Malcymalc Posted November 9, 2021 Share Posted November 9, 2021 Apologies if this is a dumb question but I'm just starting out with USI-LS. I have a small ship (Mk 1-3 Command Pod + Hitchhiker) crewed by Jeb and Bill. They carried some spare parts to my first space station, and took on some supplies (several of the small 100 NOMS packs stored in the inventory in both the Pod and Hitchhiker) brought up by a second vessel. Jeb and Bill then undocked and the life support screen said that they were starving - counting down with 14 days to go. Why can't they access the supply packs? Likewise, the life support screen for the station only seems to recognise the 300 supplies in the cupola command pod but not the 1000 or so supplies scattered around the station in inventory. Have I made some basic design mistake here? Quote Link to comment Share on other sites More sharing options...
Grimmas Posted November 9, 2021 Share Posted November 9, 2021 Wild guess but it sounds like you put some of those paks in the inventory slots. That's not how they are used. They are regular part items (like decouplers or heat shields) that you need to attach to your ship and fill with supplies. Quote Link to comment Share on other sites More sharing options...
Malcymalc Posted November 9, 2021 Share Posted November 9, 2021 36 minutes ago, Grimmas said: Wild guess but it sounds like you put some of those paks in the inventory slots. That's not how they are used. They are regular part items (like decouplers or heat shields) that you need to attach to your ship and fill with supplies. So I'd need to bring up umpteen bracket things and fit them with KIS? Oh joy! It does seem a bit counter-intuitive that a Kerbal can be sitting next to a container of supplies inside his ship and starve - but when the container is bolted onto the outside of his ship he can eat them... Quote Link to comment Share on other sites More sharing options...
Grimmas Posted November 9, 2021 Share Posted November 9, 2021 Well, no. Even if you bolt them on using KIS/KAS or the stock EVA constructions system you still won't get any supplies - just the empty containers, that you will then need to fill with supplies. To put it another way, what you brought with you are not supplies but empty cartons. They won't magically turn into supplies. even if you inflate them. Quote Link to comment Share on other sites More sharing options...
Malcymalc Posted November 10, 2021 Share Posted November 10, 2021 8 hours ago, Grimmas said: Well, no. Even if you bolt them on using KIS/KAS or the stock EVA constructions system you still won't get any supplies - just the empty containers, that you will then need to fill with supplies. To put it another way, what you brought with you are not supplies but empty cartons. They won't magically turn into supplies. even if you inflate them. Even better! Thanks for the explanation. I wasn't having a good evening last night as, once Jeb and Bill rendezvoused with the broken satellite, the spare parts showing in the "normal" inventory weren't appearing in the "KIS inventory" so I couldn't see any way to repair the satellite. For a mission intended to complete multiple contracts to fund an upgrade of the R&D it's turned into an expensive failure....At least I got to practice rendezvous and docking... Quote Link to comment Share on other sites More sharing options...
Grimmas Posted November 10, 2021 Share Posted November 10, 2021 And you also learned the hard way that the stock inventory and KIS inventory are mutually incompatible. In fact, unless you are using some other mod that depends on KIS/KAS, it is not a bad idea to get rid of KIS/KAS when playing KSP1 .12+ Quote Link to comment Share on other sites More sharing options...
RookFett Posted November 12, 2021 Share Posted November 12, 2021 Is there plans to allow the making of Glykerol in lifesupport for the freezer pods? Currently, the only way to get it is to add it in the build area. In some playthrough testing, once I am out in the black, unless I stored extra Glykerol, I am out of freeze juice with no way to make more. I have been playing around with cfgs and can have it working in Wolf, and using MKS items - (checking for USI-LS of course) - can add a PRR to Github Quote Link to comment Share on other sites More sharing options...
