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[1.12.x] USI Life Support


RoverDude

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20 minutes ago, GraczNet said:

Hello, I have a question. If I will install Extraplanetary Launchpads into existing save will USI parts for this mod show up in that save?

Kind of the wrong thread to ask. EL has nothing to do with life support.

In terms of MKS support for EL is community maintained and should still work

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Hello, I am running into an issue. My kerbals hab timer is not running down for individual kerbals. The kerbals hab timer stays the same as it was when the craft was first launched, and IF the hab timer runs down, EVA-ing the crew and letting them board again completely resets the timer to the VAB/SPH shown timer. More info on this here:

KSP.log here: https://drive.google.com/file/d/10pExI0Wa1JeQMpfelBQ86GnorUb4QA9j/view?usp=sharing

Edited by iGGnitE
Bad log link
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12 minutes ago, iGGnitE said:

Hello, I am running into an issue. My kerbals hab timer is not running down for individual kerbals. The kerbals hab timer stays the same as it was when the craft was first launched, and IF the hab timer runs down, EVA-ing the crew and letting them board again completely resets the timer to the VAB/SPH shown timer. More info on this here:

The Hab-timer is sort of a cabin-fever type of issue, and if the Kerbal gets a change of scenery(even an EVA) that can help alleviate the effects.

The Home timer deals with home-sickness and is based on the 'best' accommodations a kerbal has experienced since leaving Kerbin.  This cannot be alleviated with an EVA.

If you have a colonization module is active(and consuming colony supplies) on a vessel then that will pause, and even reverse, both the hab and home timers up to their maximum values.

This is assumed to be consuming luxury resources(high quality 'real' foods and other recreational supplies like books or computer games) to alleviate the long-term discomfort and problems of space-flight.

Also, your log is not accessible.

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5 minutes ago, Terwin said:

The Hab-timer is sort of a cabin-fever type of issue, and if the Kerbal gets a change of scenery(even an EVA) that can help alleviate the effects.

The Home timer deals with home-sickness and is based on the 'best' accommodations a kerbal has experienced since leaving Kerbin.  This cannot be alleviated with an EVA.

If you have a colonization module is active(and consuming colony supplies) on a vessel then that will pause, and even reverse, both the hab and home timers up to their maximum values.

This is assumed to be consuming luxury resources(high quality 'real' foods and other recreational supplies like books or computer games) to alleviate the long-term discomfort and problems of space-flight.

Also, your log is not accessible. 

 

Fixed the KSP.log: https://drive.google.com/file/d/10pExI0Wa1JeQMpfelBQ86GnorUb4QA9j/view?usp=sharing

Thanks for clearing up the hab timer,  it is however not running down (for one of two kerbals) while in time warp. Isn't it supposed to run down as time passes? As far as I'm aware I don't have any colonisation modules active and there aren't even colony supplies on my spacecraft, so there shouldn't be any pausing/reversing the hab timers.

Here's an image of the craft with the hab windows open:

ppJFGkM.png

Thanks

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Looks kind of like your scientists have been away from Kerbin for a couple hundred days(total hab value of 1y 228 days with 1 yr 15d left before homesickness), with a recent vessel change/eva to 'stretch their legs' (1 day ago for the first and 5 days ago for the second) .

The station itself looks to be slightly more than 1 crew rotation old(1 year 270 days).

Can you say how long you time-warped without the timers going down?  (a day is 6 hours)

Is the Home timer going down correctly?(it looks like it is, assuming these kerbals left home ~ 200 days ago))

 

 

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14 minutes ago, Terwin said:

Looks kind of like your scientists have been away from Kerbin for a couple hundred days(total hab value of 1y 228 days with 1 yr 15d left before homesickness), with a recent vessel change/eva to 'stretch their legs' (1 day ago for the first and 5 days ago for the second) . 

The station itself looks to be slightly more than 1 crew rotation old(1 year 270 days).

Can you say how long you time-warped without the timers going down?  (a day is 6 hours)

Is the Home timer going down correctly?(it looks like it is, assuming these kerbals left home ~ 200 days ago))

The home timer works fine, the hab timer works ONLY correctly when in the tracking station but resets itself to max when switching to the vessel. I have uploaded a raw video of what I mean here: 

 

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1 hour ago, iGGnitE said:

The home timer works fine, the hab timer works ONLY correctly when in the tracking station but resets itself to max when switching to the vessel. I have uploaded a raw video of what I mean here: 

That video almost makes it look like one of your other mods is somehow juggling the kerbals in and out of their station somehow to constantly refresh the hab timer.

