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[1.12.x] USI Life Support


RoverDude

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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!

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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

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  • 2 weeks later...

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 by Wurmi
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  • 1 month later...
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).

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  • 1 month later...

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 *= #$/CrewCapacity$
    }
}

screenshot392.png

Peace

Edited by kurgut
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  • 4 weeks later...
  • 1 month later...

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 by minkar81002
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  • 2 months later...
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.

 

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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.  

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  • 1 month later...

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.

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  • 5 months later...

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.

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Posted (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..

uNA3tHp.png

This is a configurable value, maybe your "Hab Months" is set to 0.0625? 

ENJevxb.png:

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 by ttikkoo
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I'm building a vehicle and the hab/supply numbers in the vehicle assembly building show this:

oST3T5R.png

....but on the launch pad I see this:

HYbdIIQ.png

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.

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  • 2 weeks later...
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 by shifty803
adding info
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  • 3 weeks later...
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.

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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

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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.

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Posted (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 by arbsoup
was wrong about this
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  • 2 weeks later...
  • 3 months later...

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

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