forsaken1111 Posted September 21, 2017 Share Posted September 21, 2017 I though the orange suits (Val, Jeb, etc) were immune to quitting? Just had Jeb and Val convert to tourists while on a return from minmus due to homesickness and then burn up in atmosphere because they couldn't make the correction burn to return safely. Seems like homesickness should be overridden if the craft's on a suborbital trajectory TO HOME. hehehe... Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted September 21, 2017 Share Posted September 21, 2017 2 minutes ago, forsaken1111 said: I though the orange suits (Val, Jeb, etc) were immune to quitting? Just had Jeb and Val convert to tourists while on a return from minmus due to homesickness and then burn up in atmosphere because they couldn't make the correction burn to return safely. Seems like homesickness should be overridden if the craft's on a suborbital trajectory TO HOME. hehehe... That default changed long ago. You can change it in the settings. Quote Link to comment Share on other sites More sharing options...
forsaken1111 Posted September 21, 2017 Share Posted September 21, 2017 Aha, thanks. I had assumed the info in the OP was still true. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 21, 2017 Author Share Posted September 21, 2017 OP is a bit out of date Quote Link to comment Share on other sites More sharing options...
forsaken1111 Posted September 21, 2017 Share Posted September 21, 2017 No worries. Is there an updated wiki or anything somewhere else with current info? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 21, 2017 Author Share Posted September 21, 2017 Wiki will be the most current, and is community editable. Quote Link to comment Share on other sites More sharing options...
forsaken1111 Posted September 21, 2017 Share Posted September 21, 2017 The wiki on the github? Thanks, will take a look. Quote Link to comment Share on other sites More sharing options...
funkcanna Posted September 23, 2017 Share Posted September 23, 2017 Hi, im having an issue with the USILS GUI - its too small for all of the options to appear and I cant resize it. Any suggestions? Pic here Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 23, 2017 Author Share Posted September 23, 2017 hmm.. not seen that one, log a github issue, try using default UI scaling/settings for now. Quote Link to comment Share on other sites More sharing options...
funkcanna Posted September 24, 2017 Share Posted September 24, 2017 (edited) 8 hours ago, RoverDude said: hmm.. not seen that one, log a github issue, try using default UI scaling/settings for now. Thanks ive raised it on GitHub, however it looks like there is already an existing one here FYI - ive uninstalled and reinstalled the mod and also tried starting new games but the issue remains. EDIT: This issue prevents me from saving any option changes, which is a problem. I really dont want to start a new career with the settings changed in the config files if at all possible/ Edited September 24, 2017 by funkcanna Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted September 24, 2017 Share Posted September 24, 2017 6 hours ago, funkcanna said: Thanks ive raised it on GitHub, however it looks like there is already an existing one here FYI - ive uninstalled and reinstalled the mod and also tried starting new games but the issue remains. EDIT: This issue prevents me from saving any option changes, which is a problem. I really dont want to start a new career with the settings changed in the config files if at all possible/ it may seem to be an obvious question but you are using the latest version? Those settings are copied to the save file. So while not as convenient you can edit the settings directly in the save file if necessary. Quote Link to comment Share on other sites More sharing options...
Louella Posted September 24, 2017 Share Posted September 24, 2017 I am wondering how this mod will interact with the rescue contracts ? What would I need to do, to rescue a Kerbal who has turned inactive due to lack of supplies ? Quote Link to comment Share on other sites More sharing options...
Nergal8617 Posted September 24, 2017 Share Posted September 24, 2017 2 minutes ago, Louella said: I am wondering how this mod will interact with the rescue contracts ? What would I need to do, to rescue a Kerbal who has turned inactive due to lack of supplies ? Bring up another vessel with supplies and probably some decent habitation. Depending on where the rescue contract is in the system it could be quite difficult to pull off. Quote Link to comment Share on other sites More sharing options...
danielboro Posted September 24, 2017 Share Posted September 24, 2017 it wont start count until the first time he enters pahisisks range i had the happy accident of losing all LS data in the save file so my eal fated duna expedition that run out of hub 2 days after an emergence return to kerbin will arrive to kerbin whit lots of hub 19 minutes ago, Louella said: I am wondering how this mod will interact with the rescue contracts ? What would I need to do, to rescue a Kerbal who has turned inactive due to lack of supplies ? Quote Link to comment Share on other sites More sharing options...
funkcanna Posted September 25, 2017 Share Posted September 25, 2017 9 hours ago, goldenpsp said: it may seem to be an obvious question but you are using the latest version? Those settings are copied to the save file. So while not as convenient you can edit the settings directly in the save file if necessary. Yes definitely the latest version. Thanks for the tip on editing the save file, this has fixed my career! Window is still the wrong size but ive managed to edit the settings. Quote Link to comment Share on other sites More sharing options...
