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[1.12.x] USI Life Support


RoverDude

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3 minutes ago, RoverDude said:

If you want to add in multi-module support you can use MKS as an example.

Since you apparently don't have documentation, can you at least point to a part that demonstrates this functionality for those of us completely unfamiliar with MKS? I've got several now broken parts from mods that have habitation in parallel with either a recycler or resource converter.

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8 minutes ago, RoverDude said:

FYI - the changes are actually pretty simple.  

Some module names have changed:

ModuleLifeSupportRecycler = USILS_LifeSupportRecyclerSwapOption
ModuleResourceConverter_USI = USI_ConverterSwapOption
ModuleHabitation = USILS_HabitationSwapOption

And because everything now uses the swappable converter classes, you need to add three extra part modules as shown below (these defaults are fine for the single-mode converters most mods will have):

    MODULE
    {
        name = USI_SwapController
    }
    MODULE
    {
        name = USI_SwappableBay
        bayName = Bay 1
        moduleIndex = 0
    }
    MODULE
    {
        name = USI_Converter
        UseSpecialistBonus = false
    }

 

If you want to add in multi-module support you can use MKS as an example.

Are the parameters/values inside the renamed modules the same so that all is necessary to convert a renamed module is to change the name?  (and add the three additional part modules)

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23 minutes ago, CaribeanSoul said:

Are the parameters/values inside the renamed modules the same so that all is necessary to convert a renamed module is to change the name?  (and add the three additional part modules)

For a single-converter part, yeah.

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10 hours ago, conao said:

Sure enough... I can report that Kerbal Planetary Base Systems has also been affected. I lost recycling capabilities in their parts. Hopefully, updates will come out to fix these issues.

I submitted a PR to KPBS back in November with the necessary changes to fix USI-LS compatibility for the parts I use in my own saves (I don't use the small modular container parts, so I didn't include fixes for those parts in my PR). I believe @Nils277 has been waiting for an official USI-LS release to merge those changes, so I imagine that will happen soon™ now that we have an official release.

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11 hours ago, conao said:

Sure enough... I can report that Kerbal Planetary Base Systems has also been affected. I lost recycling capabilities in their parts. Hopefully, updates will come out to fix these issues.

Thanks to  @DoktorKrogg the update is already on its way. Just doing some testing at the moment

47 minutes ago, DoktorKrogg said:

I submitted a PR to KPBS back in November with the necessary changes to fix USI-LS compatibility for the parts I use in my own saves (I don't use the small modular container parts, so I didn't include fixes for those parts in my PR). I believe @Nils277 has been waiting for an official USI-LS release to merge those changes, so I imagine that will happen soon™ now that we have an official release.

Thanks again for the patch!

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  • The MPL Lab costs 1 EC to provide 50% recycling to 4 crew = .25 EC / crew
  • The RT-500 costs .5 EC to provide 60% recycling to 1 crew = .5 EC / crew
  • The RT-5000 costs 18.75 EC for 79% recycling for 3 crew = 6.25 EC / crew

It costs 25x the EC to increase efficiency from 50% to 79%?   I can understand if higher efficiency costs more EC, but this scaling just looked extreme and trying to understand why.

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How do I rescue my Kerbal?

I gave him enough supplies and habitation, the homesick timer expired.  He's in a rover on Minmus--while the rover can be controlled (he wasn't driving it in the first place) it has no rockets.  The booster that brought it is on Minmus but there's no way to reattach the rover and it has no crew capability.  It has the fuel to take off but it can't come home.
 

Landing a rocket next to him doesn't work, he saw it but that didn't do anything about being homesick.  (Hey, you're homesick, that's your ride home, you won't go over to it?!)

If I claw him will he change seats into the vehicle that clawed him?  And then from that into something sane to make the return voyage?  Do I have to make some sort of insane contraption to bring his whole rover back?

Note that his habitation timer will almost certainly expire before anything else can reach him.  He's got plenty of power and plenty to eat, though.

 

I would like to see a change to habitation and homesickness--higher level Kerbals (this guy is a level 5 scientist) should be more tolerant of the conditions of spaceflight.

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4 hours ago, Loren Pechtel said:

How do I rescue my Kerbal?

I gave him enough supplies and habitation, the homesick timer expired.  He's in a rover on Minmus--while the rover can be controlled (he wasn't driving it in the first place) it has no rockets.  The booster that brought it is on Minmus but there's no way to reattach the rover and it has no crew capability.  It has the fuel to take off but it can't come home.
 

Landing a rocket next to him doesn't work, he saw it but that didn't do anything about being homesick.  (Hey, you're homesick, that's your ride home, you won't go over to it?!)

