notthebobo Posted July 3, 2020 Share Posted July 3, 2020 @SkiRich, start with the USI-LS Wiki. Once you get the basics, look into the MKS parts (also by Roverdude) and the Wiki that goes with it. Quote Link to comment Share on other sites More sharing options...
star_krafter Posted July 14, 2020 Share Posted July 14, 2020 When will you make a 1.9 version. Just curious. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted July 14, 2020 Share Posted July 14, 2020 10 minutes ago, star_krafter said: When will you make a 1.9 version. Just curious. Curiosity killed the cat. Take a few seconds to just check even one page back and you would have had your answer without needing to post Quote Link to comment Share on other sites More sharing options...
SkiRich Posted July 14, 2020 Share Posted July 14, 2020 On 6/11/2020 at 3:57 AM, Yuri kagarin56 said: Hmmm having some trouble for some reason my life support might be bugged? Ive got a mission to duna with enough fertilizer for a few years running 4 nom-o-matics 5000 for a crew of 3 kerbals, my supplies drained down to zero and is now stuck at 00H:00M:00S but it wont run out? My agroponics are consuming mulch and fertilizer but they are not producing supplies, my supplies sit down at zero and do not move. Am I missing something? Screenshot provided. What is that wonderful golf ball texture part at the end of your craft? Quote Link to comment Share on other sites More sharing options...
TBenz Posted July 14, 2020 Share Posted July 14, 2020 (edited) 15 minutes ago, SkiRich said: What is that wonderful golf ball texture part at the end of your craft? Looks like a H2 tank from Cryo Tanks. It usually just comes bundled with Kerbal Atomics or Cryogenic Engines (the tanks aren't worth much without engines to use their fuel). Edited July 14, 2020 by TBenz Added reference to Cryogenic Engines Quote Link to comment Share on other sites More sharing options...
Emperor of Ilve Posted July 17, 2020 Share Posted July 17, 2020 Is there anyone working on a 1.10 version for this mod? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 18, 2020 Author Share Posted July 18, 2020 4 hours ago, Emperor of Ilve said: Is there anyone working on a 1.10 version for this mod? Current version should work fine in 1.10 Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted July 18, 2020 Share Posted July 18, 2020 On 6/14/2020 at 7:57 AM, Tonka Crash said: The current version works fine in 1.9 And has this been tested in 1.10? (Since I fond that it works in 1.9 and 1.9.1) Space_Coyote Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted July 18, 2020 Share Posted July 18, 2020 (edited) 11 minutes ago, Space_Coyote said: And has this been tested in 1.10? (Since I fond that it works in 1.9 and 1.9.1) Space_Coyote Well since you quoted a month old post of mine for some reason, I didn't really see anything obviously wrong. No errors are thrown in the logs, but I didn't spend time investigating whether or not this was really working. It was a low priority compared to the mods I had that were throwing exceptions and errors. I only spent a couple hours in 1.10 in my modded install before reverting to 1.9.1. Too many other mods I rely on have showstopping issues. (ReStock, NFLV, KIS, Extraplanetary Launchpads) Until these are patched, it's not worth it to me to play with 1.10. Edited July 18, 2020 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
releansol Posted August 10, 2020 Share Posted August 10, 2020 (edited) Ressource Transfer Bug in 1.10. is the same as Stock "Fuel-Transfer-Bug". Anybody can cofirm oder am I the only one? Edited August 10, 2020 by releansol Quote Link to comment Share on other sites More sharing options...
SilentWindOfDoom Posted August 15, 2020 Share Posted August 15, 2020 Hello friends, intermittent KSP player here. I have a ton of mods installed, including Kolonization and USI. I wanted to do a sanity check before I continue. With a full Mark 1-3 command pod I get 7 days of Habitation time. I was shocked that when I added a hitchhiker the habitation increases to 227 days, that seems a little much, but is it correct? If it is, what would be the best way to make it more difficult? I thought to adjust the hab multiplier but it won't accept a value under 1, thank you in advance. Quote Link to comment Share on other sites More sharing options...
jan Melantu Posted August 21, 2020 Share Posted August 21, 2020 (edited) On 8/15/2020 at 12:14 PM, SilentWindOfDoom said: With a full Mark 1-3 command pod I get 7 days of Habitation time. I was shocked that when I added a hitchhiker the habitation increases to 227 days, that seems a little much, but is it correct? That seems right. An empty hitchhiker is a lot of space for a few Kerbals. As long as you keep it supplied, it's analagous Small space stations like Salyut. Plus, a Kerbin Day is 1/4th the length of a human day. It's more like 50ish days Edited August 21, 2020 by jan Melantu Quote Link to comment Share on other sites More sharing options...
