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[1.12.x] USI Life Support


RoverDude

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2 hours ago, RoverDude said:

Recyclers do not get rid of mulch they just have you make less of it.  Turn on the ag module's agroponics to get rid of mulch and convert it into more supplies.

With so few Kerbals, just turn on only your best recycler.  Add more only if it reduces your supply load - once they stop being effective, turn them off, see how that affects your hab burn time.  

Ok, thanks, but the agroponics is already turned on.

What about the Wear? Is a lifetime of only 2 years normal?

Why is the hab time going down 3 seconds per second?

 

Edit: I had 4 LS recyclers running, they ate away most of ReplacementParts. Now I get 4y of hab time. So... Recyclers produce wear???

Edited by Kobymaru
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Would you consider adding a greenhouse that has two attachment nodes at the top and the bottom? The greenhouses already in the mod are sorta inline, but they lack the ability to add something on their top. Maybe a simple cylinder with windows in the middle, or a rotating ring on it. I'm thinking about how the greenhouse on the Chinese space station looked like in "Gravity", except you could see the ring rotate from the outside as well. Maybe something similar to the greenhouse in "Tharsis" game.

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10 hours ago, goldenpsp said:

First off it helps to probably actually look at the parts and compare.  They are completely different in both form and function.

c5n3nmO.png

3PeFaJj.png

Wait, what? Isn't Nom-O-Matic 25k supposed to provide enough supplies for 5 kerbals? Because it looks like it can only feed one guy now!
 

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5 minutes ago, sh1pman said:

Wait, what? Isn't Nom-O-Matic 25k supposed to provide enough supplies for 5 kerbals? Because it looks like it can only feed one guy now!
 

If its spitting out 18 units per hour, that's more than enough for 16.2 units per day for each of your 5 kebals. (18x6 > 16.2x5)

Edited by mcortez
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33 minutes ago, mcortez said:

If its spitting out 18 units per hour, that's more than enough for 16.2 units per day for 5 kebals.

Oh, my bad, I thought it said 16.2/day.
So is there any good reason to use MkV Ag modules from MKS over the new nom-o-matics? They do the same thing, but Ag modules need to be manned, produce less and are subject to efficiencies. 

Edited by sh1pman
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The ag module is lighter, acts as an efficiency part for the Aeroponics module, and the efficiencies work both ways (i.e. it can go above 100%), and is also a recycler (which matters when you're starting to stack them on a larger base).

And in the next patch, the crew modifier for the ag module is being updated, and it will also have it's efficiency cap removed.  Also it comes with two crew capacity, which impacts both efficiency and hab.  So it's a trade off.

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2 minutes ago, cantab said:

Yeah...it seems like this whole mod has suddenly got ridiculously complicated. It's unrecognisable from the USI-LS I used to know.

And "hidden ReplacementParts ressource", seriously?

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!

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20 minutes ago, apocriva said:

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!

Or you can update, flip a few switches in the config and have it like i used to be.

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26 minutes ago, cantab said:

Yeah...it seems like this whole mod has suddenly got ridiculously complicated. It's unrecognisable from the USI-LS I used to know.

And "hidden ReplacementParts ressource", seriously?

Seriously? The mod is a lot simpler now. It changed a lot, but it's simpler, no doubt.

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30 minutes ago, cantab said:

Yeah...it seems like this whole mod has suddenly got ridiculously complicated. It's unrecognisable from the USI-LS I used to know.

And "hidden ReplacementParts ressource", seriously?

This is the part where I remind folks that I make this stuff for me.  Selfish, I know.  I wanted more breadth, so I added it.  If it is not your cup of tea, there's TAC-LS, ECLSS, Snacks!, etc.  

And yes, a resource.  Made it a lot easier to have wear as a result of conversions, etc. but decided to not clutter up the UI.  Works beautifully for me and my game, and that's the most important bit ;)

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Something odd, here.. I built a base using EPL, after finally getting all the stuff I needed for it to Duna.  But then it says the Wear on all the parts is Broken?  This is particularly problematic, since the only reason I have any vessel productivity is because I took one of the Survey cans off of my Duna rocket, and put it onto the colony base..  Is there any way to repair these?

Edited by Kershu5
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Hi @RoverDude.. impressive bunch of updates lately. kudos! :cool: (and no small task to catch up on the threads).

I've played with the latest 0.3.5.0 USI-LS and this might be on purpose, but I'm not able to disable 'supplies' resource in flight (or even on the pad). Disabling in VAB only has them instantly enabled. I slapped two 100's and a 500 on the top of the Kerbal X and tested in otherwise clean KSP. By design?

additional.. while I type this I see there is now consumption on the pad as well. 