Have you been able to reproduce the behavior with just USI mods installed? ( try creating a new game on a fresh copy of KSP with only USI mods, use the stock orbit editor to throw a similar location around a similar body and see if it still happens.)  If the error is still happening, then post here and on the USI git-hub( https://github.com/UmbraSpaceIndustries/USI-LS/issues ) with as many details as possible.

If the behavior does not happen in a USI-only instance, you can try adding your mods one at a time until you figure out which one causes the problem.  Once you know which mod is causing the problem, you can post that information both here(warning others, and asking if anyone has found a work-around) and on the thread for that mod(asking much the same, plus if anyone knows why that might be happening)

 

If all of that is too much trouble, the only other option is to post a list of your mods and ask if any of them have known conflicts.

(Scansat, KER, and Kerbal alarm clock have not given me any troubles with USI-LS, but I don't recognize any of your other mods from just the screen-shots)

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On 4/22/2019 at 6:53 PM, Terwin said:

That video almost makes it look like one of your other mods is somehow juggling the kerbals in and out of their station somehow to constantly refresh the hab timer.

Have you been able to reproduce the behavior with just USI mods installed? ( try creating a new game on a fresh copy of KSP with only USI mods, use the stock orbit editor to throw a similar location around a similar body and see if it still happens.)  If the error is still happening, then post here and on the USI git-hub( https://github.com/UmbraSpaceIndustries/USI-LS/issues ) with as many details as possible.

If the behavior does not happen in a USI-only instance, you can try adding your mods one at a time until you figure out which one causes the problem.  Once you know which mod is causing the problem, you can post that information both here(warning others, and asking if anyone has found a work-around) and on the thread for that mod(asking much the same, plus if anyone knows why that might be happening)

 

If all of that is too much trouble, the only other option is to post a list of your mods and ask if any of them have known conflicts.

(Scansat, KER, and Kerbal alarm clock have not given me any troubles with USI-LS, but I don't recognize any of your other mods from just the screen-shots)

 

Okay, so here's the thing, I'm pretty sure I know what's causing the hab timer difficulties.
Earlier today I used a .cfg (https://pastebin.com/SvckS7XN) posted on the Stockalike Stationparts Expansion Redux (SSPXR) topic because I was unable to start life support and habitat by right-clicking the modules.
The .cfg fixed the LS/habitat starting but either broke the hab timer going down or the general incompatibility of the latest USI-LS and SSPXR was already causing the issue, which wouldn't be influenced by the .cfg I replaced SSPXR-USILS.cfg with. (https://forum.kerbalspaceprogram.com/index.php?/topic/170211-16x-stockalike-station-parts-redux-jan-17/&do=findComment&comment=3587868).
I also just tested the hab timers with only 
non-SSPXR parts and the hab-timers seem to work as intended. Everything points to SSPXR as the cause of this problem, which is already being discussed on the relevant forum, this specific behaviour was not yet mapped as far as I know.

So, I'm not sure how to proceed, as I'm not a modder but an end-user, I hope I was of some help at least. What do I do next?

 

Edit: The updated Stockalike Stationparts Expansion Redux fixed the issue!

 

Edited by iGGnitE
SSPXR update came out, problems fixed
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  • 2 weeks later...

I'm running into a problem where when I install Life Support, for some reason my filters (like showing parts by certain manufacturers or sizes) breaks completely. If I click a size such as 1.25m, it doesn't update, and then none of the tabs work, even if I go back to the standard categories tab. I installed the Community Categories kit as a dependancy, but uninstalling just Life Support and leaving CC in, things work fine. It's only after adding Life Support back that it breaks. I also have all of Nertea's, SCANsat and Universal Storage II mods in, but aside from a few other little ones, that's about it. Again, it's only after adding Life Support that it breaks, but could be a combination of Life Support and one of those others, since they support Life Support as well.

I'm trying to dig up some logs. On the console, the only info I get is 'Exception: NullReferenceException: Object reference not  set to an instance of an object' the first time I click on a category. The problem clears itself if I leave the VAB, but comes back when I try to click a category again.

Anyone run into this before?

Edit: This also happens when loading a ship without any Life Support parts. I've been digging through the KSP.log and so far, I've not found anything. I can post it somewhere if someone has a suggestion as to where.

