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[1.12.x] USI Life Support


RoverDude

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On 15/03/2016 at 11:11 PM, RoverDude said:

Yup, settings changed.

I'd disagree.  It's one thing to walk 100m to take a nap.  It's quite another to walk 2KM.  Without rovers or logistics parts (in which it's inferred there are bit for moving things arond), resources also have a pretty short range (as does maintenance, and a few others.

I am very pleased to find it working as designed. The Mk II/V off-world habitation studies station on Minmus is now in place and kerballed (crew of three). Three structures, Command Pilot, Mining Engineer and the Bio Scientist buildings. There is an unmanned warehouse consisting of a few Kontainers behind the camera position along with the crew return lander. The site has good substrates, gypsum and hydrates and looks like it will have no shortage of supplies for a lot longer than Homesickness (1y 195d) and Habitation (1y 215d - the same in all 3 structures :) ) will allow. The base could possibly benefit from another Engineer (to occupy a workshop seat) and another Scientist (for the Mk V Com-Lab) bringing the total crew complement up to 5. Extra resources dug up and sifted out should soon begin contributing to planetary logistics. This model is now the blueprint for further exploration on distant planets (passing mid techtree point in career mode game) including heavier Mk III versions. The now recycled skycrane delivery systems (4 landings for what you can see) all demonstrated capability to land nearly anywhere, not just on "easy" Minmus. Actually, I had to roll (modular wheels) some elements over a kilometer into position and the low Minmus gravity was a real disadvantage for that. The agency is considering abandoning an earlier alpha test base on the Mun on account of it being an ill-conceived, ugly beehive and a downright hazardous and inefficient KAS pipe infested mess.

oO1qmjR.png

@RoverDude Awesome!

Edited by Kaa253
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Just a quick question, are the life support tanks considered "passable". Currently when building stations I use them as end-caps (sometimes with adapter/docking port and use it to exclusively dock resupply missions(no crew)) or can a kerbal squeeze through the middle with all the stuff packed around? I don't use CLS, just personal curiosity. 

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28 minutes ago, Glaran K'erman said:

Just a quick question, are the life support tanks considered "passable". Currently when building stations I use them as end-caps (sometimes with adapter/docking port and use it to exclusively dock resupply missions(no crew)) or can a kerbal squeeze through the middle with all the stuff packed around? I don't use CLS, just personal curiosity. 

No reason why they could not be - they have to get into them to get the goodies out, and they can be stacked.  If someone tosses a PR I'd be happy to include it with the next update.

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6 minutes ago, RoverDude said:

No reason why they could not be - they have to get into them to get the goodies out, and they can be stacked.  If someone tosses a PR I'd be happy to include it with the next update.

That's great news, I'll adjust my construction accordingly :)

Always had the nagging suspicion they could/should just got used to treating them as such. 

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10 hours ago, RoverDude said:

That would be a very fair assumption.

I will be doing pre-releases with the 1.1 public pre-release.

wouldn't mind seeing an earlier release with those fertilizer tanks included.  no pressure though, obviously entirely up to you.

E: Or, just a release of those as a separate zip file, since that's probably easier.

Edited by Garibaldi2257
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Rover, quick question: When adding KerbalMonths/HabMultiplier to a part with mass < 1, will the "0.xx" result decrease the overall vessel habitational value? This question is based off assuming that when multiplying things by something < 1, the result is smaller than the original. Thanks.

@Garibaldi2257 *hint hint* Jofwu's fertilizer tanks are pretty neat. ;)

Edited by Kowgan
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15 minutes ago, Kowgan said:

Rover, quick question: When adding KerbalMonths/HabMultiplier to a part with mass < 1, will the "0.xx" result decrease the overall vessel habitational value? This question is based off assuming that when multiplying things by something < 1, the result is smaller than the original. Thanks.

@Garibaldi2257 *hint hint* Jofwu's fertilizer tanks are pretty neat. ;)

have them, had to fix the cfg files, the 2.5 and 3.75 tanks were still supplies.

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On March 17, 2016 at 7:32 PM, Kowgan said:

Rover, quick question: When adding KerbalMonths/HabMultiplier to a part with mass < 1, will the "0.xx" result decrease the overall vessel habitational value? This question is based off assuming that when multiplying things by something < 1, the result is smaller than the original. Thanks.

I believe that the vessel's hab multiplier equals (1 + the sum of all parts' hab multipliers), before overall habitation time is calculated. I.e. multipliers are additive (and the vessel has an intrinsic multiplier of 1). So more multipliers are always a good thing, even if < 1.

Same thing for KerbalMonths.