SilentWindOfDoom Posted August 22, 2020 Share Posted August 22, 2020 On 8/21/2020 at 5:19 AM, jan Melantu said: That seems right. An empty hitchhiker is a lot of space for a few Kerbals. As long as you keep it supplied, it's analagous Small space stations like Salyut. Plus, a Kerbin Day is 1/4th the length of a human day. It's more like 50ish days Thank you for the answer, I thought something was broken. Perhaps I'll try to mod it down later, but this gives me some peace of mind. Quote Link to comment Share on other sites More sharing options...
enewmen Posted August 27, 2020 Share Posted August 27, 2020 On 7/18/2020 at 10:29 AM, RoverDude said: Current version should work fine in 1.10 Awesome! Like many people, it is difficult for me to play KSP without USI Life Support and other USI mods. Life support adds a lot of realism. KSP 2.0 stock must/should have some form of life support as well. On 8/16/2020 at 12:14 AM, SilentWindOfDoom said: Hello friends, intermittent KSP player here. I have a ton of mods installed, including Kolonization and USI. I wanted to do a sanity check before I continue. With a full Mark 1-3 command pod I get 7 days of Habitation time. I was shocked that when I added a hitchhiker the habitation increases to 227 days, that seems a little much, but is it correct? If it is, what would be the best way to make it more difficult? I thought to adjust the hab multiplier but it won't accept a value under 1, thank you in advance. The hitchhiker habitation is made for habitation while the command pod is not made for habitation. The hitchhiker is also made for 4 kerbals, so if you divide by 4, you get about 56 days which I think is closer to what you are looking for. Quote Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted September 4, 2020 Share Posted September 4, 2020 Ran into another problem here Im hoping someone can offer some help on. My Duna ship for my current mission has around four years of hab time. All's well for the journey out to duna. However as soon as I move all kerbals into the lander and push away from the ship undocked in a command module rated for 9 days of hab time my non pilot kerbals IMMEDIATELY go homesick and the pilots go into 8 days fine. Im wondering what the heck might be causing this? Ive had no trouble in the past with this sort of thing they always get the full hab time from the lander and are able to operate. As of right now Ive had to close down the game because I cannot accomplish any landings. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 4, 2020 Author Share Posted September 4, 2020 hmmmm... Got no easy answers, if you can revert the save and show me the pre-undock stats that would be good. Other things: 1. Make sure Hab is turned ON for the parts. It is off by default. 2. Make sure you have no EC issues. 3. EVA/Board the kerbals - that can sometimes help clear the vessel cache USI-LS uses. Quote Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted September 4, 2020 Share Posted September 4, 2020 Alright so I redocked, and undocked to no change, I also redocked then rebooted the game and for some reason when I undocked after that the hab time properly reset. So everything is good, an odd little issue though. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted September 8, 2020 Share Posted September 8, 2020 There's some problem with teh conversion ratio of agroponics. The mulch + fertizilizer are not corectly converted back to supplies. The mulch keeps acumulating, even though the supplies are also acumulating. I eventualy end up with both the suplies adn much stocks full. I have noticed this while using the no-o-matic 5000, but also saw this happen to other agroponics parts. ksp 1.9.1. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 8, 2020 Author Share Posted September 8, 2020 Just now, Nicky21 said: There's some problem with teh conversion ratio of agroponics. The mulch + fertizilizer are not corectly converted back to supplies. The mulch keeps acumulating, even though the supplies are also acumulating. I eventualy end up with both the suplies adn much stocks full. I have noticed this while using the no-o-matic 5000, but also saw this happen to other agroponics parts. ksp 1.9.1. How many Kerbals? Because those formulas have not changed in ages, and the whole operation is mass neutral, so if your supplies and mulch are full then you must have a bunch of remaining fertilizer somewhere. And I assume only USI parts involved correct? Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted September 9, 2020 Share Posted September 9, 2020 17 hours ago, RoverDude said: How many Kerbals? Because those formulas have not changed in ages, and the whole operation is mass neutral, so if your supplies and mulch are full then you must have a bunch of remaining fertilizer somewhere. And I assume only USI parts involved correct? 2 kerbals, 3 nom-omatics 5000 slightly tweakscaled up, 1 opt recycler (60%). Tons of other mods. I'll try to catch it red handed and post a picture and the log. Any other files you need? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 9, 2020 Author Share Posted September 9, 2020 Yeah once you are in mod land beyond the ones I support, I can't really provide any guidance. I do provide specific formula guidelines, but if you are not remaining 100% mass neutral, then there's a bad config in a non-USI mod somewhere. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted September 11, 2020 Share Posted September 11, 2020 My bad math. The extra mulch i was noticins was compensated by missing fertilizer. Quote Link to comment Share on other sites More sharing options...
funkcanna Posted September 12, 2020 Share Posted September 12, 2020 Hi, whenever I open the Life SUpport Setup page from the main base screen, I get endless exceptions. In the console it just says: Exception NullReferenceException Object Reference Not Set to an instance of an object. Ive never had this issue before. Quote Link to comment Share on other sites More sharing options...
coyotesfrontier Posted September 12, 2020 Share Posted September 12, 2020 Is there any reason why the EVA time is so low at 1 hour, when most real life spacewalks are much longer? Especially considering it's the same even with the Kerbal's helmet off. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted September 19, 2020 Share Posted September 19, 2020 Tweakscale no longer works on the agroponics modules. I quickly tested it by scaled an nom-o-matic 5000 to 2.5m and it produces teh same amount of supplies as the .625 version. Quote Link to comment Share on other sites More sharing options...
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