If I claw him will he change seats into the vehicle that clawed him?  And then from that into something sane to make the return voyage?  Do I have to make some sort of insane contraption to bring his whole rover back?

Note that his habitation timer will almost certainly expire before anything else can reach him.  He's got plenty of power and plenty to eat, though.

 

I would like to see a change to habitation and homesickness--higher level Kerbals (this guy is a level 5 scientist) should be more tolerant of the conditions of spaceflight.

use kerbal attacment system, grab some of the legacy connector ports, an electric screw driver and bring an engineer along. land beside it and attach one port to your vessel and another to the craft, then link them. you can now transfer crew between them directly. transfer the guy to the craft, unlink, then head home

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7 hours ago, lunaris69 said:

use kerbal attacment system, grab some of the legacy connector ports, an electric screw driver and bring an engineer along. land beside it and attach one port to your vessel and another to the craft, then link them. you can now transfer crew between them directly. transfer the guy to the craft, unlink, then head home

Thank you!  Last night I got to wondering if I could do it with KAS and avoid researching the claw (once you research it many rescue contracts say to bring back the part the guy is in and I do all my recruiting in low Minmus orbit and don't want to have to haul parts home) and it sounds like that's the answer--much easier than clawing, also.

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5 hours ago, Loren Pechtel said:

Thank you!  Last night I got to wondering if I could do it with KAS and avoid researching the claw (once you research it many rescue contracts say to bring back the part the guy is in and I do all my recruiting in low Minmus orbit and don't want to have to haul parts home) and it sounds like that's the answer--much easier than clawing, also.

OH! jesus thank you for that, i was wondering why i kept getting these annoying "grab component" or rescue part contracts instead of the free kerbals i was wanting

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1 hour ago, lunaris69 said:

OH! jesus thank you for that, i was wondering why i kept getting these annoying "grab component" or rescue part contracts instead of the free kerbals i was wanting

The claw contracts pay better than the simple rescues but if your real objective is Kerbals they're very annoying.  I also mod the number of contracts way up so I can do more at once--my current recruiting ship seats three dozen.  (I'm only keeping the level 5 guys so I need to rescue quite a few) but I'd hate to try to bring back more than one part on a rocket.  At least with the mods I'm playing with there's nothing that important behind the claw, the top manipulator part can be researched without the stuff before it.

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On 2/6/2019 at 8:54 AM, RoverDude said:

FYI - the changes are actually pretty simple.  

Some module names have changed:

ModuleLifeSupportRecycler = USILS_LifeSupportRecyclerSwapOption
ModuleResourceConverter_USI = USI_ConverterSwapOption
ModuleHabitation = USILS_HabitationSwapOption

And because everything now uses the swappable converter classes, you need to add three extra part modules as shown below (these defaults are fine for the single-mode converters most mods will have):

    MODULE
    {
        name = USI_SwapController
    }
    MODULE
    {
        name = USI_SwappableBay
        bayName = Bay 1
        moduleIndex = 0
    }
    MODULE
    {
        name = USI_Converter
        UseSpecialistBonus = false
    }

 

If you want to add in multi-module support you can use MKS as an example.

has the ModuleResourceHarvester_USI module changed? i'm trying to patch the other usi mods up but karbonite has some modules that aren't present in any mks parts.
in particular the atmospheric and exospheric collectors

https://github.com/BobPalmer/Karbonite/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/Karbonite/Parts/KA_ParticleCollector_250_01.cfg

like that one.

 

they seem like they might have changed to USI_Harvester, but in the karbonite mod the drills have USI_Harvester and the ones that arent drills use ModuleResourceHarvester_USI

Edited by lunaris69
clarification
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On 2/4/2019 at 10:27 PM, GooglyNarga said:

I got u fam, go to the KSC, click on the lifesupport icon and it'll display the config, you can change all the settings like what happens when you run out of snacks and stuff to your hearts content

I don't know if it'll affect your kerbals immediately but it should prevent it from happening again

Well, that seemed to solve the problem in the long run, but it seems my two kerbals still insist on staying as tourists. I can't change them back. :(

Is there some way to directly change them back to their roles via cheats or modifying files or something? Or am I doomed to lose them?

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1 hour ago, Moostic said:

Well, that seemed to solve the problem in the long run, but it seems my two kerbals still insist on staying as tourists. I can't change them back. :(

Is there some way to directly change them back to their roles via cheats or modifying files or something? Or am I doomed to lose them?

I think your Kerbs are sadly doomed, don't you have a save before the encounter? 

