Grimmas Posted May 6, 2022 Share Posted May 6, 2022 26 minutes ago, modus said: Except there aren't that many bugs It's more like blunt release. I was just trying to explain the concept in general lol. There are a few bugs that I encountered in USI but nothing earth-shaking. Quote Link to comment Share on other sites More sharing options...
modus Posted May 6, 2022 Share Posted May 6, 2022 Yeah I got that. Just think it's funny it's called bleeding edge when it's quite stable Quote Link to comment Share on other sites More sharing options...
ArthritisGuy Posted May 6, 2022 Share Posted May 6, 2022 (edited) Alrighty Kerbonauts, I have a issue installing. Prepare for a shoddy video of how my stuff is organized! https://streamable.com/aqq2rr sorry that's the best I could do lol There is ZERO Life-support. Issue: Monitoring is nonexistent, I have the parts. For MKS/OKS I have similar issues, where it fails to consume resources. I'll attempt to get you a picture. Although the second I open KSP now, its gonna work, I guarantee you lmao. Edit: https://imgur.com/a/QweUWQV It did not work, attempting combined release Edited May 6, 2022 by ArthritisGuy It did not work as planned. Quote Link to comment Share on other sites More sharing options...
DoktorKrogg Posted May 6, 2022 Share Posted May 6, 2022 The idea behind "bleeding edge" is that it will always be the "newest" version of USI with previews of new parts and features we're working on. Some of those parts and features may end up getting cut and never make it into an official release though. So, use at your own risk. But as @modus pointed out, the current bleeding edge is fairly stable at this point. It's likely to be the last bleeding edge release before the next official release. I think there are a couple untextured models that we'll pull out temporarily when we do the next official release but otherwise nothing major should change. We'll probably put the untextured models back in after that and do a fresh "bleeding edge" for anyone who may have been using the untextured parts. Quote Link to comment Share on other sites More sharing options...
Tiffany Darling Posted May 28, 2022 Share Posted May 28, 2022 is the USI life support mod still allowed to be downloaded? when i click on the link on the top page it takes me to a blank github page that says there's no releases. am i supposed to go to another tab on the page or the tags section? or am i supposed to go to the "forked from UmbraSpaceIndustries/USI-LS" link instead? where do i go to get the latest release? Quote Link to comment Share on other sites More sharing options...
modus Posted May 28, 2022 Share Posted May 28, 2022 As mentioned many times in this, and other USI-MKS threads: https://github.com/UmbraSpaceIndustries/USI-LS/releases Quote Link to comment Share on other sites More sharing options...
Tiffany Darling Posted May 28, 2022 Share Posted May 28, 2022 1 hour ago, modus said: As mentioned many times in this, and other USI-MKS threads: https://github.com/UmbraSpaceIndustries/USI-LS/releases ah yeah thanks, sorry about that y'all could probably do with updating the top post or something because that's hard to find in 225 pages, sorry if i overstepped the boundaries by asking though Quote Link to comment Share on other sites More sharing options...
Grimmas Posted May 29, 2022 Share Posted May 29, 2022 3 hours ago, Tiffany Darling said: ah yeah thanks, sorry about that y'all could probably do with updating the top post or something because that's hard to find in 225 pages, sorry if i overstepped the boundaries by asking though It's a fair question IMHO as most of the links for USI mods on the forum threads are outdated and have been for years. I know @RoverDude is planning another release of all the USI mods soon (tm), hopefully he'll update the links as well. *hint hint* ;-) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 29, 2022 Author Share Posted May 29, 2022 10 hours ago, Grimmas said: It's a fair question IMHO as most of the links for USI mods on the forum threads are outdated and have been for years. I know @RoverDude is planning another release of all the USI mods soon (tm), hopefully he'll update the links as well. *hint hint* ;-) Actually, we're going to be packaging the official 1.12.x releases and do a once over of all of the threads today/tomorrow. So that should end those questions Quote Link to comment Share on other sites More sharing options...
modus Posted May 29, 2022 Share Posted May 29, 2022 (edited) Nice. Also: so that's why I suddenly saw 2 new LS releases on github Edited May 29, 2022 by modus Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 30, 2022 Author Share Posted May 30, 2022 (edited) Version 112.0.1 of USI-LS has been released, and the thread has been updated to reflect the updated download location and KSP version supported. CKAN should also be catching up for those of you who use it. You can also nab the latest release here: https://github.com/UmbraSpaceIndustries/USI-LS/releases This is pretty much what was in the bleeding edge releases for 1.11, plus a few small tweaks. Barring any major issues, this is likely going to be the release we stick with for the foreseeable future, as @DoktorKrogg and I are both neck deep in a new indie game we're both working on So while we're totally still around and active in the forums and on the USI discord, I would not anticipate any major new USI releases, at least in the short term, though there are still a few major things we both want to knock out (including updating all of the wheels, and some other large system changes). Lastly, a couple of handy links. First, the discord server for all things USI (though this also covers our new game as well), and a reminder that I'll be doing a bunch of streaming around game dev (mostly the art side, so Blender, Substance, Unity, etc.). though it's going to be exclusively work on the new game, vs KSP stuff. Discord: https://discord.gg/FNBwUXRgX8 Twitch: https://www.twitch.tv/RoverDude Enjoy! And make sure to let us know if any bees got into the build process. If so, we'll do a fast follower in a week or two if necessary to update the releases. Edited May 30, 2022 by RoverDude Quote Link to comment Share on other sites More sharing options...
