KerbMav Posted July 28, 2017 Share Posted July 28, 2017 8 minutes ago, garwel said: 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! Consumers reacted negatively to being charged for packaging, so the actual goods had to be made more expensive to cover the costs. Quote Link to comment Share on other sites More sharing options...
garwel Posted July 28, 2017 Share Posted July 28, 2017 Just now, KerbMav said: Consumers reacted negatively to being charged for packaging, so the actual goods had to be made more expensive to cover the costs. Now, I've heard some particularly frugal kerbals get empty 2.5-m supplies containers for free and make them their home! Quote Link to comment Share on other sites More sharing options...
Omar X Posted August 5, 2017 Share Posted August 5, 2017 (edited) Hello, For some reason the settings window for USI Life Support is not displaying properly. I cannot see the whole thing, so cannot change the desired settings. It also instructs to check the wiki for setting info, but there is no link, and so far I have not been able to find a wiki with this kind of information Thanks Edited August 5, 2017 by Omar X Added URL link Quote Link to comment Share on other sites More sharing options...
Wyzard Posted August 5, 2017 Share Posted August 5, 2017 31 minutes ago, Omar X said: For some reason the settings window for USI Life Support is not displaying properly. I cannot see the whole thing, so cannot change the desired settings. Have you changed the UI scale slider in the game's settings window? 31 minutes ago, Omar X said: It also instructs to check the wiki for setting info, but there is no link, and so far I have not been able to find a wiki with this kind of information. The USI-LS wiki is at: https://github.com/UmbraSpaceIndustries/USI-LS/wiki Quote Link to comment Share on other sites More sharing options...
Omar X Posted August 5, 2017 Share Posted August 5, 2017 5 hours ago, Wyzard said: Have you changed the UI scale slider in the game's settings window? The USI-LS wiki is at: https://github.com/UmbraSpaceIndustries/USI-LS/wiki Thanks for pointing me to the wiki. As for the UI scale slider, I haven't touched it before you pointed it out. I tried adjusting it in both directions, but no change. Quote Link to comment Share on other sites More sharing options...
KerbMav Posted August 5, 2017 Share Posted August 5, 2017 (edited) Toying around with my selected mods once more I noticed that LS also adds a MODULE USI_ModuleFieldRepair Can I completely remove it everywhere or is it also needed for the LS part? Edited August 5, 2017 by KerbMav finally able to check what it was named Quote Link to comment Share on other sites More sharing options...
Kerbal101 Posted August 6, 2017 Share Posted August 6, 2017 (edited) CURRENT VERSION: 2.6 If anyone of you uses (the mind-blowing awesome) Ven's Stock Part Revamp and (equally mind-blowing awesome) USI LS, here is the patch: This patch does this: - weight and cost of Micro and Small Inflatable HABs are matched (increased) against USI MKS Ranger minihab - crew capacities for inflatable modules are zero for inflatable HABs until inflated, requires USI Animation module - added approximated habitation time and habitation ability to three inflatable HABs and two crew cabins (1- and 10-man) using USI MKS Ranger minihab, stock crew cabin and (unrelated) Tokamak inflatable habitation module as references. Habitation function requires electricity, exactly like all other USI modules. - added ability to act as Workshop for two crew cabins, exactly the same way as USI-LS applies this to stock crew cabin (Hitchhiker). - added ability to act as Logistic consumer to HABs, similar to MKS Ranger minihab. Patch requires USI LS, USI tools (USI Animation) and Ven's Stock Part Revamp. 2.6 changes (balancing): 1) Nerf of 1-kerbal hard can hab value. 5->4. Reason: Hab of 5 for 1 crew makes stock PPD-10 unattractive with its 21 at 4 crew. El use is thus down accordingly. 2) Nerf of 10-man hard can hab value. 53->42. Reason: Its 53 is correct by crew capacity, but incorrect by weight. 