joynerm Posted February 20, 2023 Share Posted February 20, 2023 Hey @RoverDude, I currently use USI Kolonization Systems, exploration pack, core and tools but I have TAC Life Support. There are some parts from USI Life Support that I want to be able to use (preferably I would just switch to USI LS instead but I have ships out that would end up with missing parts/get deleted), so would I be able to just pull the files for those parts over to the MKS folder or can they only be used with USI LS? Thanks in advance! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 20, 2023 Author Share Posted February 20, 2023 42 minutes ago, joynerm said: Hey @RoverDude, I currently use USI Kolonization Systems, exploration pack, core and tools but I have TAC Life Support. There are some parts from USI Life Support that I want to be able to use (preferably I would just switch to USI LS instead but I have ships out that would end up with missing parts/get deleted), so would I be able to just pull the files for those parts over to the MKS folder or can they only be used with USI LS? Thanks in advance! Not enough info unfortunately. They aren't going to work with TAC-LS without a config Quote Link to comment Share on other sites More sharing options...
Wurmi Posted March 2, 2023 Share Posted March 2, 2023 (edited) For me the latest version of this mod is broken for KSP 1.12.5. When starting a fresh game it just show a blank window in the KSC and spam NullReferenceException. What i tried: Verify game files via steam. Make a complete fresh install of KSP Only install USI Life Support and its dependencies via CKAN. But i still get a blank page and NullReferenceExcpetions. Here is a log file with the errors: https://drive.google.com/file/d/1NUHwyiqIT89NJsnRX25H_KpCIvdJj0dZ/view?usp=sharing Edit: OK, digging in the topic i found a solution to this problem. It seems this old bug is still persistent and a change to VAB first fix it. On 2/24/2019 at 12:23 AM, Cruesoe said: The blank window is the options. There is a small bug that sometimes it's blank. Open the cube icon in the Space Center view, then the VAB and then the Space Center again. That works for me. Habitation is off by default. Edited March 2, 2023 by Wurmi Quote Link to comment Share on other sites More sharing options...
Siphon Posted April 6, 2023 Share Posted April 6, 2023 (edited) Is there a way to increase the scale of the mod's UI? (text is hard to read) Edited April 7, 2023 by Siphon Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 8, 2023 Share Posted April 8, 2023 On 4/6/2023 at 3:37 AM, Siphon said: Is there a way to increase the scale of the mod's UI? (text is hard to read) Sadly there is not. I'd like that as well, it's hard on the eyes though not as bad as some other mods (cough KCT cough). Quote Link to comment Share on other sites More sharing options...
kurgut Posted June 5, 2023 Share Posted June 5, 2023 (edited) Hi, Just leaving this as reference for other people. I made this simple patch (directly inspired by TACls), which adds some supplies to all manned command pods. Amount also scales with crewcapacity. Amount given provides 1 day of supplies, you can change the value if you want more. (PS: don't mind the fact that I have tac on the screenshot, was just testing stuff around) @PART[*]:HAS[#CrewCapacity[>0],@MODULE[ModuleCommand]:HAS[#minimumCrew[>0]],!RESOURCE[Supplies]]:FINAL { RESOURCE { name = Supplies amount = 15 maxAmount = 15 @amount *= #$/CrewCapacity$ @maxAmount *= #$/CrewCapacity$ } RESOURCE { name = Mulch amount = 0 maxAmount = 15 @maxAmount *= #$/CrewCapacity$ } } Peace Edited June 6, 2023 by kurgut Quote Link to comment Share on other sites More sharing options...
dlrk Posted June 27, 2023 Share Posted June 27, 2023 Is the life support window supposed to stick at 0 time remaining + 15 days (green) when supplies are exhausted but an agricultural module is running? Quote Link to comment Share on other sites More sharing options...
minkar81002 Posted August 16, 2023 Share Posted August 16, 2023 (edited) Bug report 1 Description: The amount of electric charge used per second is 1,000 times too low when the time-warp is set to 1,000x, it is 10,000x too low when the time-warp is set to 10,000x, and it is 100,000x too low when the time-warp is set to 100,000x. Expected behavior: Electric charge use by Kerbals should scale linearly with time-warp instead of suddenly becoming negligible at time-warp of 1,000x and higher. How to replicate: Increase the time warp to at least 1,000x in USI-LS version 112.0.1, and when the craft is loaded. EDIT: I found out on page 218 that this behavior is caused by the stock game in order to prevent batteries from discharging in a single tick. The behavior is not seen when the craft is unloaded, such as in the Tracking Station. Bug report 2 Description: Kerbals use electric charge even when supplies are at 0. Expected behavior: According to the wiki, Kerbals are not supposed to use any electric charge when they have no supplies. How to replicate: Have at least 1 Kerbal in a craft and have 0 supplies (starving). Edited August 16, 2023 by minkar81002 Quote Link to comment Share on other sites More sharing options...
