dietz33 Posted July 14, 2017 Share Posted July 14, 2017 (edited) hey problem here with the settings menu ! i cant access save button and other buttons ... pls HELP ! i tried to change resolution and windowed mode and changed ui sizes but didn't help. Edited July 14, 2017 by dietz33 Quote Link to comment Share on other sites More sharing options...
KerbMav Posted July 14, 2017 Share Posted July 14, 2017 (edited) 1 hour ago, dietz33 said: hey problem here with the settings menu ! i cant access save button and other buttons ... pls HELP ! i tried to change resolution and windowed mode and changed ui sizes but didn't help. For the time being, manually edit the settings.cfg in the USI LS folder, it is quite straight forward. Edited July 14, 2017 by KerbMav Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 14, 2017 Share Posted July 14, 2017 3 minutes ago, KerbMav said: For the time being, manually edit the settings.cfg in the USI LS folder, it is quite straight forward. That won't help unless he's willing to start a new save... Quote Link to comment Share on other sites More sharing options...
KerbMav Posted July 14, 2017 Share Posted July 14, 2017 12 minutes ago, DStaal said: That won't help unless he's willing to start a new save... Oh ... that would explain some weird things ... Quote Link to comment Share on other sites More sharing options...
Tyko Posted July 15, 2017 Share Posted July 15, 2017 Is there a way to force USI-LS to use a specific time-scale for number of hours in a day? the default is 6 for stock and looks like RSS has it set at 24. Wondering how to adjust it for other solar system scales. Thx Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 15, 2017 Share Posted July 15, 2017 1 hour ago, Tyko said: Is there a way to force USI-LS to use a specific time-scale for number of hours in a day? the default is 6 for stock and looks like RSS has it set at 24. Wondering how to adjust it for other solar system scales. Thx I don't believe so. On the other hand, it's just a visual thing - it actually works in seconds, so the number of hours in a day is only for the GUI screens. Not that I can't see it bugging people. Quote Link to comment Share on other sites More sharing options...
Lufnar Posted July 15, 2017 Share Posted July 15, 2017 So i had a vet turn into a tourist and then proceeded to change settings in-game and in both the settings files so that vets wouldnt have any side effects. Despite that he still remains tourist. Is there any way i can cheat him to not be tourist anymore? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 15, 2017 Share Posted July 15, 2017 @Tyko, @DStaal Fixing USI-LS to look up the day and year length should be straightforward. I've created pull requests on the dev branch for @RoverDude and team to consider. Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 15, 2017 Share Posted July 15, 2017 1 hour ago, Lufnar said: So i had a vet turn into a tourist and then proceeded to change settings in-game and in both the settings files so that vets wouldnt have any side effects. Despite that he still remains tourist. Is there any way i can cheat him to not be tourist anymore? Just as a note: Changing settings won't be retroactive. It'll work in the future, but not on actions that have already happened. Anyway, the only way to cheat him to not be tourist would be to edit your persistence file. (There are of course the non-cheat ways as well, which should work.) Quote Link to comment Share on other sites More sharing options...
Lufnar Posted July 15, 2017 Share Posted July 15, 2017 (edited) 2 hours ago, DStaal said: Just as a note: Changing settings won't be retroactive. It'll work in the future, but not on actions that have already happened. Anyway, the only way to cheat him to not be tourist would be to edit your persistence file. (There are of course the non-cheat ways as well, which should work.) Found my vessel in persistence file but saw nothing that would change it. Anyway, i don't really know how to go on about non-cheat ways since the problem is habitattion and home or w/e being 0 and i dont really know what to do about that since it's just 1 pod and nothing fancy. Even if i send someone there to rescue him i can't EVA with him right? Edited July 15, 2017 by Lufnar Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 15, 2017 Share Posted July 15, 2017 30 minutes ago, Lufnar said: Found my vessel in persistence file but saw nothing that would change it. Anyway, i don't really know how to go on about non-cheat ways since the problem is habitattion and home or w/e being 0 and i dont really know what to do about that since it's just 1 pod and nothing fancy. Even if i send someone there to rescue him i can't EVA with him right? The cheating way to change a Kerbal back from Tourist you need to edit their entry inside the LifeSupportScenario and ROSTER sections of the persistence file. Non-cheating method is to rendezvous another vessel with spare seating capacity within 150m. The hab values of the two vessels will combine and your vet should decide they're no longer a tourist and you can EVA them to the rescue craft. Quote Link to comment Share on other sites More sharing options...