Edit2: Okay, I let it sit a bit and re-loaded the KSP.log, and this was at the end:

Quote

[EXC 17:28:30.986] NullReferenceException: Object reference not set to an instance of an object
    KSP.UI.Screens.PartListCategories.BulkheadProfile.ExclusionCriteria (.AvailablePart aP)
    EditorPartListFilter`1[AvailablePart].FilterList (System.Collections.Generic.List`1 parts, System.Func`2 filter)
    EditorPartListFilterList`1[AvailablePart].FilterList (System.Collections.Generic.List`1 list)
    KSP.UI.Screens.EditorPartList.RefreshPartList ()
    KSP.UI.Screens.EditorPartList.Refresh ()
    KSP.UI.Screens.EditorPartList.Refresh (State state)
    KSP.UI.Screens.PartCategorizer+<UpdateDaemon>c__Iterator5.MoveNext ()
    UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)
[LOG 17:29:53.420] Skipped rendering frame because GfxDevice is in invalid state (device lost)
[LOG 17:29:53.804] Skipped rendering frame because GfxDevice is in invalid state (device lost)
[LOG 17:29:54.000] Skipped rendering frame because GfxDevice is in invalid state (device lost)
[LOG 17:29:54.182] Skipped rendering frame because GfxDevice is in invalid state (device lost)
[LOG 17:29:54.375] Skipped rendering frame because GfxDevice is in invalid state (device lost)
[LOG 17:29:54.560] Skipped rendering frame because GfxDevice is in invalid state (device lost)
 

Not sure if that's terribly helpful.

Edited by AmpCat
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I'm trying to add a recycler to a part from Station Parts Expansion. The part already has a habitation module on it, added by that mod's own patch. My own additional patch is adding a new bay and the additional recycler module. However, when adding the part in game, both bays always start with only the habitation module, despite being set for different indices. I've read the wiki, and it says they're added in order discovered, so I'm wondering if the fact that one is being added, and then another is what's throwing it off.

The end result as seen by MM looks like this, while all of the examples and the "official" files have all of the bays, then all of the modules:

		MODULE
		{
			name = USI_SwapController
		}
		MODULE
		{
			name = USI_SwappableBay
			bayName = Bay 1
			moduleIndex = 0
		}
		MODULE
		{
			name = USI_Converter
			UseSpecialistBonus = false
		}
		MODULE
		{
			name = USILS_HabitationSwapOption
			ConverterName = Habitat
			StartActionName = Start Habitat
			StopActionName = Stop Habitat
			BaseKerbalMonths = 209
			CrewCapacity = 18
			BaseHabMultiplier = 2
			INPUT_RESOURCE
			{
				ResourceName = ElectricCharge
				Ratio = 12.45
			}
		}
		MODULE
		{
			name = USI_SwappableBay
			bayName = Bay 2
			moduleIndex = 1
		}
		
		{
			name = USI_Converter
			UseSpecialistBonus = false
		}
		MODULE
		{
			name = USILS_LifeSupportRecyclerSwapOption
			ConverterName = Life Support
			StartActionName = Start Life Support
			StopActionName = Stop Life Support
			CrewCapacity = 18
			RecyclePercent = 0.5
			INPUT_RESOURCE
			{
				ResourceName = ElectricCharge
				Ratio = 4.5
			}
		}

I'm trying to avoid having to delete the existing modules and add them myself for future compatibility and my own updating, but if that's what it takes then that's what it takes.

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I want to extend my gratitude to the maker(s) and maintainers of this mod as it is one of my favourite mods in the game, the added parts fit seamlessly into the stock game design, and it overall makes the game so much more interesting and challenging on its own, and gives purpose to some other amazing mods like Planetary Base mod or the Deep Freeze mod (and many others no doubt). So thank you all.

Edited by Aelipse
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Today I ran into a minor issue with the supplies timer, a very similar one to iGGnitE's. The timer consists of the time left before you run out of supplies and the time you can survive without any supplies at all (starving stage). The latter gets reset to the default value every time my kerbalnaut goes on EVA and returns on  board. 

I have been trying to think of a suitable explanation, but no matter how I turn this around, forgetting about your need to eat on EVA just doesn't make sense to me, and what's worse, it can be easily exploited. I am trying to set some hard rules to the game for myself before I embark on the more challenging missions and going on EVA with your crew every 15 days just to avoid dying of starvation, although annoying, would be probably way too tempting for me not to exploit.

So, is there is a fix for this? I myself can only think of changing the set "starvation" time from 15 days to only a few seconds, rendering the EVA unlimited "snacking" impossible, but that does seem a bit too harsh.

