RoverDude Posted January 29, 2016 Author Share Posted January 29, 2016 3 hours ago, Kowgan said: @RoverDude So, could you hide the vessel habitation value when it's turned off, and show the homesick value instead? Beucase the way it is right now, we won't know the current homesick value until it's under 30 days, in this example. Also, any luck on this? Sorry, does not make sense. The hab value is completely relevant even if wear is turned off if homesickness values are enabled. IT still determines your long term timer. 27 minutes ago, Badsector said: Little suggestion for LSModule.cfg @PART[*]:HAS[!MODULE[ModuleLifeSupport],@MODULE[ModuleScienceLab]]:FOR[USILifeSupport]:Final { MODULE { name = ModuleLifeSupport } RESOURCE { name = ReplacementParts amount = 100 maxAmount = 100 @amount *= #$/CrewCapacity$ @maxAmount *= #$/CrewCapacity$ } MODULE { name = ModuleLifeSupportRecycler CrewCapacity = 5 RecyclePercent = .7 ConverterName = Life Support tag = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1 } INPUT_RESOURCE { ResourceName = ReplacementParts Ratio = 0.00001 } } } @PART[*]:HAS[!MODULE[ModuleLifeSupport],!MODULE[ModuleScienceLab],#CrewCapacity[*],~CrewCapacity[0]]:FOR[USILifeSupport] { MODULE { name = ModuleLifeSupport } RESOURCE { name = ReplacementParts amount = 100 maxAmount = 100 @amount *= #$/CrewCapacity$ @maxAmount *= #$/CrewCapacity$ } } On this way you add replacement parts recycler to every science lab Not relevant, it's not the virtue of being a science lab, but the virtue of me choosing the MPL itself (given it's a large, useless part in sandbox that kinda fits the bill). Quote Link to comment Share on other sites More sharing options...
Kowgan Posted January 29, 2016 Share Posted January 29, 2016 (edited) 1 hour ago, RoverDude said: Sorry, does not make sense. The hab value is completely relevant even if wear is turned off if homesickness values are enabled. IT still determines your long term timer. Sorry, I don't get how the disabled wear out effect is relevant, or more relevant than the enabled homesick value, since it will never decrease. Edited January 29, 2016 by Kowgan Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 29, 2016 Author Share Posted January 29, 2016 It's what tells you what their timer will be set to. Otherwise you'd have no idea how long Kerbals will stay in a given base, since the Kerbal's own timer is going to decrease over time. Best bet is to watch me stream all of this stuff if it's still giving you issues. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted January 29, 2016 Share Posted January 29, 2016 (edited) I'll try to catch a stream if my internet allows me to do so. Forgive my stupidness. If I understand correctly, the HAB field will show either the wear out or the homesick value - whichever is smaller, right? Based on that, with the wear out effect disabled, I'll never be using the wear out value, right? So, I'd know how long each kerbal would stay in a given base: Their homesick value would determine that. Right? What am I thinking wrong? Edited January 29, 2016 by Kowgan Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 29, 2016 Author Share Posted January 29, 2016 No. The hab at the vessel level reflects wear and tear (if it's turned off this never goes down). The hab value at the kerbal level shows you how long before that kerbal gets homesick. This counter is affected by the best hab they have been in since they left Kerbin, and the hab of the vessel they are currently in. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted January 29, 2016 Share Posted January 29, 2016 Ooooh, okay. That makes much more sense now. So, with the wear out turned off, the kerbals will never get homesick? Quote Link to comment Share on other sites More sharing options...
Kobymaru Posted January 29, 2016 Share Posted January 29, 2016 7 minutes ago, Kowgan said: Ooooh, okay. That makes much more sense now. So, with the wear out turned off, the kerbals will never get homesick? Of course, they will get homesick! They can spend only so much time in a can, even if the can is not wearing out, and they can spend only so much time away from Kerbin. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted January 29, 2016 Share Posted January 29, 2016 So, why in this example, the homesick value is capped on the module the kerbals are currently in, and not decreasing? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 29, 2016 Author Share Posted January 29, 2016 Probably a bug - need to look at that. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted January 29, 2016 Share Posted January 29, 2016 . . . Well, thank you so much for the answers. They're much appreciated, and explain a lot! Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted January 29, 2016 Share Posted January 29, 2016 Is there a way to insert this into an ongoing science mode save without starving all missions that are in progress? Quote Link to comment Share on other sites More sharing options...