10-man weights 5t, where (4-man) PPD-10 weights 2.5t. If 10-man hab value is calculated by capacity, then it outclasses PPD-10 in all categories, so its calculated by weight instead of capacity - hence 42 ( 2x(of PPD-10) = 2x21 = 42 ). That means one 10-man can weights same as two PPD-10, gives equal habitation times, but better 10 capacity instead of 8. EL use is also down, its 2xof PPD-10 matching 2x habitation time. 3) Increase for 4t inflatable 10-kerbal habitat. 21->42. Reason: doubled to match 10-kerbal hard can version. Advantage of inflatable is a lower weight (4t vs 5t), but it must be inflated and provides no workshop ability. EL use is also up and same as 10-man can with same habitation time as above. 4) Decrease of EL for 1-kerbal and 2-kerbal inflatables. Reason: recalculated using PPD-10 LS EL value to 5 and 10 hab value correspondingly. Spoiler @PART[MicroInflatableHAB] { @mass = 1.0 @cost = 350 @entryCost = 6000 @CrewCapacity = 0 -MODULE[ModuleAnimateGeneric] {} MODULE { name = USIAnimation deployAnimationName = TentInflate inflatable = true CrewCapacity = 1 } MODULE { name = ModuleLifeSupport } MODULE { name = ModuleHabitation BaseKerbalMonths = 5 CrewCapacity = 0 BaseHabMultiplier = 0 ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.131 } } MODULE { name = ModuleWeightDistributableCargo } MODULE { name = USI_InertialDampener } MODULE { name = MKSModule BonusEffect = RepBoost ApplyBonuses = false } } @PART[SmallInflatableHAB] { @mass = 2 @cost = 900 @entryCost = 10000 @CrewCapacity = 0 -MODULE[ModuleAnimateGeneric] {} MODULE { name = USIAnimation deployAnimationName = SmallHabInflate inflatable = true CrewCapacity = 2 } MODULE { name = ModuleLifeSupport } MODULE { name = ModuleHabitation BaseKerbalMonths = 10 CrewCapacity = 0 BaseHabMultiplier = 0 ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.262 } } MODULE { name = ModuleWeightDistributableCargo } MODULE { name = USI_InertialDampener } MODULE { name = MKSModule BonusEffect = RepBoost ApplyBonuses = false } } @PART[InflatableHAB] { @CrewCapacity = 0 -MODULE[ModuleAnimateGeneric] {} MODULE { name = USIAnimation deployAnimationName = LargeHabInflate inflatable = true CrewCapacity = 10 } MODULE { name = ModuleLifeSupport } MODULE { name = ModuleHabitation BaseKerbalMonths = 42 CrewCapacity = 0 BaseHabMultiplier = 0 ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.05 } } MODULE { name = ModuleWeightDistributableCargo } MODULE { name = USI_InertialDampener } MODULE { name = MKSModule BonusEffect = RepBoost ApplyBonuses = false } } /// DO NOT CONFUSE, this is not "INFLATABLE" part. Its a 10-crew HARD can, similar to Hitchhiker. /// located in Large_Hard_Hab.cfg. Values approximated using LSModule.cfg/crewCabin @PART[LargeInflatableHAB] { MODULE { name = ModuleLifeSupport } MODULE { name = ModuleHabitation BaseKerbalMonths = 42 CrewCapacity = 10 BaseHabMultiplier = 0 ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.05 } } MODULE { name = USI_ModuleFieldRepair } } // one-man crew cabin without any controls. NOT a landing can. @PART[KerbCan] { MODULE { name = ModuleLifeSupport } MODULE { name = ModuleHabitation BaseKerbalMonths = 4 CrewCapacity = 1 BaseHabMultiplier = 0 ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.210 } } MODULE { name = USI_ModuleFieldRepair } } I would appreciate if @RoverDude integrates them into USI mod I will link to this post from Stock Revamp too. Edited August 15, 2017 by Kerbal101 updated to version 2.6 Quote Link to comment Share on other sites More sharing options...
Kerbal101 Posted August 6, 2017 Share Posted August 6, 2017 On 5.8.2017 at 0:15 PM, KerbMav said: Toying around with my selected mods once more I noticed that LS also adds a MODULE USI_ModuleFieldRepair Can I completely remove it everywhere or is it also needed for the LS part? This string enables Workshop ability for the part, if USI MKS is installed (or GroundConstruction, which is also embedded in USI MKS). Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 6, 2017 Share Posted August 6, 2017 (edited) 34 minutes ago, Kerbal101 said: (snip) @RoverDude takes pull requests. Edited August 6, 2017 by Kerbal101 see below Quote Link to comment Share on other sites More sharing options...