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17 minutes ago, Kershu5 said:

Something odd, here.. I built a base using EPL, after finally getting all the stuff I needed for it to Duna.  But then it says the Wear on all the parts is Broken?  This is particularly problematic, since the only reason I have any vessel productivity is because I took one of the Survey cans off of my Duna rocket, and put it onto the colony base..  Is there any way to repair these?

This should really be in the MKS thread (wear and tear is part of MKS not USI-LS).  Anyhow, have you tried the "perform maintenance" with material kits to repair?  I would think that should work.

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19 minutes ago, Kershu5 said:

Something odd, here.. I built a base using EPL, after finally getting all the stuff I needed for it to Duna.  But then it says the Wear on all the parts is Broken?  This is particularly problematic, since the only reason I have any vessel productivity is because I took one of the Survey cans off of my Duna rocket, and put it onto the colony base..  Is there any way to repair these?

Oh, once done just do EVA maintenance with an engineer and they will be replenished from materialkits.

15 minutes ago, Death Engineering said:

Hi @RoverDude.. impressive bunch of updates lately. kudos! :cool: (and no small task to catch up on the threads).

I've played with the latest 0.3.5.0 USI-LS and this might be on purpose, but I'm not able to disable 'supplies' resource in flight (or even on the pad). Disabling in VAB only has them instantly enabled. I slapped two 100's and a 500 on the top of the Kerbal X and tested in otherwise clean KSP. By design?

additional.. while I type this I see there is now consumption on the pad as well. 

Yep, disabling of supplies is totally intentional to prevent folks from trying to hide the cookie tins from the kerbals.  Consumption however should not be occurring on the pad - a github issue for that will help get it sorted quickly :) 

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9 minutes ago, RoverDude said:

Oh, once done just do EVA maintenance with an engineer and they will be replenished from materialkits.

Yep, disabling of supplies is totally intentional to prevent folks from trying to hide the cookie tins from the kerbals.  Consumption however should not be occurring on the pad - a github issue for that will help get it sorted quickly :) 

Okay, interesting mechanic. Won't that make it difficult to manage 'supplies' on craft with supplies on board intended for later in the mission?  ex. Separate lander should have its supplies 'off' until landing, yes?  Sure, one could move resources around but then if there are radial or otherwise symmetrical cans, getting balance right could be a problem. 

Edited by Death Engineering
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I just posted this idea over in the Soylent mod, as I think that's a part this would fit with, but I'll post it here as it's a USI-LS idea, and it could be done with other parts:

Would a two-stage life support part be possible?  I'm thinking something that in one mode can produce supplies from mulch, water, and either substrate or minerals (no fertilizer needed, fairly high mass efficiency) but increases homesickness more quickly.  In the other mode, it can produce fertilizer (using the same inputs) and doesn't have the homesickness penalty.

The idea would be some cutting edge 'greenhouse' that produces some non-conventional food (in Soylent, it's algae) which works, but your Kerbals want regular food.  Use it to help set up a station or base, and then reconfigure it to help produce more normal food when you have the rest of the facilities in place.

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Hi. It seems, I might have found a bug.

So I timewarped a bit too far, and poor old Lukin ran out of hab time. I was prepared for him to stage a mutiny, maybe even leave his post and go MIA. But no, he was raging even harder than that.

https://youtu.be/Dq24i4hm0I4

He ragingly disassembled the whole vessel! The parts that were ripped off stayed still (0 m/s orbital velocity) in space. Additionally, most of the parts on the "rest" of the vessel were disconnected and started floating too.

This is definitely depends on USI-LS, because if I set NoSupplyEffect = 0 and NoHomeEffect =0 , the vessel loads just fine.
All UmbraSpaceIndustries mods were installed freshly from your download page in the latest version, not with CKAN.

 

For better debugging, I repeated this with as little mods as possible. Some were still left, because the vessel in question requires parts from those mods (every Mod DLL can be deleted, however):

nQwkEYm.png

Note that with this reduced install, parts do *not* stay frozen in space. However, the disassembly still occurs.

I hope you can look into that. Should I create a GitHub Issue?

 

Minimal save file: https://dl.dropboxusercontent.com/u/1414175/ksp/usi-ls-bug/persistent.sfs

Logs:
https://dl.dropboxusercontent.com/u/1414175/ksp/usi-ls-bug/KSP.log
https://dl.dropboxusercontent.com/u/1414175/ksp/usi-ls-bug/output_log.txt

Video of disassembly: https://youtu.be/Dq24i4hm0I4

Installed mods: http://i.imgur.com/nQwkEYm.png

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22 minutes ago, RoverDude said:

With UKS, close - you get MIA not death

I forget what the effects of MIA are.

NVM I looked it up.  I kinda like the tourist option better.  Means I have to go rescue them.

Edited by goldenpsp
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