jd284 Posted June 26, 2022 Share Posted June 26, 2022 On 5/30/2022 at 2:58 AM, RoverDude said: Enjoy! And make sure to let us know if any bees got into the build process. If so, we'll do a fast follower in a week or two if necessary to update the releases. Thanks for the update! One minor bee, the stock MM patches are duplicated, in LSModule.cfg and Patches/StockTweaks.cfg. So they add their modules twice, however only one of them takes effect. But it messes up the calculations in the editor which considers both modules to be working. So presuming that the file in Patches is meant to be kept, deleting LSModule.cfg fixes the issue. Quote Link to comment Share on other sites More sharing options...
dlrk Posted August 27, 2022 Share Posted August 27, 2022 On 6/26/2022 at 6:58 AM, jd284 said: Thanks for the update! One minor bee, the stock MM patches are duplicated, in LSModule.cfg and Patches/StockTweaks.cfg. So they add their modules twice, however only one of them takes effect. But it messes up the calculations in the editor which considers both modules to be working. So presuming that the file in Patches is meant to be kept, deleting LSModule.cfg fixes the issue. Came here to say this @RoverDude Quote Link to comment Share on other sites More sharing options...
DoktorKrogg Posted August 29, 2022 Share Posted August 29, 2022 On 6/26/2022 at 6:58 AM, jd284 said: Thanks for the update! One minor bee, the stock MM patches are duplicated, in LSModule.cfg and Patches/StockTweaks.cfg. So they add their modules twice, however only one of them takes effect. But it messes up the calculations in the editor which considers both modules to be working. So presuming that the file in Patches is meant to be kept, deleting LSModule.cfg fixes the issue. Fixed in PR 313 Quote Link to comment Share on other sites More sharing options...
Brigadier Posted August 29, 2022 Share Posted August 29, 2022 (edited) 37 minutes ago, DoktorKrogg said: Fixed in PR 313 Until the PR is accepted, is the solution offered by jd284, above, the correct one? Never mind, I should have read the PR. Edited August 29, 2022 by Brigadier Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted August 31, 2022 Share Posted August 31, 2022 To continue on from the general thread.... about different kerbals popping into my craft. Not sure how this is related to USI LS, as it's not running out of supplies. The log posted earlier shows 3 kerbals in my ship but I had no one on board when launching (and all parts that can hold kerbals are empty after checking the "transfer crew" option). When I had normal crew and they were replaced by tourists, I still had LS supplies on board. link to log: http://dasher.nl/kerbal/log.zip Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 1, 2022 Author Share Posted September 1, 2022 2 hours ago, Jimbodiah said: To continue on from the general thread.... about different kerbals popping into my craft. Not sure how this is related to USI LS, as it's not running out of supplies. The log posted earlier shows 3 kerbals in my ship but I had no one on board when launching (and all parts that can hold kerbals are empty after checking the "transfer crew" option). When I had normal crew and they were replaced by tourists, I still had LS supplies on board. link to log: http://dasher.nl/kerbal/log.zip If you had nobody on board when launching and Kerbals suddenly appeared - that's not USI-LS. They probably went tourist (which IS USI-LS) because their initial state was not logged because of whatever made them magically appear post-launch. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted September 1, 2022 Share Posted September 1, 2022 https://tenor.com/search/mr-bean-magic-gifs Yeah, wasn't sure why the link was made to USI. Are similar issues know to LS mods? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 1, 2022 Author Share Posted September 1, 2022 5 minutes ago, Jimbodiah said: https://tenor.com/search/mr-bean-magic-gifs Yeah, wasn't sure why the link was made to USI. Are similar issues know to LS mods? Not that I am aware of. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted September 1, 2022 Share Posted September 1, 2022 Thanks for taking the time though! Quote Link to comment Share on other sites More sharing options...
RugPony Posted September 6, 2022 Share Posted September 6, 2022 Just coming back after a bit of a break. I am having a problem I don't remember from earlier versions. When my Kerbals leave the mother ship in a lander after making interplanetary transfer the Engineer and the Scientist both go to zero hab time while the Pilot gets the customary 7d grace period. Is this intended behavior? Quote Link to comment Share on other sites More sharing options...
Alioth81 Posted November 7, 2022 Share Posted November 7, 2022 Somehow supplies are not first used from tanks set to a higher flow priority but across all tanks equally. Do I need another setting besides flow priority for life support resources? Or maybe it not intended to work at all? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted November 7, 2022 Author Share Posted November 7, 2022 1 hour ago, Alioth81 said: Somehow supplies are not first used from tanks set to a higher flow priority but across all tanks equally. Do I need another setting besides flow priority for life support resources? Or maybe it not intended to work at all? The latter Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted December 18, 2022 Share Posted December 18, 2022 (edited) Quick question, How many days is one "kerbal-month"? If we divide the 426 day year into 12 sections, we get 35.5 days. Human months aren't all the same length, and we have less days/year compared to kerbals. Or is it the orbital period of the mun? Edited December 18, 2022 by SkyFall2489 Quote Link to comment Share on other sites More sharing options...
MalneyKerman Posted December 19, 2022 Share Posted December 19, 2022 3 hours ago, SkyFall2489 said: Quick question, How many days is one "kerbal-month"? If we divide the 426 day year into 12 sections, we get 35.5 days. Human months aren't all the same length, and we have less days/year compared to kerbals. Or is it the orbital period of the mun? The Kerbal month is 30 Kerbin days. So there are 426÷30=14.2 Kerbal months in a year. Quote Link to comment Share on other sites More sharing options...
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