KerbMav Posted August 6, 2017 Share Posted August 6, 2017 4 minutes ago, Kerbal101 said: This string enables Workshop ability for the part, if USI MKS is installed (or GroundConstruction, which is also embedded in USI MKS). So, I can remove it safely should I only use USI LS? Quote Link to comment Share on other sites More sharing options...
Kerbal101 Posted August 6, 2017 Share Posted August 6, 2017 @KerbMav It has no effect if MKS or GroundSupport are not present. I don't know why would you want to remove them - they'll be ignored. @goldenpsp I would really appreciate, if you'd be so kind to submit this to Roverdude's pull list. Currently I don't have github account and I will be making one, but right now my own account management ... needs to be managed and is a mess. Quote Link to comment Share on other sites More sharing options...
KerbMav Posted August 6, 2017 Share Posted August 6, 2017 2 minutes ago, Kerbal101 said: @KerbMav It has no effect if MKS or GroundSupport are not present. I don't know why would you want to remove them - they'll be ignored. While messing with other mods config files I stumbled across instances where e.g. temporary values were removed to save on log spam. So I gather anything that does not have to be there should go. Quote Link to comment Share on other sites More sharing options...
Kerbal101 Posted August 6, 2017 Share Posted August 6, 2017 @goldenpsp I took the liberty to edit your post and remove text inside quote, because it contained an errata in one of the times (KerbCan had 10 habitat instead of 1) - which I fixed in original post. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 6, 2017 Share Posted August 6, 2017 23 minutes ago, Kerbal101 said: @KerbMav It has no effect if MKS or GroundSupport are not present. I don't know why would you want to remove them - they'll be ignored. @goldenpsp I would really appreciate, if you'd be so kind to submit this to Roverdude's pull list. Currently I don't have github account and I will be making one, but right now my own account management ... needs to be managed and is a mess. not any time soon. I'm not at a computer for awhile. I'm sure there is no major rush as it won't show up until the next usi-ls release and I haven't seen any indication that one is coming soon. Quote Link to comment Share on other sites More sharing options...
Kerbal101 Posted August 6, 2017 Share Posted August 6, 2017 @goldenpsp Thanks for letting me know, if I manage to create an account quicker I'll inform you so its not double-pulled. Thanks again! Quote Link to comment Share on other sites More sharing options...
Kerbal101 Posted August 7, 2017 Share Posted August 7, 2017 Updated the Ven's Stock Part Revamp / USI patch to version 2. Inflatables have zero capacity until inflated, using USI Animation for this. Fixed and balanced habitation times. Fixed and balanced weight and cost for two basic inflatable habs. Quote Link to comment Share on other sites More sharing options...
garwel Posted August 7, 2017 Share Posted August 7, 2017 It must've been reported before, but just in case... If a vessel with kerbals has no Supplies (i.e. they are "starving") and it docks with another vessel, the "starvation timer" resets back to 15 days. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 7, 2017 Share Posted August 7, 2017 20 minutes ago, garwel said: It must've been reported before, but just in case... If a vessel with kerbals has no Supplies (i.e. they are "starving") and it docks with another vessel, the "starvation timer" resets back to 15 days. If you want it to count I'd check the github issues list, and if it isn't there go ahead and add one. It will likely get lost in the shuffle here. Quote Link to comment Share on other sites More sharing options...
NomenNescio Posted August 10, 2017 Share Posted August 10, 2017 Quick Question, I don't see any way to turn mulch into fertilizer? It seems the only way to produce fertilizer is by converting ore and water, is that right? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted August 10, 2017 Share Posted August 10, 2017 1 hour ago, NomenNescio said: Quick Question, I don't see any way to turn mulch into fertilizer? It seems the only way to produce fertilizer is by converting ore and water, is that right? With just USI-LS the mini ISRU will convert ore to fertilizer. If you have MKS then you can also make fertilizer from gypsum or minerals (or dirt using via the sifter to get gypsum/minerals). Fertilizer + Mulch => Supplies, so changing mulch into fertilizer would defeat the purpose of having it as an additional requirement. Quote Link to comment Share on other sites More sharing options...
