "bug" I encountered is not the fault of USI-LS I apologise for possibly posting in the wrong place. With CTT in career mode I learned Storage Technology - Logistics - Short Term Habitation. Thereby bypassed Recycling and Hydroponics. I got a very unstable game with lots of USI-LS named NREs in the logs and frequent lockups at scene changes. I had trouble accepting it as possible to be really due to this mod due to a long record of trust worthy performance from all RoverDude products! I tried uninstalling other mods but the problem did not go away. Eventually, I realised a possibly unusual career development path had been followed and so proceeded to learn both early tree techs which open the Nom-O-Matic units. So far this appears to have fixed the problem! If this information helps anyone else then good. Otherwise, until someone can reproduce (sorry, my bad, I did not save a useful log file) it is not a "bug" but something that perhaps warrants investigation. Or maybe CTT could be adjusted to make the path I followed unavailable (i.e. add a requires all in place of requires any?)Edit: One day later and I am not so sure that this is not perhaps a case of general out of memory issues. Edited July 13, 2015 by Kaa253 More information at hand Quote Link to comment Share on other sites More sharing options...
cipherpunks Posted July 13, 2015 Share Posted July 13, 2015 (edited) Not directly related, but thought You might know: when my ModuleResourceConverter overheats, and the reading in menu says that efficiency is not 100% anymore, Fusebox still says 100% (the part produces ElectricCharge). Is this known issue?For the record, the part produces 100 of resource and only has place for 100% of input resource per tick, and 100 of output resource per tick (that is, literally 100, and literally 100 per tick). I have DumpExcess = true (unsure what it does) but I do not have FillAmount (also unsure what it does)I got myself a stopwatch and timed it by hand, and it turned out that it's just Fusebox deficiency - in fact, resource-wise, ISRU works good. Sorry for the noise. Edited July 13, 2015 by cipherpunks Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 13, 2015 Author Share Posted July 13, 2015 ..that and ISRU overheat has been out of stock since 1.0.1 Quote Link to comment Share on other sites More sharing options...
Tahib Posted July 14, 2015 Share Posted July 14, 2015 (edited) I'm trying to calculate the usefulness of Nom-O-Matic 25k and Fertilizer. Do i guess right thats it changes rates dynamically to support up to 10 Kerbals, while the little one support only 1?Please confirm: 1 Kerbal = 1,08 Supplies/Day1 Kerbal + Nom-O-Matic (Greenhouse)= 0,54 Supplies/Day1 Kerbal + Nom-O-Matic (Greenhouse+Agroponics)= 0,27 Supplies/Day + 0,27 Fertilizer/Day Edited July 14, 2015 by Tahib Quote Link to comment Share on other sites More sharing options...
Tank420 Posted July 14, 2015 Share Posted July 14, 2015 just had a quick thought, if you've got tourists onboard and you right out of life supplies, it should fail the contract attached to that tourist. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted July 14, 2015 Share Posted July 14, 2015 just had a quick thought, if you've got tourists onboard and you right out of life supplies, it should fail the contract attached to that tourist.If you have death activated, the tourist should die, right? Quote Link to comment Share on other sites More sharing options...
Magitek Posted July 15, 2015 Share Posted July 15, 2015 The source for USI-LS seems to have issues, I noticed ULS-LS wasn't working correctly after modifying and compiling it. It fails silently and the noms icon appears only once you get to Gamescene.Flight (where it doesn't find kerbals).The source on GitHub seems damaged, it is written slightly differently to the release version but is missing something, probably something small like a hook.I tried finding what exactly was missing, but in the end the only source that worked properly was a decompiled version. I tried both the Github and direct source download provided. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 15, 2015 Author Share Posted July 15, 2015 just had a quick thought, if you've got tourists onboard and you right out of life supplies, it should fail the contract attached to that tourist.Interesting idea, log a github issue. Quote Link to comment Share on other sites More sharing options...
leptoon Posted July 16, 2015 Share Posted July 16, 2015 Would be cool if running out of electricity killed kerbals... As it is now, when the power runs out, the kerbals just stop eating and stay alive forever. Strange. Quote Link to comment Share on other sites More sharing options...
Grumman Posted July 16, 2015 Share Posted July 16, 2015 Would be cool if running out of electricity killed kerbals...No it wouldn't. If you want that, go back to TAC life support. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted July 16, 2015 Share Posted July 16, 2015 Would be cool if running out of electricity killed kerbals... As it is now, when the power runs out, the kerbals just stop eating and stay alive forever. Strange.No it wouldn't. If you want that, go back to TAC life support.Yeah I consider that a cornerstone of the mod. Another is that if you want, it's one resource to manage and that's it. You can choose to utilize the other resources if you see fit, but don't NEED to and they all loop back to the core resource. Changing either of these would ruin the mod for me. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 16, 2015 Author Share Posted July 16, 2015 Would be cool if running out of electricity killed kerbals... As it is now, when the power runs out, the kerbals just stop eating and stay alive forever. Strange.There's a flag you can change to kill Kerbals, but as noted, the very cornerstone of the mod is that it's non-lethal. That will always be the default option. Quote Link to comment Share on other sites More sharing options...