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12 minutes ago, bokrif said:

Can you tell me which was the most up-to-date version for KSP 1.04. (Still using that because I decided I will update my gazillion mods when 1.1 comes out.)

Thanks!

There is so little difference between 1.0.4 and 1.0.5 I fail to grasp why you wouldn't just load 1.0.5 and be done with it.  All 1.0.4 mods still worked fine with 1.0.5

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Issue "log spam in VAB"

I noticed that when I add a command module (any module) in the VAB into the editor, then open the LifeSupport window, I get a massive log spam:

[LOG 17:38:14.484] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport
[LOG 17:38:14.485] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport
[LOG 17:38:14.501] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport
[LOG 17:38:14.517] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport
[LOG 17:38:14.534] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport
[LOG 17:38:14.550] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport
[LOG 17:38:14.593] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport

 

Using the current version of USI-LS (v0.3.15.0).

...

Oh, never mind, I just checked the github issues, and there is already issue #97 logged for this.

If needed I can supply additional logs for this.

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On 3/4/2016 at 3:35 PM, Kielm said:

Funny you should ask!

I've been encountering a couple of problems with some lag in the VAB when using Life Support enabled parts, it turns out it's the logfile being spammed with the following error. 


ERROR Object reference not set to an instance of an object IN ModuleLifeSupport

I have a copy of the output log if you need it (although it's pretty much the same repeated many thousand times), I'll log it as an issue on github as well. To reproduce, just start a new craft and add a Mk1-2 command pod and watch the debug screen while you do. 

Issue "log spam in VAB"

I noticed that when I add a command module (any module) in the VAB into the editor, then open the LifeSupport window, I get a massive log spam:

[LOG 17:38:14.484] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport
[LOG 17:38:14.485] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport
[LOG 17:38:14.501] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport
[LOG 17:38:14.517] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport
[LOG 17:38:14.534] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport
[LOG 17:38:14.550] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport
[LOG 17:38:14.593] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport

 

Using the current version of USI-LS (v0.3.15.0).

I am having this exact issue. I was thinking it might be because I converted over from TAC LS to this mod but it's happening with both old and new ships.

Edited by Azrael the Sorrowful
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"Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to the ill effects of life support. They will still consume supplies if given, but do not leave the job, because they are just that awesome"

I sent Val in a Vessel before I installed the mod. Now after Suplies -15days she becomes a "Tourist".

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3 hours ago, releansol said:

"Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to the ill effects of life support. They will still consume supplies if given, but do not leave the job, because they are just that awesome"

I sent Val in a Vessel before I installed the mod. Now after Suplies -15days she becomes a "Tourist".

The defaults changed in a recent release. Best to combine reading the OP with the release notes. 

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1 hour ago, PDelta41 said:

Is each kerbal really supposed to eat 16kg of food a day?

16kg of supplies, not food ;)

that includes food, water and air. It reduces to around 4kg/day with some LS activated

Edited by merlinux
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1 hour ago, merlinux said:

16kg of supplies, not food ;)

that includes food, water and air. It reduces to around 4kg/day with some LS activated

Ahh, that makes more sense! Of course. What sort of LS can I activate, other than sticking Nom-O-Matics everywhere?

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I added this to the large ISRU unit and its completely changed the game for me.

    MODULE
    {
         name = ModuleResourceConverter
         ConverterName = Fertilizer
         StartActionName = Start ISRU [Ftz]
         StopActionName = Stop ISRU [Ftz]
        AutoShutdown = true
        TemperatureModifier
        {
            key = 0 100000
            key = 750 50000
            key = 1000 10000
            key = 1250 500    
            key = 2000 50    
            key = 4000 0
        }                
        GeneratesHeat = true
        DefaultShutoffTemp = .8
        ThermalEfficiency 
        {
            key = 0 0 0 0
            key = 500 0.1 0 0
            key = 1000 1.0 0 0
            key = 1250 0.1 0 0
            key = 3000 0 0 0 
        }

        UseSpecialistBonus = true
        SpecialistEfficiencyFactor = 0.2
        SpecialistBonusBase = 0.05
        Specialty = Engineer
        EfficiencyBonus = 1

         
         INPUT_RESOURCE
         {
            ResourceName = Ore
            Ratio = 0.55
            FlowMode = STAGE_PRIORITY_FLOW
           }
         INPUT_RESOURCE
         {
            ResourceName = ElectricCharge
            Ratio = 30
         }
         OUTPUT_RESOURCE
         {
            ResourceName = Fertilizer
            Ratio = 5.5
            DumpExcess = false
            FlowMode = STAGE_PRIORITY_FLOW
         }
    }

 

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