RiceCakes85 Posted October 28, 2023 Share Posted October 28, 2023 Trying to troubleshoot my mod install, currently have a clean install with just USI mods. On certain parts I get recipe: ???. Cant find any info out there on this. Any guidance is appreciated! Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 28, 2023 Share Posted October 28, 2023 8 hours ago, RiceCakes85 said: Trying to troubleshoot my mod install, currently have a clean install with just USI mods. On certain parts I get recipe: ???. Cant find any info out there on this. Any guidance is appreciated! How did you install the mods, with CKAN or manually? If manually, are you sure you have included all of the dependencies? Which USI mods exactly? Which version of KSP? Read this topic on how to report problems. Your following its guidance will help others assist you. Quote Link to comment Share on other sites More sharing options...
RiceCakes85 Posted October 29, 2023 Share Posted October 29, 2023 5 hours ago, Brigadier said: How did you install the mods, with CKAN or manually? If manually, are you sure you have included all of the dependencies? Which USI mods exactly? Which version of KSP? Read this topic on how to report problems. Your following its guidance will help others assist you. I did an isolated test to check. Going through the code, I *think* it has to do with using the same bayID reference in MKS and USI_LS, as well as the right click menu not properly updating in the VAB. As soon as I go to flight, it goes away. The right click menu also doesn't update for the resource converters. I chased it for a little bit, but I didn't get very far with it and decided it was harmless enough to stop losing sanity over. Quote Link to comment Share on other sites More sharing options...
Shoey Posted December 26, 2023 Share Posted December 26, 2023 If I can make a suggestion, making it so that when EC/supplies run out it'll recheck the vessel to see if there are any present then update the counter would be great. As it stands you kind of just have to give long term vessels (bases/stations/etc) a lot of excess supply storage or switch to them frequently. Something that would probably be simpler but equally helpful (albeit usable for cheating) is just a debug option to make EC and supplies last indefinitely on a given vessel, that way you can still have to be constrained by life support on short term craft but can set aside your bases for months/years at a time. Quote Link to comment Share on other sites More sharing options...
a2soup4 Posted May 31 Share Posted May 31 I think there is a mistake in how this mod currently implements Habitation. All the documentation in the GitHub Wiki suggests that @RoverDude intends a Kerbal-Month to represent 30 Kerbin days, or 180 hours. For example: Quote Habitation is calculated in Kerbal-Months. A part with 1 Kerbal-Month will rather obviously support a single kerbal for one month, or 30 days. Please note this is for Kerbin days. You can also think of one Kerbal-Month as 180 hours. However, a Kerbin month is set as equal to one revolution of the Mun, which is 38.6 hours or ~6.43 Kerbin days, not 30 Kerbin days. See the Time page of the KSP wiki: Quote A solar Kerbin day is 6 hours long, the Mun has an orbital period of 38.6 hours which defines a Kerbin month, and Kerbin has an orbital period of 2556.5 hours which defines a Kerbin year. The result is that a single-seat pod, which defaults to 0.25 Kerbal-Months of habitation, provides only 0.25*38.6 = 9.65 hours of Habitation. This is documented in the wiki as one Kerbin week (I guess because Earth months are ~4 weeks long), but actually only represents 1.6 Kerbin days. It seems to me that all the Habitation values are currently less that 1/4 of what RoverDude intends due to this (very understandable) confusion. This does not affect Supplies, EC, or EVA time because those are all handled in seconds instead of Kerbal-Months. My suggestion is to either change to Habitation to work in seconds to avoid the vicissitudes of Kerbin time, or to change the number of Kerbal-Months of Habitation provided by each seat so that seats provide 7 Kerbin days (RoverDude's understanding of 0.25 Kerbin months) instead of 1.6 Kerbin days. Quote Link to comment Share on other sites More sharing options...
ttikkoo Posted May 31 Share Posted May 31 (edited) 1 hour ago, a2soup4 said: I think there is a mistake in how this mod currently implements Habitation. All the documentation in the GitHub Wiki suggests that @RoverDude intends a Kerbal-Month to represent 30 Kerbin days, or 180 hours. For example: However, a Kerbin month is set as equal to one revolution of the Mun, which is 38.6 hours or ~6.43 Kerbin days, not 30 Kerbin days. See the Time page of the KSP wiki: The result is that a single-seat pod, which defaults to 0.25 Kerbal-Months of habitation, provides only 0.25*38.6 = 9.65 hours of Habitation. This is documented in the wiki as one Kerbin week (I guess because Earth months are ~4 weeks long), but actually only represents 1.6 Kerbin days. It seems to me that all the Habitation values are currently less that 1/4 of what RoverDude intends due to this (very understandable) confusion. This does not affect Supplies, EC, or EVA time because those are all handled in seconds instead of Kerbal-Months. My suggestion is to either change to Habitation to work in seconds to avoid the vicissitudes of Kerbin time, or to change the number of Kerbal-Months of Habitation provided by each seat so that seats provide 7 Kerbin days (RoverDude's understanding of 0.25 Kerbin months) instead of 1.6 Kerbin days. In my save the Mk-1 Command Pod has a habitation time as per the USI-LS wiki: 7d3h (~1 week, ~0.25 months) and not 9.65 hours.. This is a configurable value, maybe your "Hab Months" is set to 0.0625? : Or it could you have a planet mod that's change the size of the solar system and therefore affected the hours per day? In any case, if you feel your habitation times are a quarter of what they should be, you could just multiply your Hab Months value by 4. Edited May 31 by ttikkoo Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted June 7 Share Posted June 7 I'm building a vehicle and the hab/supply numbers in the vehicle assembly building show this: ....but on the launch pad I see this: Any ideas what's causing the differential? I've been away for a long time again but I don't remember having a problem of in flight hab and supplies being half of what the VAB shows. Quote Link to comment Share on other sites More sharing options...