yardpup01 Posted July 16, 2015 Share Posted July 16, 2015 There's a flag you can change to kill Kerbals, but as noted, the very cornerstone of the mod is that it's non-lethal. That will always be the default option.While you obviously have the final say on what this mod is and isn't, what attracted me most to USI-LS isn't that it is non-lethal, but that it has a single LS resource. I dislike how cluttered the resource panel gets with TAC, and all of the parts it adds. Snacks had that odd random consumption mechanic. And while Interstellar Flight LS used a single resource, it wasn't supported by other mods.USI-LS with the lethal option enabled is exactly what I wanted in a LS mod; lethal, single resource, and compatibility with MKS/OKS. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 16, 2015 Author Share Posted July 16, 2015 Yep, hence why lethality is still there as an option for those that want it, just not the default. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted July 16, 2015 Share Posted July 16, 2015 That's also why you're awesome, RoverDude.I second yardpup01. USI LS fits just right in. Simple enough, complex enough. Nice (Nice!) parts and GUI. And the ability to choose how hardcore you want to play with it is the best. Here's some love, Rover. Quote Link to comment Share on other sites More sharing options...
Nookos Posted July 22, 2015 Share Posted July 22, 2015 Hi. This looks great and I would like to give it a try, along with the kolonization mod.However each time I install one or the other my solar panels stop producing.Am I doing something wrong or missing something?It happens for every single type of solar panels. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 22, 2015 Author Share Posted July 22, 2015 Usual deal. Screenshot of gamedata, and what operating system and ksp version (64 or 32 bit) Quote Link to comment Share on other sites More sharing options...
Nookos Posted July 22, 2015 Share Posted July 22, 2015 (edited) Usual deal. Screenshot of gamedata, and what operating system and ksp version (64 or 32 bit)Thanks for your reply. I made some more test in the meantime and found out that by removing kopernicus it works again. My KSP is 1.0.4.861 in 32 bits on windows 8.1 64bitsEdit: Just found out that removing outer planet mod was fixing the issue too. I can keep Kopernicus and transkeptunian and still get energy flow. Edited July 22, 2015 by Nookos Quote Link to comment Share on other sites More sharing options...
eddiew Posted July 22, 2015 Share Posted July 22, 2015 Kopernicus dev build fixes the solar panels issue Quote Link to comment Share on other sites More sharing options...
Nookos Posted July 22, 2015 Share Posted July 22, 2015 Kopernicus dev build fixes the solar panels issue Indeed thanks. It works with kopernicus and it was working before I installed USI life support. But I still have troubles when OPM and USI LS are installed. So far it seems between these two. Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted July 22, 2015 Share Posted July 22, 2015 OPM just adds planets, weird that it conflicts with LS Quote Link to comment Share on other sites More sharing options...
Nookos Posted July 22, 2015 Share Posted July 22, 2015 (edited) Ok sorry for all the posts. I updated OPM and now it seems they work fine together.OPM just adds planets, weird that it conflicts with LSI surely agree it was weird. And I have absolutely no idea what was going on. Probably my outdated OPM was using outdated Kopernicus stuff which was not interacting well with USI LS... no clue if that is even possible, only guessing.Edit: Actually it doesn t work anymore. I don't get it. Earlier it did. I relaunched the game and now there is no more energy flow in those solar panels again. This is so weird... Edited July 22, 2015 by Nookos Quote Link to comment Share on other sites More sharing options...
Kowgan Posted July 22, 2015 Share Posted July 22, 2015 @Nookos: Logs may be of help as well. They're usually found at Kerbal Space Program\KSP_Data\Output_log.txt. Quote Link to comment Share on other sites More sharing options...
Nookos Posted July 23, 2015 Share Posted July 23, 2015 @Nookos: Logs may be of help as well. They're usually found at Kerbal Space Program\KSP_Data\Output_log.txt.Thanks. I started a new install from scratch and made sure everything was up to date. Problem solved. Quote Link to comment Share on other sites More sharing options...
Heliosmaster Posted July 26, 2015 Share Posted July 26, 2015 Great work! I have one suggestion though, more roleplay-ish. I like the idea that Kerbal don't die by default (indeed I've done goofed and still do sometimes) and the idea of them going on a strike is funny.I like to pretend that, instead of refusing to work, the advanced kerbal technology has devised an "hibernation" mode. Whenever they run out of the time they will allow themeselves to be hungry, they sit down and put themselves on stasis (with 0 consumption) for an indeterminate amount of time, programming the Pod to "wake" them up as soon as supplies are there.I think it fits better the idea of life support. I know it's totally irrelevant and there's no need to change anything, but just pitching my idea. Quote Link to comment Share on other sites More sharing options...
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