Tarheel1999 Posted October 31, 2016 Share Posted October 31, 2016 1 hour ago, Jagzeplin said: thanks for response. where can i find the documentation for this? That was all learned from trial and error over the weekend. Some info is available in the VAB. And some you need to figure out by launching vessels and seeing what happens. Quote Link to comment Share on other sites More sharing options...
Cheostian Posted November 1, 2016 Share Posted November 1, 2016 @RoverDude Not sure if you have time to look into this issue. But their are conflicts with your mod and a very useful mod named Kerbal Space Transport Systems (KSTS). Effectively, what's going on, is for some reason when using KSTS to deploy a ship into orbit using a SSTO recorded mission, the Kerbal switches to a tourist. The owner of the mod -MM- has attempted to look for a solution but the problem seems to be in how the USI life support system wants to track a traditional launch to land mission, and has issue with the deploy directly to space situation. He doesn't believe he can fix the problem from his end without adjusting your mod's code directly. Both of your mod's are so good, I would love to continue to use them both. Any chance you could look into the conflict and see if you can determine a solution? Thanks, Cheo Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted November 1, 2016 Share Posted November 1, 2016 8 hours ago, Cheostian said: @RoverDude Not sure if you have time to look into this issue. But their are conflicts with your mod and a very useful mod named Kerbal Space Transport Systems (KSTS). Effectively, what's going on, is for some reason when using KSTS to deploy a ship into orbit using a SSTO recorded mission, the Kerbal switches to a tourist. The owner of the mod -MM- has attempted to look for a solution but the problem seems to be in how the USI life support system wants to track a traditional launch to land mission, and has issue with the deploy directly to space situation. He doesn't believe he can fix the problem from his end without adjusting your mod's code directly. Both of your mod's are so good, I would love to continue to use them both. Any chance you could look into the conflict and see if you can determine a solution? Thanks, Cheo I wouldn't hold your breath. But as @RoverDude has said before he takes Pull requests if the mod author of KSTS wanted to look at the code and figure it out. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted November 1, 2016 Author Share Posted November 1, 2016 This would be correct. If there is something that can be publicly exposed to assist the author, that's fine and I will consider PRs, but it's not something I would undertake myself. Quote Link to comment Share on other sites More sharing options...
LEGIONBOSS Posted November 2, 2016 Share Posted November 2, 2016 Sup everyone. I've grown tired of estimating and calculating the amount of stuff for my dear kerbals not to die, so I've made a nice little program in Java. If you insert the given values (like how many supplies, fertilizer, Nom-O-Matics does your ship have) and press calculate, it'll tell you the amount of days this config gives your crew. The reason I've made this thing is because the "stock" calculation doesn't take the Nom-O-Matics into consideration. The calculation is not perfect of course, but for me it's accurate enough. U can download the thing here. If anyone needs the source code, just ask away! Quote Link to comment Share on other sites More sharing options...
Eggfruit Posted November 2, 2016 Share Posted November 2, 2016 What does "Crew affected" do for hab time? I haven't played KSP in a while, but I seem to remember it used to give the full number of Hab days to the total number of crew affected, but now it doesn't seem to do that? Like the 2.5m tundra Kerbitat is supposed to give you 20.5 months for 4 crew. But with 4 crew on my ship it only gives them 146 days each. (Which is about 5 months) Quote Link to comment Share on other sites More sharing options...
SpacePilotMax Posted November 3, 2016 Share Posted November 3, 2016 Would you let me see how this mod works for the purpose of making my own? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted November 3, 2016 Share Posted November 3, 2016 3 minutes ago, PilotMax said: Would you let me see how this mod works for the purpose of making my own? LICENSE: Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely The source is freely available to look at. Quote Link to comment Share on other sites More sharing options...