pmborg Posted November 12, 2021 Share Posted November 12, 2021 (edited) 36 minutes ago, RookFett said: Is there plans to allow the making of Glykerol in lifesupport for the freezer pods? Currently, the only way to get it is to add it in the build area. In some playthrough testing, once I am out in the black, unless I stored extra Glykerol, I am out of freeze juice with no way to make more. I have been playing around with cfgs and can have it working in Wolf, and using MKS items - (checking for USI-LS of course) - can add a PRR to Github Hello, I create a my own solution for this problem with this patch: Copy the content of, this zip to gamedata directory: https://www.dropbox.com/s/33ku5gqmutdzkt8/pmborg-multi-ISRU.zip?dl=1 Then let me know if you like it! Edited November 12, 2021 by pmborg Quote Link to comment Share on other sites More sharing options...
RookFett Posted November 15, 2021 Share Posted November 15, 2021 On 11/12/2021 at 4:18 PM, pmborg said: Hello, I create a my own solution for this problem with this patch: Copy the content of, this zip to gamedata directory: https://www.dropbox.com/s/33ku5gqmutdzkt8/pmborg-multi-ISRU.zip?dl=1 Then let me know if you like it! Looks good - but I was leaning more into using raw materials => Chemicals => Glykerol. Trying to keep it in the Wolf Realm of resources. But your example has given me some ideas - thanks! Quote Link to comment Share on other sites More sharing options...
releansol Posted January 1, 2022 Share Posted January 1, 2022 (edited) Where is the download link gone? got it..again, nevermind Edited January 1, 2022 by releansol stupid me Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted January 24, 2022 Share Posted January 24, 2022 I saw a mention of USI-LS having a "Deepfreeze" type of mechanic now. Is this true? I do not seem to see any part like this in my parts list. Granted I have not done extensive testing and research into this yet, as I am not even sure if it is true. I did not see it on an official posting by @RoverDude it was posted elsewhere. If this is the case however that would be nice to be able to remove that mod from my install and simplify things a bit more. Can anybody point me to an official post, or users guide, that talks about this if it is indeed part of USI-LS? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 24, 2022 Author Share Posted January 24, 2022 19 minutes ago, Bit Fiddler said: I saw a mention of USI-LS having a "Deepfreeze" type of mechanic now. Is this true? I do not seem to see any part like this in my parts list. Granted I have not done extensive testing and research into this yet, as I am not even sure if it is true. I did not see it on an official posting by @RoverDude it was posted elsewhere. If this is the case however that would be nice to be able to remove that mod from my install and simplify things a bit more. Can anybody point me to an official post, or users guide, that talks about this if it is indeed part of USI-LS? Yep - it's in the bleeding edge version - which is very stable despite the name https://github.com/UmbraSpaceIndustries/USI-LS/releases Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted January 24, 2022 Share Posted January 24, 2022 Ah cool, I just install from CKAN so I had not seen this version. Just in time as well, as I have started a new career game, and have not used any deepfreeze parts yet, so nothing will break by removing it. Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted February 1, 2022 Share Posted February 1, 2022 What would a command pod patch need to be compatable with USI-LS? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 1, 2022 Author Share Posted February 1, 2022 Just now, AtomicTech said: What would a command pod patch need to be compatable with USI-LS? Command pods are automatically compatible. If you want anything other than the basic crew space bonus that all parts with ModuleCommand get, you can look at the other stock patches included with the mod. Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted February 1, 2022 Share Posted February 1, 2022 5 minutes ago, RoverDude said: Command pods are automatically compatible. If you want anything other than the basic crew space bonus that all parts with ModuleCommand get, you can look at the other stock patches included with the mod. Thanks! I'm working on a USI-LS patch for Taerobee right now, so your help is greatly appreciated! Quote Link to comment Share on other sites More sharing options...