Landwalker Posted September 30, 2017 Share Posted September 30, 2017 (edited) Apologies if this is addressed elsewhere, but I didn't see it in the (admitted-to-be-outdated) OP, and figured folks here would know pretty quickly. I'm doing a 72-hour manned orbit contract, and Valentina has helpfully converted to a tourist instead of a pilot due to exhausting her "Hab" and "Home" reserves. I see above that veterans are no longer immune to various effects, but I'm not clear how to actually improve the "Hab" and "Home" numbers in the first place to prevent them from running out all the time. I've played around a bit in the VAB and the only way to improve "Habitation" seems to be slapping more crew modules on the craft (at a rate of 7d 3h per one crew slot), but surely there are other options so that a lone kerbal can spend more time in space? I also see nothing at all regarding the "Home" reserve number. So, ridicule me for my ignorance if you must—as long as I can get pointed in the right direction for a sort of "instruction manual" on all of this, I'll be happy. Disregard me, I finally found an explanation of the Hab/Home system. I'm not sure why my system defaulted to an 0.25x multiplier for Hab/Home, but that's what resulted in the 7.5-day "starting time" for the Mk1 Command Pod. Was that change something that was made as part of this mod, or does that sound like a config from somewhere else (SETI, I'm looking at you...)? Edited September 30, 2017 by Landwalker Quote Link to comment Share on other sites More sharing options...
Yemo Posted September 30, 2017 Share Posted September 30, 2017 1 hour ago, Landwalker said: Disregard me, I finally found an explanation of the Hab/Home system. I'm not sure why my system defaulted to an 0.25x multiplier for Hab/Home, but that's what resulted in the 7.5-day "starting time" for the Mk1 Command Pod. Was that change something that was made as part of this mod, or does that sound like a config from somewhere else (SETI, I'm looking at you...)? SETIcontracts (I guess that is what you are referring to) only specifies "72 hours". No changes to the internal workings of USI life support from any SETI mod. Quote Link to comment Share on other sites More sharing options...
Landwalker Posted September 30, 2017 Share Posted September 30, 2017 5 minutes ago, Yemo said: SETIcontracts (I guess that is what you are referring to) only specifies "72 hours". No changes to the internal workings of USI life support from any SETI mod. Ah, good to know. I wasn't sure if one of the SETI configs changed the base "Hab multiplier" from 1x to 0.25x, but it sounds like that's not the culprit. Thanks for the clarification. Quote Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted September 30, 2017 Share Posted September 30, 2017 @Landwalker The .25x multiplier is the default for USILS now. It changed a while back. Also I posted an explanation of the difference between hab and home somewhere in the last few pages. Quote Link to comment Share on other sites More sharing options...
Landwalker Posted September 30, 2017 Share Posted September 30, 2017 Thanks @ExplorerKlatt, that explanation was helpful (once I knew where to look :P). One more question, though: Is there a way to increase default Hab/Home time at lower tech levels? Or does it really just boil down to "Use bigger command pods but with the same number of kerbals"? Quote Link to comment Share on other sites More sharing options...
DStaal Posted September 30, 2017 Share Posted September 30, 2017 1 hour ago, Landwalker said: Thanks @ExplorerKlatt, that explanation was helpful (once I knew where to look :P). One more question, though: Is there a way to increase default Hab/Home time at lower tech levels? Or does it really just boil down to "Use bigger command pods but with the same number of kerbals"? Besides the options for the game, not really. You basically need a medium level of tech before you can build space-worthy living spaces. Kinda part of the point. Once you get the Hitchhiker and the Cupola you can start adding multipliers and high-hab parts. Quote Link to comment Share on other sites More sharing options...
HeyThisIsntFallout Posted October 2, 2017 Share Posted October 2, 2017 So, I'm trying to send 3 Kerbals to Minmus and this hab time is screwing me up. My hab time is changing when in the VAB versus when I'm launching the rocket. I'm reading the Github guide and I'm guessing it has something to do with Kerbal-months; but I can't really work out what's going on that's changing the values and how to get 3 weeks worth of hab time so that I don't get homesick after 9 days. [/img] [/img] Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 2, 2017 Share Posted October 2, 2017 21 minutes ago, ItsSeanBroleson said: So, I'm trying to send 3 Kerbals to Minmus and this hab time is screwing me up. My hab time is changing when in the VAB versus when I'm launching the rocket. I'm reading the Github guide and I'm guessing it has something to do with Kerbal-months; but I can't really work out what's going on that's changing the values and how to get 3 weeks worth of hab time so that I don't get homesick after 9 days.[/img] When you're in the VAB, the hab modules are considered "on". When you're on the launch pad, they're off. Have you turned them on before checking the hab time? Quote Link to comment Share on other sites More sharing options...
Frozen_Heart Posted October 2, 2017 Share Posted October 2, 2017 Hmm i'm probably doing something stupid but the mod isn't 100% working for me. The parts show up and are filled with things like supplies, but none is ever used, and there is no mod options showing up at all. Not in the editor or in flight. Is another mod needed as well to make life support work? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 2, 2017 Author Share Posted October 2, 2017 What version of KSP? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.