Lufnar Posted July 15, 2017 Share Posted July 15, 2017 37 minutes ago, Aelfhe1m said: The cheating way to change a Kerbal back from Tourist you need to edit their entry inside the LifeSupportScenario and ROSTER sections of the persistence file. Non-cheating method is to rendezvous another vessel with spare seating capacity within 150m. The hab values of the two vessels will combine and your vet should decide they're no longer a tourist and you can EVA them to the rescue craft. Oh i see, thanks for that. I think i'll try the rendezvous first. I'll turn off the habitat side of LS i think, bit too much for me at this point. Thanks for the help Quote Link to comment Share on other sites More sharing options...
strudo76 Posted July 16, 2017 Share Posted July 16, 2017 6 hours ago, Lufnar said: Oh i see, thanks for that. I think i'll try the rendezvous first. I'll turn off the habitat side of LS i think, bit too much for me at this point. Thanks for the help If he's in orbit, you could use the main LS settings and set the homeworld values so they exceed his orbit altitude. That should turn him back to work, then you can reset the values to their original settings. Quote Link to comment Share on other sites More sharing options...
HunterForce Posted July 16, 2017 Share Posted July 16, 2017 Im encountering a problem a problem where the USI-LS gui widow is sized too small. It cuts of text and even where I assume an "accept" or "apply" button would be. Whenever I change the settings that I can see it never saves them. Any tips? Also, I tried digging into the settings file but it says that changing that only effects new games and I would like to avoid having to start over. Quote Link to comment Share on other sites More sharing options...
Tyko Posted July 16, 2017 Share Posted July 16, 2017 I want to change the default values for USI-LS in the Settings.cfg file. I tried writing the MM script below as a test, but it didn't change the values for a new game. Is my syntax wrong or do I have to over-write the Settings file in the USI-LS folder to make changes? %LIFE_SUPPORT_SETTINGS:FINAL { %SupplyTime = 172800 // 48 hours before Kerbals are affected by no supplies } Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 16, 2017 Share Posted July 16, 2017 42 minutes ago, Tyko said: I want to change the default values for USI-LS in the Settings.cfg file. I tried writing the MM script below as a test, but it didn't change the values for a new game. Is my syntax wrong or do I have to over-write the Settings file in the USI-LS folder to make changes? %LIFE_SUPPORT_SETTINGS:FINAL { %SupplyTime = 172800 // 48 hours before Kerbals are affected by no supplies } I think you need to over-write. And note that USI-LS will take the most pessimistic setting it sees from any settings file - if you're using MKS as well, it has it's own, for instance. Quote Link to comment Share on other sites More sharing options...
Woollt_Owl Posted July 17, 2017 Share Posted July 17, 2017 (edited) Hi, I've been advised to put this in the USI LS thread... hope this is the right one. "Hi guys, was wondering if you could help I wanted a life support mod which kills kerbals... but also wanted kolinization (it looks amazing) I figured i would get USI ls and configure it to kill kerbals (setting the effect to 5 in config for both vet and non vet when running out of supplies, ec etc...) I did this because i read that USI kolinization no longer supports TAC or doesnt work as well and i don't mind having resources grouped as "supplies" instead of individual resources too much. Anyway after setting it all up and testing in both career and sandbox mode i found that after the 15 days of "starving" the kerbals become tourists and do not die. Ive checked the in game settings which shows it is selected to K.I.A for both vet and non-vet... any idea why this is happening... i just want my kerbals to die! Any help is much appreciated!" here is my mod list: ( i only have CKAN mods) and here is the USI LS config: Thanks for any help! EDIT: I thought i inserted screenshots but it seems they are not shown, so here is the CONFIG coppied: //this file only affects new games. To change settings for current games, use the USI-LS gui in the KSC view. LIFE_SUPPORT_SETTINGS { SupplyTime = 324000 //How many seconds before Kerbals are affected by no supplies ECTime = 324000 //How many seconds before Kerbals are affected by no EC EVATime = 21600 //How many seconds before ill effects on EVA ECAmount = 0.01 //EC per Kerbal per second SupplyAmount = 0.0005 //Supplies consumed per Kerbal per second WasteAmount = 0.0005 //Mulch produced per Kerbal per second NoSupplyEffect = 5 //Effect if a Kerbal has no supplies NoSupplyEffectVets = 5 //Effect if a Kerbal is a vet and has no supplies NoECEffect = 5 //Effect if a Kerbal has no EC NoECEffectVets = 5 //Effect if a Kerbal is a vet and has no EC EVAEffect = 5 //Effect if a Kerbal exceeds EVA time EVAEffectVets = 5 //Effect if a Kerbal is a vet and exceeds EVA time NoHomeEffect = 0 //Effect if a Kerbal becomes homesick NoHomeEffectVets = 0 //Effect if a Kerbal is a vet and becomes homesick HabMultiplier = 1 //Bonus to hab values (1 = default = 100% of the part's rated value) HomeWorldAltitude = 25000 //Altitude on Kerbin that negative effects are removed BaseHabTime = 0.25 //How long can 1 crew capacity support 1 Kerbal, expressed in Kerbal Months ReplacementPartAmount = 0 //How fast life support equipment and habs 'wears out' HabRange = 150 //How close we need to be to use other vessel's habitation modules and recyclers. EnableRecyclers = true //Use resource recyclers? Not the same as resource converteres