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4 minutes ago, Aelipse said:

Today I ran into a minor issue with the supplies timer, a very similar one to iGGnitE's. The timer consists of the time left before you run out of supplies and the time you can survive without any supplies at all (starving stage). The latter gets reset to the default value every time my kerbalnaut goes on EVA and returns on  board. 

I have been trying to think of a suitable explanation, but no matter how I turn this around, forgetting about your need to eat on EVA just doesn't make sense to me, and what's worse, it can be easily exploited. I am trying to set some hard rules to the game for myself before I embark on the more challenging missions and going on EVA with your crew every 15 days just to avoid dying of starvation, although annoying, would be probably way too tempting for me not to exploit.

So, is there is a fix for this? I myself can only think of changing the set "starvation" time from 15 days to only a few seconds, rendering the EVA unlimited "snacking" impossible, but that does seem a bit too harsh.

More self control?

 

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On 5/6/2019 at 10:03 PM, Gribbleshnibit8 said:

My own additional patch is adding a new bay and the additional recycler module. However, when adding the part in game, both bays always start with only the habitation module, despite being set for different indices.

Something that may not be immediately apparent is that every SwapOption you add to a part config becomes available to every bay on that part. So when that part is loaded, USITools does a couple things:

  • Creates an array containing each SwapOption. SwapOptions are just recipes that can be loaded into a converter.
  • Creates an array containing each USI_Converter (or USI_Harvester).

SwapOptions and Converters are added to their respective arrays in the order they appear in the part config. The moduleIndex field on the SwappableBay corresponds to the array index of the converter it's responsible for. There is another field on the SwappableBay called currentLoadout that corresponds to the array index of the recipe/SwapOption that it's currently setup to use. This always defaults to 0 (i.e. the first recipe/SwapOption) until the player manually selects another recipe via the PAW. That's why you're seeing 2 bays with the Hab module. This also usually isn't specified in the part config because the fact that it defaults to 0 is usually the desired behavior on multi-bay parts.

I suspect what you're trying to accomplish is to "lock" the first converter into the Hab configuration and the second converter in the Recycler configuration. If that's the case, there is a way to do that:

MODULE
{
	name = USI_SwappableBay
	bayName = Bay 1
	moduleIndex = 0
	
	hasPermanentLoadout = true
	currentLoadout = 0
}
MODULE
{
	name = USI_SwappableBay
	bayName = Bay 2
	moduleIndex = 1
	
	hasPermanentLoadout = true
	currentLoadout = 1
}

The hasPermanentLoadout field "locks" the recipe/SwapOption that's used on that bay and won't allow the player to change it in game. If you set hasPermanentLoadout to true, then you also need to specify which recipe/SwapOption to use with the currentLoadout field.

On 5/6/2019 at 10:03 PM, Gribbleshnibit8 said:

I'm trying to avoid having to delete the existing modules and add them myself for future compatibility and my own updating, but if that's what it takes then that's what it takes.

The arrangement in the part config doesn't matter. We only group each of the module types together for the sake of organization. It's a lot easier to see at a glance how many bays and swap options there are when they are grouped together. It's also easier to make sure your bays have unique moduleIndex values when they're grouped together.

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I'm wondering if there is a way to remove the "habitation" requirements, or adjust them at all, as even flying 2 kerbals to Minmus requires a monster spaceship just to deal with the habitation alone. a 2man pod + 4 man living quarters for just 2 kerbals, which should allow them to live comfortably for a good time. Yet they get "home sick" before the mission ends, and that's just touching down for less than an hour on minmus, so its almost a complete non stop flight, which seems just ridiculous to me. I've lived in cramped quarters for months before out at sea, which ultimately is the same thing this system is trying to simulate. Yes its uncomfortable, yes it isn't very pleasant, but to think I'd just up and "stop working" especially when that work brings me back home, is paying the bills, and is what I signed up for is ludicrous to a retarded level..

I get the "home sick" bit too, I actually like it, because it means you gotta either have a full fledged functioning "home" like base with everything, and or rotate kerbals out, which is realitsic, but that should take a year minimum, not days. Again you're an astronaut, you signed up for this.. Don't start complaining now... Otherwise I like everything else this mod does, and how it does it, but the balance seems to be geared more towards "lets make this challenging to a ludicrously unrealistic level". Are there anyplaces to mod, alter, or adjust the stats?