SpacePilotMax Posted November 3, 2016 Share Posted November 3, 2016 Alright thanks Quote Link to comment Share on other sites More sharing options...
tater Posted November 3, 2016 Share Posted November 3, 2016 On 10/26/2016 at 2:07 PM, goldenpsp said: Yes Ultimately I blame the situation on squad. I've said this in a support thread. In my opinion the contract system should ONLY choose stock parts by default, and there should be a config option that would allow modders to "opt in" their part. @Shadowmage has your back: Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted November 3, 2016 Share Posted November 3, 2016 8 hours ago, tater said: @Shadowmage has your back: Yea yea. Not the point though. And that isn't perfect. While using KSP Rescue Pod Validator I have still gotten a contract to recover a kerbal and their debris. They were in a part without a hatch (I think the malemute crew cab? I would have to go back and look now). Bottom line it doesn't change the fact that IMO that mod exists because of a failure on Squad's part. Quote Link to comment Share on other sites More sharing options...
tater Posted November 3, 2016 Share Posted November 3, 2016 That's really the least of the problem with rescues. Better to have them be actual crafts. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted November 3, 2016 Share Posted November 3, 2016 1 hour ago, goldenpsp said: Yea yea. Not the point though. And that isn't perfect. While using KSP Rescue Pod Validator I have still gotten a contract to recover a kerbal and their debris. They were in a part without a hatch (I think the malemute crew cab? I would have to go back and look now). Bottom line it doesn't change the fact that IMO that mod exists because of a failure on Squad's part. Don't mean to go off topic -- but if you could post the details of that contract in the pod validator mods' thread I might be able to fix that up. Seems possible that I missed a specific contract type (or two); the current implementation only covers the basic 'rescue' -- spawning in orbit inside the pod, but I suppose there are a few others involving parts+kerbals that I should look into. And... back to your regularly scheduled topic. Quote Link to comment Share on other sites More sharing options...
Tony422 Posted November 4, 2016 Share Posted November 4, 2016 Great mod, thanks. But are all the parts supposed to be squeezed into fuel tank category and show under life support at the same time? It happens for me and it's a bit messy... I checked the cfg file and all the part are "Category = none". So...wonder if it is a bug. Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted November 4, 2016 Share Posted November 4, 2016 1 hour ago, Tony422 said: Great mod, thanks. But are all the parts supposed to be squeezed into fuel tank category and show under life support at the same time? It happens for me and it's a bit messy... I checked the cfg file and all the part are "Category = none". So...wonder if it is a bug. It should be "category=none". It will likely be fixed in the next release. Here's a patch in the meanwhile: Quote Link to comment Share on other sites More sharing options...
gustks Posted November 4, 2016 Share Posted November 4, 2016 Hey guys, I have a doubt. I have some kerbals in space stations and landed on Duna. If I install this mod they`ll be affect and need the supplies? Thanks. Quote Link to comment Share on other sites More sharing options...
LEGIONBOSS Posted November 4, 2016 Share Posted November 4, 2016 Hello people I've noticed that the supplies grown in the farms are only updated when you switch to the ship. So it is possible to starve to death in a vessel that has enough food growing capabilies for the crew if you don't switch to the vessel for 15 days Is there any kind of fix for this? Because it breakes the reason to even use the Nom-O Matics, since their production is only accounted for in 0 warp and when you check on the ship. Any ideas are welcome Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted November 4, 2016 Share Posted November 4, 2016 56 minutes ago, gustks said: Hey guys, I have a doubt. I have some kerbals in space stations and landed on Duna. If I install this mod they`ll be affect and need the supplies? Thanks. Yes Quote Link to comment Share on other sites More sharing options...
Plymouth Posted November 4, 2016 Share Posted November 4, 2016 (edited) I happen to be in a peculiar situation, and honestly can't tell whether it's a feature or a bug. Long story short, when 50% of my supplies run out, kerbals refuse to work, all the while consuming supplies. And these are the orange ones, mind you! Val, Bill and Bob. I could send a save but I run a bunch of mods as well. It could possibly be related to me warping at full time acceleration. Also, a useful bit of info, I'm trying to reach for minimus, and about as I reach apoapsis slightly behind the minimus orbit(10 days in), they all go on strike while having just about half the supplies left. Edited November 4, 2016 by Plymouth Quote Link to comment Share on other sites More sharing options...
Merkov Posted November 4, 2016 Share Posted November 4, 2016 6 minutes ago, Plymouth said: I happen to be in a peculiar situation, and honestly can't tell whether it's a feature or a bug. Long story short, when 50% of my supplies run out, kerbals refuse to work, all the while consuming supplies. And these are the orange ones, mind you! Val, Bill and Bob. I could send a save but I run a bunch of mods as well. It could possibly be related to me warping at full time acceleration. Also, a useful bit of info, I'm trying to reach for minimus, and about as I reach apoapsis slightly behind the minimus orbit(10 days in), they all go on strike while having just about half the supplies left. Are you sure they aren't turning into tourists because of running out of hab time? Also, by default, veteran (orange) kerbals are not immune to status effects. Quote Link to comment Share on other sites More sharing options...