Watermel00n Posted February 1, 2022 Share Posted February 1, 2022 (edited) - Edited February 1, 2022 by Watermel00n realized it was the settings Quote Link to comment Share on other sites More sharing options...
mcbmaestro Posted February 10, 2022 Share Posted February 10, 2022 (edited) Hello, so I tried to read documentation on this mod wherever I could find it but I still have some questions for you all: 1)I tested out some hab parts and my 2-star Jeb had infinite hab but my 2-star Bill had 6 years. Both 2 star rank, both veteran Kerbals. Why did Bill have less hab time? 2)When it says the small recycler supports 1 Kerbal, is that literally one Kerbal or does it spread/average out the effect to all Kerbals aboard? 3)Do I need to land all my USI vehicles and dock them together or is there a proximity effect with the life support? Edited February 10, 2022 by mcbmaestro Quote Link to comment Share on other sites More sharing options...
Brigadier Posted February 10, 2022 Share Posted February 10, 2022 1 hour ago, mcbmaestro said: 1)I tested out some hab parts and my 2-star Jeb had infinite hab but my 2-star Bill had 6 years. Both 2 star rank, both veteran Kerbals. Why did Bill have less hab time? Pilots are a little special and get infinite hab earlier than the others (50 years??). I've forgotten the limit. 1 hour ago, mcbmaestro said: 2)When it says the small recycler supports 1 Kerbal, is that literally one Kerbal or does it spread/average out the effect to all Kerbals aboard? The quoted recycler reduction applies to the number of Kerbals listed. After that number, extra Kerbals do not receive the benefit. Add more or more powerful recyclers. 1 hour ago, mcbmaestro said: 3)Do I need to land all my USI vehicles and dock them together or is there a proximity effect with the life support? You don't need to dock them most of the time, but I'm unsure about this - does life support work on the 'nearby' principle? Someone else needs to answer this one. Quote Link to comment Share on other sites More sharing options...
modus Posted February 10, 2022 Share Posted February 10, 2022 Depends on what you call life support, for supplies you can be nearby and use logistics, for the hab stuff you have to be connected. Quote Link to comment Share on other sites More sharing options...
mcbmaestro Posted February 10, 2022 Share Posted February 10, 2022 (edited) 15 hours ago, modus said: Depends on what you call life support, for supplies you can be nearby and use logistics, for the hab stuff you have to be connected. Well I just did a test. I had a vehicle with supplies drive up to a vehicle with hab parts. At about 150m distance and lower, they both received the hab benefit but not the supply benefit. And you said I need logistics? What is the logistics aspect exactly? A logistic module or something? I found this explaining things but I'm still really struggling with it all. I just want to make sure my first science lab can get supplies if it runs out. Edited February 11, 2022 by mcbmaestro Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted February 11, 2022 Share Posted February 11, 2022 I have JNSQ installed, which changes kerbin to have a 12 hour day instead of the stock 6 hour day. Will this change anthing about USI-LS, or will the per-second rate stay the same? Will the timer window be accurate still? Quote Link to comment Share on other sites More sharing options...
mcbmaestro Posted February 11, 2022 Share Posted February 11, 2022 (edited) Ok, wait a minute am I entirely missing another mod here? Do I need the MKS Kolonization mod in order to transfer supplies? What if I just want to transfer the supplies with just USI Life Support? Then it has to be done manually? Edited February 11, 2022 by mcbmaestro Quote Link to comment Share on other sites More sharing options...
modus Posted February 11, 2022 Share Posted February 11, 2022 I'm not sure actually, never played LS without MKS Quote Link to comment Share on other sites More sharing options...
Friznit Posted February 11, 2022 Share Posted February 11, 2022 13 hours ago, mcbmaestro said: Ok, wait a minute am I entirely missing another mod here? Do I need the MKS Kolonization mod in order to transfer supplies? What if I just want to transfer the supplies with just USI Life Support? Then it has to be done manually? Correct. All the Logistics stuff is in MKS. If you're using Life Support on its own you will need to transfer the physical life support resources the same way as any resource in a stock game (e.g. ore). Without MKS, only the "habitation" mechanic shares magically between craft in close proximity. Quote Link to comment Share on other sites More sharing options...
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