KerbMav Posted August 10, 2017 Share Posted August 10, 2017 (edited) 4 hours ago, NomenNescio said: Quick Question, I don't see any way to turn mulch into fertilizer? It seems the only way to produce fertilizer is by converting ore and water, is that right? Put this into a .cfg file in your gamedata folder. It lets you distill Fertilizer from Mulch at a steep ratio in the Mobile Lab. My ingame logic: You loose biomass in the process by pulling out all the nutrients in a bucket of Mulch to use them as Fertilizer. It can extent the time you are able to produce food, but it lowers the amount of Supplies/Mulch on the ship/station until you have none left. Also, never let it run for to long, or else it will grab all Mulch and your kerbonauts will sit on a pile of unedible Fertilizer! @PART[Large_Crewed_Lab] { MODULE { name = ModuleResourceConverter_USI ConverterName = Compost StartActionName = Start Distilling Mulch StopActionName = Stop Distilling Mulch INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.025 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.0025 DumpExcess = False } } } Edited August 10, 2017 by KerbMav Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 10, 2017 Author Share Posted August 10, 2017 I do not recommend converting mulch into fertilizer - it bypasses mechanics that are there by design, and can also cause unpredictability because you have competing, dependent converters. Quote Link to comment Share on other sites More sharing options...
KerbMav Posted August 10, 2017 Share Posted August 10, 2017 20 minutes ago, RoverDude said: I do not recommend converting mulch into fertilizer - it bypasses mechanics that are there by design, and can also cause unpredictability because you have competing, dependent converters. I only put it into my game as a last ditch effort should I run out of fertilizer, very well aware of the fact that it takes biomass out of the circulation and will only prolong the inevitable - as well as risking to convert all mulch and having nothing left to grow new supplies from. (I guess you wouldn't like my patch that lets you breed nuclear fuel from depleted uranium neither? ) @NomenNescio So, you have hereby been warned multiple times - tread mod lightly! Quote Link to comment Share on other sites More sharing options...
NomenNescio Posted August 10, 2017 Share Posted August 10, 2017 24 minutes ago, KerbMav said: @NomenNescio So, you have hereby been warned multiple times - tread mod lightly! What is this warning of which you speak? I see a few explanations, that make perfect sense BTW, but talk of warnings make me nervous Quote Link to comment Share on other sites More sharing options...
KerbMav Posted August 10, 2017 Share Posted August 10, 2017 (edited) 52 minutes ago, NomenNescio said: What is this warning of which you speak? I see a few explanations, that make perfect sense BTW, but talk of warnings make me nervous Good ... This patch of mine basically breaks the system/logic that RoverDude designed. (Ratios might be off, I am working from memory here!) You have a ship with 100 Supplies and 10 Fertilizer. The crew will munch the Supplies into an equal amount of 100 Mulch. Your orbital vegetable garden will turn 10 Mulch and 1 Fertilizer into 11 Supplies, so the amount of M+S+F stays the same at first, but Fertilizer being the limiting factor for how long you can repeat the cycle of Kitchen-Kerbal-Karden (sorry...). Now, if we use Mulch to create Fertilizer, we reduce the amount of available biomass in the cycle (my patch converts 10M to 1F) and if we keep doing it long enough we will have nothing left - or, if we let the Fertilizer production run for to long unobserved, we end up with a ship full of inedible Fertilizer and kill our crew even before the Supplies had run out had we done nothing. It also reduces the maximum mission time basically, as when the Fertilizer runs out, there are still the Supplies left - but if some of the Mulch has been used to make Fertilizer, the remaining amount of (self produced) Supplies will be lower since there was less Mulch to produce them from. I only intended it to be available to me should the need arise during a mission far away, should I desperately need Fertilizer to get to a place where I can resupply either of the resources. ("Spock, we have to do something, do you have any ideas?!" - "Of course, Captain, basic chemistry will safe us.") Edited August 10, 2017 by KerbMav Quote Link to comment Share on other sites More sharing options...
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