Kobymaru Posted January 29, 2016 Share Posted January 29, 2016 49 minutes ago, RocketSquid said: Is there a way to insert this into an ongoing science mode save without starving all missions that are in progress? 1. Install Kerbal Attachment system & Kerbal Inventory system 2. Bring all craft home' 3. Upgrade the crafts you want to keep It's how I did it when moving from TAC-LS to USI-LS. Was a lot of work though Quote Link to comment Share on other sites More sharing options...
Kowgan Posted January 29, 2016 Share Posted January 29, 2016 You could disable the starve effects on the config until you resupplied all your kerbals. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted January 29, 2016 Share Posted January 29, 2016 23 minutes ago, Kobymaru said: 1. Install Kerbal Attachment system & Kerbal Inventory system 2. Bring all craft home' 3. Upgrade the crafts you want to keep It's how I did it when moving from TAC-LS to USI-LS. Was a lot of work though Alternatively, depending on how you feel about fixing up your save game you can use hyperedit. I have done this before. Where you can (like landed craft) EVA kerbals. Install USi-LS. Upgrade crafts and either Hyperedit land them and destroy the originals. For ships in flight hyperedit so it is right behind the original, eva kerbals over, destroy originals. For some situations you might need to hyperedit a kerbal in a craft to EVA attach a food container on a ship to get kerbals to go from tourists back to pilots, then just hyper edit him back to kerbin. Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 29, 2016 Share Posted January 29, 2016 6 hours ago, RoverDude said: No. The hab at the vessel level reflects wear and tear (if it's turned off this never goes down). The hab value at the kerbal level shows you how long before that kerbal gets homesick. This counter is affected by the best hab they have been in since they left Kerbin, and the hab of the vessel they are currently in. So, why does the hab level across from jeb and tito not go down? Quote Link to comment Share on other sites More sharing options...
sirreality Posted January 29, 2016 Share Posted January 29, 2016 Been on KSP-vacation while I got my computer fixed, and now coming back to lots of changes in USI-LS. Can somebody point me to an explanation of how the LifeSupportModuleRecycler works? Does it reduce consumption by it's percent while active? All I see is it consuming EC and Replacement Parts without doing a dang thing. Thanks in advance for any help. Quote Link to comment Share on other sites More sharing options...
mcortez Posted January 29, 2016 Share Posted January 29, 2016 1 minute ago, sirreality said: Been on KSP-vacation while I got my computer fixed, and now coming back to lots of changes in USI-LS. Can somebody point me to an explanation of how the LifeSupportModuleRecycler works? Does it reduce consumption by it's percent while active? All I see is it consuming EC and Replacement Parts without doing a dang thing. Thanks in advance for any help. Correct. Most of the recyclers will reduce the supply used by up to 5 kerbals by the percentage specified. For any one kerbal, it'll be reduced by the largest recycler available. My understanding is if you have say 7 kerbals, and two recyclers one with a rating of 50% and one with a rating of 25% then the supply requirements of the first 5 will be reduced by 50%, and the remaining 2 kerbals will have their requirements reduced by 25%. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 29, 2016 Author Share Posted January 29, 2016 Close - it's actually a lot better than that. It applies the 25% first then the 50% (they are additive) but 50% is the cap Quote Link to comment Share on other sites More sharing options...