like greenhouses! VetNames = Jebediah,Valentina,Bill,Bob ScoutHabTime = 9180000 PermaHabTime = 459000000 } // SIDE EFFECTS: // // 0 = No Effect (The feature is effectively turned off // 1 = Grouchy (they become a Tourist until rescued) // 2 = Mutinous (A tourist, but destroys a part of a nearby vessel...) // 3 = Instantly 'wander' back to the KSC - don't ask us how! // 4 = M.I.A. (will eventually respawn) // 5 = K.I.A. EDIT No.2 : after messing around some more, i notice that the hab time expires first, so when hab is set to grouchy they simply become tourists and do not die even when supplies run out, when hab is set too KIA it kills them, as the hab runs out first... Could it be that the effect on the kerbal is only the effect of whatever happens to him first, meaning that if he becomes a tourist due to lack of hab he is then immune to death from starvation despite the settings saying it should kill him. If so is there a way to disable hab or overide this function as I do not want hab to kill my kerbals but still want them to die if they run out of food even if they had previously ran out of hab? EDIT No.3... Ok sorry for all the edits, setting the hab to no effect or "none" in game now seems to have solved the problem, although I would have thought is should have been set to this anyway given the edits i made to the config file. Anyway it seems I have a configuration I am happy with for now but will post again if I have any further problems. Just want to say thanks to roverdude for creating these brilliant mods... The modding community for this game is brilliant and I love how I can tailor KSP to my liking thanks to all the modders hard work. Thanks guys. PS: dont know if anyone has been bothered to read this far but if you do know of a way to have the kerbals become tourists when they run out of hab and then remain vulnerable to death by starvation after this - so kerbals can go crazy and stop piloting, then starve to death - Please do let me know, and please do reply if you can help in anyway or tell me what i've been doing wrong) Also please forgive all the grammar errors and typos... Ive done this in a hurry! Edited July 17, 2017 by Woollt_Owl Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted July 17, 2017 Share Posted July 17, 2017 @Woollt_Owl are you trying to edit the config file or your save? The config is just the defaults. These settings are written to your savegame file. So in order to change the settings for an existing save you need to adjust those settings in the save file, either manually or via the in game settings. Quote Link to comment Share on other sites More sharing options...
Woollt_Owl Posted July 17, 2017 Share Posted July 17, 2017 yup so i edited the config file then made a new game after editing... its almost as if it hasnt recognised my edit. Quote Link to comment Share on other sites More sharing options...
Wyzard Posted July 19, 2017 Share Posted July 19, 2017 On 7/8/2017 at 11:58 PM, strudo76 said: You could maybe relabel the interface wording from "starving" to "rations". That way the 15 grace period can be considered to be how long the crew can survive with the food they have in their pockets (or stored in the crew capsule). That's the way I already think about it anyway. I think this makes a lot of sense. Supplies isn't just food, it's water and oxygen too, and you can't survive 15 days without those. That implies that there's a small reserve within the cabin itself, even after the supply containers are empty. Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 19, 2017 Share Posted July 19, 2017 On 7/17/2017 at 11:13 AM, Woollt_Owl said: yup so i edited the config file then made a new game after editing... its almost as if it hasnt recognised my edit. Double-check to make sure you don't have any other config files (for instance, in MKS) for USI-LS; it will take the most pessimistic config setting it can find. Quote Link to comment Share on other sites More sharing options...
canisin Posted July 19, 2017 Share Posted July 19, 2017 @Woollt_Owl's testing is very interesting. It essentially boils down to "tourists are immune to starvation." Is this intended behavior by @RoverDude or can it be considered a bug? It would also be interesting to check whether tourists continue to consume supplies, and also to check the opposite: In a ship with less supplies than hab time but with the result of starvation being grouchiness, and a more severe result for homesickness, does becoming a tourist due to a lack of supplies protect the kerbals from the effects of homesickness? (pphew, that was a long sentence) Quote Link to comment Share on other sites More sharing options...
Woollt_Owl Posted July 19, 2017 Share Posted July 19, 2017 mmm 'tis interesting @canisin , will be interesting to see what roverdudes intentions where... Quote Link to comment Share on other sites More sharing options...
KerbMav Posted July 25, 2017 Share Posted July 25, 2017 Would this actually do something? And if - what exactly? @PART[USILS_Greenhouse_Inline] { @MODULE[ModuleResourceConverter_USI] { UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = BotanySkill EfficiencyBonus = 1 } } @EXPERIENCE_TRAIT[*]:HAS[#name[Scientist|Engineer]] { EFFECT { name = BotanySkill } } Quote Link to comment Share on other sites More sharing options...
garwel Posted July 28, 2017 Share Posted July 28, 2017 Is it by design that all the USI-LS containers for supplies and fertilizer have zero cost? They'll make a budget alternative to some structural parts! Quote Link to comment Share on other sites More sharing options...
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