BlkBltChemie Posted November 5, 2016 Share Posted November 5, 2016 (edited) I know this is not the mission report sub-forum, but I just ran into an awesome challenge I had to overcome while playing with USI-LS that didn't really merit its own thread in my opinion. I had just launched a 2-Kerbal mission to Minmus with 200 supplies which gives 9.2 days of supply plus the 15 day grace period so 24.2 days, more than enough time. I go off and do some LKO and Munar missions until Jeb and Bob reach Minmus's SOI. As I am performing the orbital insertion, I notice they only have 5 days of supplies left which was odd since MET was only 10 days so they should have had 14 days worth of supplies. (Not sure what happened there.) Anyway, now I had a problem, because 5 days is not enough to do my planned operations at Minmus and still have supplies for the return trip so I threw together a resupply probe with a significant amount of excess deltaV and managed to launch with a Minmus encounter in only 3 days. I'm looking forward to the rendezvous and capture maneuvers when it arrives. So a big thank you to RoverDude for such an awesome mod and the inherent challenges that come with it! Edited November 5, 2016 by BlkBltChemie Quote Link to comment Share on other sites More sharing options...
steve_v Posted November 5, 2016 Share Posted November 5, 2016 (edited) Looks like CTT.cfg needs updating for the new greenhouses (moves old parts to hydroponics, but not new ones) and the large recycler (not mentioned). Easy fix though, this works for me: @PART[LS_Tank_250]:NEEDS[CommunityTechTree] { @TechRequired = enhancedSurvivability } @PART[LS_Tank_375]:NEEDS[CommunityTechTree] { @TechRequired = enhancedSurvivability } @PART[USILS*Recycler]:NEEDS[CommunityTechTree] { @TechRequired = recycling } @PART[USILS_Greenhouse*]:NEEDS[CommunityTechTree] { @TechRequired = hydroponics } @PART[Fert_Tank*]:NEEDS[CommunityTechTree] { @TechRequired = hydroponics } @PART[FertilizerMiniPack]:NEEDS[CommunityTechTree] { @TechRequired = hydroponics } @PART[MulchMiniPack]:NEEDS[CommunityTechTree] { @TechRequired = hydroponics } Edited November 5, 2016 by steve_v Fixed (ish) .cfg, might as well share. Quote Link to comment Share on other sites More sharing options...
Kermanzooming Posted November 5, 2016 Share Posted November 5, 2016 Hi! While designing and launching my first manned mission to Minmus, I have found this strange behaviour; the numbers for supplies and habitation are not coherent between the VAB and the launchpad This has been previously reported in this thread: Am I missing something here? Habitation values of 9 days for three Kerbals on a Hitchhiker seem to be waaay low... Quote Link to comment Share on other sites More sharing options...
Merkov Posted November 5, 2016 Share Posted November 5, 2016 18 minutes ago, Kermanzooming said: Hi! While designing and launching my first manned mission to Minmus, I have found this strange behaviour; the numbers for supplies and habitation are not coherent between the VAB and the Launchpad Am I missing something here? Habitation values of 9 days for three Kerbals on a Hitchhiker seem to be waaay low... Did you right-click the Hitchhiker and turn on habitation? USI-LS 0.5.0 added the requirement to "activate" habitation and hab multiplier parts, which then costs EC over time. The idea being that you can spend the EC when you need the hab time, and save it when you don't. Quote Link to comment Share on other sites More sharing options...
Kermanzooming Posted November 5, 2016 Share Posted November 5, 2016 1 hour ago, Merkov said: Did you right-click the Hitchhiker and turn on habitation? USI-LS 0.5.0 added the requirement to "activate" habitation and hab multiplier parts, which then costs EC over time. The idea being that you can spend the EC when you need the hab time, and save it when you don't. That was it! Activating habitat increased the habitat value, although it's still different from the VAB value. Also the supplies number is higher on the launchpad than on the VAB... Quote Link to comment Share on other sites More sharing options...
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