sirreality Posted January 29, 2016 Share Posted January 29, 2016 7 minutes ago, mcortez said: Correct. Most of the recyclers will reduce the supply used by up to 5 kerbals by the percentage specified. For any one kerbal, it'll be reduced by the largest recycler available. My understanding is if you have say 7 kerbals, and two recyclers one with a rating of 50% and one with a rating of 25% then the supply requirements of the first 5 will be reduced by 50%, and the remaining 2 kerbals will have their requirements reduced by 25%. Just now, RoverDude said: Close - it's actually a lot better than that. It applies the 25% first then the 50% (they are additive) but 50% is the cap Excellent, I wasn't TOO far off then. I couldn't find documentation anywhere, was I missing something? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 29, 2016 Author Share Posted January 29, 2016 Nope, all of these bits are still pretty new Quote Link to comment Share on other sites More sharing options...
mcortez Posted January 29, 2016 Share Posted January 29, 2016 28 minutes ago, RoverDude said: Close - it's actually a lot better than that. It applies the 25% first then the 50% (they are additive) but 50% is the cap I've added another note to the What's New Page for this. https://github.com/BobPalmer/MKS/wiki/A-What's-New-Page @RoverDude Can you confirm that this is correct, so I can add an example to the Life Support page in the wiki: Given: Pioneer Module and a couple of crew cabins as the vessel. The Pioneer's 75% Recycler is theoretically capable of reducing the total supplies by a max of 60.75 (5 Kerbals * 16.2 * 75%) 5 Crew Scenario: If the vessel has only 5 crew, their total daily supply requirement is 81 units of supplies. Because of the max recycling limit of 50% per vessel, recyclers can only reduce the total usage to 40.5. 8 Crew Scenario: If the vessel has a crew of 8 however, their total supply requirements would normally be 129.6. This allows the Pioneer's recycler to operate at max efficiency, and reduces the total ship's requirement by the full 60.75 units. The ship therefore only consumes 68.85 units, for a 47% total savings (and does not trigger the max vessel limit.) Quote Link to comment Share on other sites More sharing options...
ModZero Posted January 29, 2016 Share Posted January 29, 2016 So, sorry if someone already did that, but I did a mindless config for @Nertea's space station & spacecraft habs and cupolas, along the lines from the comment on top of LSModule.cfg (if I understood them properly, which isn't a given this late). It's nothing special, but seems to be working and maybe it's fine as a template for someone. Quote Link to comment Share on other sites More sharing options...
CovertJaguar Posted January 30, 2016 Share Posted January 30, 2016 (edited) 1 hour ago, ModZero said: So, sorry if someone already did that, but I did a mindless config for @Nertea's space station & spacecraft habs and cupolas, along the lines from the comment on top of LSModule.cfg (if I understood them properly, which isn't a given this late). It's nothing special, but seems to be working and maybe it's fine as a template for someone. You should give the Utility Cabin a recycler instead of a Hab value, that's what I did in my install. Edited January 30, 2016 by CovertJaguar Quote Link to comment Share on other sites More sharing options...
ModZero Posted January 30, 2016 Share Posted January 30, 2016 1 minute ago, CovertJaguar said: You should give the Utility Cabin a recycler instead of a Hab value, that's what I did in my install. Ah, you're probably right, I'll tweak it tomorrow. Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted January 30, 2016 Share Posted January 30, 2016 (edited) 2 hours ago, ModZero said: So, sorry if someone already did that, but I did a mindless config for @Nertea's space station & spacecraft habs and cupolas, along the lines from the comment on top of LSModule.cfg (if I understood them properly, which isn't a given this late). It's nothing special, but seems to be working and maybe it's fine as a template for someone. You should add ReplacementPart storage (following the examples in the LSmodule file) or else you will probably get weird behavior as the habs wear out. I've submitted pull requests to Nertea for USILS patches for his Station Parts and Near Future Spacecraft pods; you can review or grab them at those links. Most parts got hab space (including the ISC utility cabin, which is analogous to the stock Hitchhiker Can). The SSP large cupola and observation module got hab multipliers instead, since they are big versions of the stock cupola (stare out the windows and relax...) The Near Future two-person pod is heavy for its intended orbital operation, so I added a recycler there. And here is one for Porkjet's Habitat Pack - the inflatables get hab space, while the orb (which is rather heavy for orbital work) gets a recycler. Edited January 30, 2016 by PocketBrotector Quote Link to comment Share on other sites More sharing options...
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