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1 hour ago, Moostic said:

Well, that seemed to solve the problem in the long run, but it seems my two kerbals still insist on staying as tourists. I can't change them back. :(

Is there some way to directly change them back to their roles via cheats or modifying files or something? Or am I doomed to lose them?

press alt + f12, go into the cheats submenu and set their orbit to kerbin

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1 hour ago, GooglyNarga said:

I think your Kerbs are sadly doomed, don't you have a save before the encounter? 

 

1 hour ago, lunaris69 said:

press alt + f12, go into the cheats submenu and set their orbit to kerbin

Changed their roles from tourist to their original roles in the save file. Minmus landing saved!
Now for the space station...

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In case others are also having a hard time finding answers...here's what I've found:

  1. There's a guide for balancing parts against USI-LS at this YouTube Link (Dated Feb 18, 2017)
  2. The YouTube article links you to this Google Sheets Spreadsheet (Created Jun 15, 2016)
  3. The USI-LS WIKI can be found at this link (Various dates on pages from 2016 up til last year)
  4. MKS WIKI can be found here  (Various dates on pages from 2016 up til last year)

Much of that content is from 2-3 years ago. Some content from one source can also directly conflict with the other source - for example the USILS WIKI says the MPL has a 50% Recycler % while MKS WIKI says 70% (the actual in-game part is 50%). I couldn't find anything more current though. If someone else knows where more current info resides please share it.

Edited by Tyko
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On 2/10/2019 at 12:18 AM, Tyko said:

Much of that content is from 2-3 years ago. Some content from one source can also directly conflict with the other source - for example the USILS WIKI says the MPL has a 50% Recycler % while MKS WIKI says 70% (the actual in-game part is 50%). I couldn't find anything more current though. If someone else knows where more current info resides please share it.

One of the reasons for it to be a wiki is so that when you find inaccuracies like this you can fix them.

Generally I take the in-game information to be accurate and work from there.(Module details in VAB > KSPedia > Wiki)

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2 hours ago, dlrk said:

https://imgur.com/a/ZbQMExb

I'm pretty confused about what the USI LS VAB display is telling me here. I have a Salamander stacked on top of a lander can. It seems to tell me that there is a recycler that recycle's 25% for 2 kerbals, but it doesn't say how much this extends the life support for?

Not directly.  Note that Habitation is not the same thing as Supplies but both are constraints for how long your crew stays functional, along with a third constraint, EC.

The LS Status window is telling you that with crew up to 2 (out of a possible 4), there is a 25% reduction in their supplies requirement.  Look above the text you snipped for the Supplies column at the top of the window.  If you've not added any supplies to the setup you mentioned, you have none and won't see any benefit to the Salamander's recycler function.  Once you add supplies, note that the Supplies column changes but not Habitation does not.

Additional Kerbals beyond 2 will not get the 25% reduction. I've seen a formula somewhere.  Have you checked the MKS-LS Wiki?  Although parts of it might be out-of-date, I don't believe the Supplies calculation is.

Running out of supplies means starvation and running out of Hab time results in homesickness.  Depending on the LS options you set this could mean nothing, refusal to work, to death.

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Is it me or has anyone else had this problem with the 1.1.0.0 update?

 

I've installed USI-LS correctly and I noticed in my list that there are only three parts .. all of them the green houses. There are no canisters to hold supply mulch or anything like that. and not even the single supply packs that you can attach to the side of a vessel.

 

I'm just wondering what is up with aht.. or how it can be ramified. to work.

 

and yes i am planning to use Extraplanetary launch pads 6.5 and  Planetary base system (latest version as well and not even their parts are showing u..

 

So what is the problem here? is this just a half completed USI -LS or is it something else?

 

 

Space_Coyote

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1 hour ago, Space_Coyote said:

Is it me or has anyone else had this problem with the 1.1.0.0 update?

 

I've installed USI-LS correctly and I noticed in my list that there are only three parts .. all of them the green houses. There are no canisters to hold supply mulch or anything like that. and not even the single supply packs that you can attach to the side of a vessel.

 

I'm just wondering what is up with aht.. or how it can be ramified. to work.

 

and yes i am planning to use Extraplanetary launch pads 6.5 and  Planetary base system (latest version as well and not even their parts are showing u..

 

So what is the problem here? is this just a half completed USI -LS or is it something else?

 

 

Space_Coyote

The most often cause of weird/missing parts is an installation problem.  Pic of your gamedata and USI folders?

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1 hour ago, goldenpsp said:

The most often cause of weird/missing parts is an installation problem.  Pic of your gamedata and USI folders?

I figured it out, seems the issue is with the Community Category kits and the Community resource pack (as I had used the latest. Reinstalled the USI LS with their life supports (No over writes and this swoks..

 

So note to self don't use the lates CRP CCK that is offered as it seems not to work.. yet.. 

 

Space Coyote

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