 

To put things into perspective, a Submarine can and will stay submerged sometimes for up to 90 days. 3+ months, and I've heard of submarines staying submerged for longer during practices. These are EXTREMELY cramped and tight quarters which hundreds of men are sharing for over 3 months sometimes.. So again the "habitation" and "homesickness" thing is just... ridiculous to me..

Edited by LadyAthena
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27 minutes ago, LadyAthena said:

I'm wondering if there is a way to remove the "habitation" requirements, or adjust them at all, as even flying 2 kerbals to Minmus requires a monster spaceship just to deal with the habitation alone. a 2man pod + 4 man living quarters for just 2 kerbals, which should allow them to live comfortably for a good time. Yet they get "home sick" before the mission ends, and that's just touching down for less than an hour on minmus, so its almost a complete non stop flight, which seems just ridiculous to me. I've lived in cramped quarters for months before out at sea, which ultimately is the same thing this system is trying to simulate. Yes its uncomfortable, yes it isn't very pleasant, but to think I'd just up and "stop working" especially when that work brings me back home, is paying the bills, and is what I signed up for is ludicrous to a retarded level..

I get the "home sick" bit too, I actually like it, because it means you gotta either have a full fledged functioning "home" like base with everything, and or rotate kerbals out, which is realitsic, but that should take a year minimum, not days. Again you're an astronaut, you signed up for this.. Don't start complaining now... Otherwise I like everything else this mod does, and how it does it, but the balance seems to be geared more towards "lets make this challenging to a ludicrously unrealistic level". Are there anyplaces to mod, alter, or adjust the stats?

 

To put things into perspective, a Submarine can and will stay submerged sometimes for up to 90 days. 3+ months, and I've heard of submarines staying submerged for longer during practices. These are EXTREMELY cramped and tight quarters which hundreds of men are sharing for over 3 months sometimes.. So again the "habitation" and "homesickness" thing is just... ridiculous to me..

I would like to see a few changes:

1)  The higher the Kerbal's level the longer they should be willing to be on a mission.

2)  The submarine has a lot of people--I think that matters.  The more Kerbals around the longer they should accept the situation.

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36 minutes ago, LadyAthena said:

I'm wondering if there is a way to remove the "habitation" requirements, or adjust them at all, as even flying 2 kerbals to Minmus requires a monster spaceship just to deal with the habitation alone.

When you first load the save, you should be at the over view where you see the VAB and all your buildings. Look at the icons on the lower right of the screen.Should be a green square cube that you can click on and pull up the life support setup. You can adjust the setting to your liking.

Also if you hit the escape key, click on settings. Then click on the "Difficulty Options" just above audio volume. You should see a list of mods, select "Kolonization" if installed for some additional options.

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28 minutes ago, Barar said:

When you first load the save, you should be at the over view where you see the VAB and all your buildings. Look at the icons on the lower right of the screen.Should be a green square cube that you can click on and pull up the life support setup. You can adjust the setting to your liking.

Also if you hit the escape key, click on settings. Then click on the "Difficulty Options" just above audio volume. You should see a list of mods, select "Kolonization" if installed for some additional options.

 

Oh wow thank you! I clicked on that button in other screens, but never the base etc. I don't know how I missed it.

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19 minutes ago, AmpCat said:

Anyone else running into the filtering problem I mentioned above? Or does no one use those filters?

I use them, just looking at the life support mod. Don't see anything in USI Lifesupport that could be causing it, but I do manually install my USI mods and not through CKAN. Did install Community Category Kit through CKAN though. Currently have over 130+ mods running and don't experience this issue so would be nice to see your logs firsthand. If I know what you have, I may be able to run a quick build.

If you could give your output_log.txt and the KSP.log I may be able to find an issue. See below

The Logs
These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file(i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log:

  • Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) or %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt

Longer version below.

 

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7 minutes ago, Barar said:

I use them, just looking at the life support mod. Don't see anything in USI Lifesupport that could be causing it, but I do manually install my USI mods and not through CKAN. Did install Community Category Kit through CKAN though. Currently have over 130+ mods running and don't experience this issue so would be nice to see your logs firsthand. If I know what you have, I may be able to run a quick build.

If you could give your output_log.txt and the KSP.log I may be able to find an issue. See below

The Logs
These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file(i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log:

  • Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) or %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt

Longer version below.

 

I'd love to share them. I've been having this problem for a long time, though I do install through CKAN. If that's the issue, I don't mind installing it by hand. I'll give that a shot.

Let me get them uploaded, and I'll link it.

Here it is: Error logs

Edited by AmpCat
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