shifty803 Posted June 19 Share Posted June 19 (edited) On 10/28/2023 at 10:12 AM, RiceCakes85 said: Trying to troubleshoot my mod install, currently have a clean install with just USI mods. On certain parts I get recipe: ???. Cant find any info out there on this. Any guidance is appreciated! I have the same issue. The files LSModule.cfg and /Patches/StockTweaks.cfg are redundant, first of all. In my install, this results in duplication of the life support functions and two entries for "Bay 1". Some of the parts, like the radial recycler, also show recipe: ??? in some cases. I have fiddled with the code and cannot resolve this entirely. That could be related to my use of SimpleConstuction similar to the MKS you mentioned. Duplication of the "bay" functions is solved by deleting LSModule.cfg. I am not sure why the dev has two of the same sets of commands. Hopefully I am not breaking anything by doing so, but it seems to work properly so far. Note that this happens whether I use ckan or manually from github, since I assume it is the same package. Edited June 19 by shifty803 adding info Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted July 6 Share Posted July 6 Can we disable all aspects of the mod except for the 0.01 EC / s for every kerbal on board? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 6 Share Posted July 6 3 hours ago, mateusviccari said: Can we disable all aspects of the mod except for the 0.01 EC / s for every kerbal on board? Click the green sugar cube in the KSC scene to open the control panel. You might like what you see. Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted July 6 Share Posted July 6 2 minutes ago, JadeOfMaar said: Click the green sugar cube in the KSC scene to open the control panel. You might like what you see. Yeah I noticed I could change the values but for some reason the "Supplies" input lets me set it to 0, but it will revert to the default 0.005 after loading the game. The other inputs allow setting to 0, I thought this could be a hard limitation to prevent from disabling a core aspect of the mod or smth Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 6 Share Posted July 6 3 minutes ago, mateusviccari said: Yeah I noticed I could change the values but for some reason the "Supplies" input lets me set it to 0, but it will revert to the default 0.005 after loading the game. The other inputs allow setting to 0, I thought this could be a hard limitation to prevent from disabling a core aspect of the mod or smth Dealing with food is a core aspect because that's the primary interpretation of the term "life support" in KSP mods. Civilization didn't always have the convenience of electricity but life itself always depends on food. An input field in a game doesn't have much need to have validation abilities but clearly there's a hardcoded minimum value (it can probably be lower and more precise but just can't be zero) so maybe you could get away with that and happily carry less Supplies with less worries. Quote Link to comment Share on other sites More sharing options...
arbsoup Posted July 7 Share Posted July 7 (edited) Hi all. Just made my account since I've been doing a few things on Github lately and figured I should have a second point of contact. I've created a PR that implements a suggestion from back in 2017 about reorganizing hab/home time to be less confusing with Kerbals entering and exiting ships; it's available here, though I haven't posted a compiled version since I'm not sure it's okay to do that without the original author's permission. Also, 6 hours ago, mateusviccari said: Yeah I noticed I could change the values but for some reason the "Supplies" input lets me set it to 0, but it will revert to the default 0.005 after loading the game. The other inputs allow setting to 0, I thought this could be a hard limitation to prevent from disabling a core aspect of the mod or smth For now you can type 0.00000001 (the box allows up to ten characters), which causes a Kerbal to consume 1 Supply every ~10 Kerbin years, which should be plenty slow enough that you can put one tiny canister on each of your ships and then stop worrying. Edited July 7 by arbsoup was wrong about this Quote Link to comment Share on other sites More sharing options...
BasilTBL Posted July 21 Share Posted July 21 (edited) When I open the config menu in-game it's just empty, I've disabled all my other mods and even reinstalled it. Still doesn't work. https://imgur.com/a/ZbAjRjh edit: fixes itself after spawning in a craft and going back to space center Edited July 21 by BasilTBL Quote Link to comment Share on other sites More sharing options...
axsquareplusbxplusc Posted November 9 Share Posted November 9 just want to ask why is the "Ranger" argricaultrial modual transfer rate so low?, it is only 1.25% load I am currently landed on kerbin for testing and there are at least one 5 star scientist onboard, with 68000 fertilizer, 7200 supply and enough electricity not only this modual but also the 3.75m cylinder type argricultrial modual also encounter the same problem Quote Link to comment Share on other sites More sharing options...
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