RoverDude Posted June 21, 2016 Author Share Posted June 21, 2016 @Jim Starluck - see above RE the wiki (thanks for the reminder @Merkov . And look at your actual USI-LS settings in the space center view. The configs are only defaults. Quote Link to comment Share on other sites More sharing options...
Jim Starluck Posted June 21, 2016 Share Posted June 21, 2016 @RoverDude ...huh. Sure enough, "Mutiny" was turned on for non-vets on Hab expiration. I don't remember setting it that way.... does the mod adjust itself dynamically based on stock difficulty settings? Quote Link to comment Share on other sites More sharing options...
Gooner Posted June 21, 2016 Share Posted June 21, 2016 (edited) If using Rss with this mod do i need to change any values in the config file? atm i'm finding that my guys cant even make it too the moon and back without becoming a tourist (using a 1 seat landing pod). I'm also using the smurff mod maybe this changes the values for me? Edited June 21, 2016 by Gooner Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 21, 2016 Author Share Posted June 21, 2016 4 hours ago, Jim Starluck said: @RoverDude ...huh. Sure enough, "Mutiny" was turned on for non-vets on Hab expiration. I don't remember setting it that way.... does the mod adjust itself dynamically based on stock difficulty settings? No, it only sets the defaults once based on a compilation of all of the default configs. 1 hour ago, Gooner said: If using Rss with this mod do i need to change any values in the config file? atm i'm finding that my guys cant even make it too the moon and back without becoming a tourist (using a 1 seat landing pod). I'm also using the smurff mod maybe this changes the values for me? Add a recycler, or add in some supplies. There are no supplies built into the pod. Quote Link to comment Share on other sites More sharing options...
Gooner Posted June 21, 2016 Share Posted June 21, 2016 1 minute ago, RoverDude said: No, it only sets the defaults once based on a compilation of all of the default configs. Add a recycler, or add in some supplies. There are no supplies built into the pod. Supplys is not the issue as i added some already but habbitation seems the issue as there is nothing i can do but add more habitation modules which is fine but just for a moon mission seems overkill, and im worried that missions further then the moon would require too much habitaion as habitation configs are set for default sized kerbal solar system? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 21, 2016 Author Share Posted June 21, 2016 (edited) Then add more habitation - a hitchhiker would be ideal. I have no idea what your current travel time, Kerbal count, and vessel look like. Point of reference... and Apollo style mission with a Mk1-2 capsule and a Hitchhiker (to serve as the command module) and a three Kerbal crew gives me a hab time of over two years... (Well, those are six hour days - but even with 24 hour days we're still in the 6+ month range) Edited June 21, 2016 by RoverDude Quote Link to comment Share on other sites More sharing options...
Gooner Posted June 21, 2016 Share Posted June 21, 2016 I didnt use a habitation module just the mk1 capsule as i thought without going out of earths soi habitation wouldn't be an issue...... so theres my issue then Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 21, 2016 Author Share Posted June 21, 2016 (edited) Yeah... I don't think we would have gone to the moon in a Mercury capsule Edited June 21, 2016 by RoverDude Quote Link to comment Share on other sites More sharing options...
cantab Posted June 21, 2016 Share Posted June 21, 2016 On the other hand, doesn't three Kerbals in a 3-Kerb capsule have no more habitation time than one Kerbal in a 1-Kerb capsule? On an Apollo style mission USI-LS will count the lander as extra space, but even so I still wouldn't be surprised if you need to either change the timers or disable the hab feature to make it work. (I don't think living space was a high priority on the real Apollo program, and NASA probably would have gone for one-man missions if they'd thought it was safe.) It also would be warranted to sanity-check the values against what you get with a clean stock+USI-LS install, since other mods can bundle their own USI-LS configs and they could easily be overlooked. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 21, 2016 Author Share Posted June 21, 2016 Yep, same per Kerbal but note the addition of the Hitchhiker as the command module (I didn't even bother adding the lander). Note that the OP was trying to do an RSS lunar mission in what is essentially a Mercury capsule. Which makes sense. Quote Link to comment Share on other sites More sharing options...
ibanix Posted June 21, 2016 Share Posted June 21, 2016 The defaults are actually pretty generous - a month inside a a Mk1 capsule is pretty rough... Quote Link to comment Share on other sites More sharing options...
Gooner Posted June 21, 2016 Share Posted June 21, 2016 But remember in Rss a month is far longer than a kerbal month. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 21, 2016 Author Share Posted June 21, 2016 0.4.4 - (KSP 1.1.3) ------------------ Dependency Updates EC can now be configured independently of supplies. For existing saves, if you see any NaNs just open your config settings in the space center scene and save. EC stats are now displayed in flight New parts - inline NomOMatic and radial recycler The mini ISRU can now extract trace elements suitable for use as a fertilizer from Ore. Note that this is a very inefficient operation. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted June 21, 2016 Share Posted June 21, 2016 That was very fast update after release. Must have something with "inside intel" Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 22, 2016 Author Share Posted June 22, 2016 A bit Quote Link to comment Share on other sites More sharing options...
Kowgan Posted June 22, 2016 Share Posted June 22, 2016 (edited) Thank you for the update, RoverDude. Edited June 22, 2016 by Kowgan Quote Link to comment Share on other sites More sharing options...
Atlas2342 Posted June 22, 2016 Share Posted June 22, 2016 11 hours ago, RoverDude said: New parts - inline NomOMatic and radial recycler *fanboys internally* Quote Link to comment Share on other sites More sharing options...
Merkov Posted June 22, 2016 Share Posted June 22, 2016 That recycler looks really cool (says the guy who hasn't actually seen it yet, only looked at the config)! If I understand it right, it's only effective for one kerbal, but EC cost is 0.15 compared to 1 for the lab, and you get 60% efficiency! Cool! Quote Link to comment Share on other sites More sharing options...
invultri Posted June 23, 2016 Share Posted June 23, 2016 (edited) So I wondered if I could do a duna mission mid tech. The mission will have 6 kerbals, land in all the biomes and install a satellite network whilst there. Album in the spoiler. How do people manage the large dark times without the 2.5m battery? It seems that I really need to plaster the radial ones all over the vessel ... Spoiler Edited June 23, 2016 by invultri Quote Link to comment Share on other sites More sharing options...
DStaal Posted June 23, 2016 Share Posted June 23, 2016 10 hours ago, invultri said: So I wondered if I could do a duna mission mid tech. The mission will have 6 kerbals, land in all the biomes and install a satellite network whilst there. Album in the spoiler. How do people manage the large dark times without the 2.5m battery? It seems that I really need to plaster the radial ones all over the vessel ... Reveal hidden contents Interesting. As for your power issues: Try fuel cells, they may help. Quote Link to comment Share on other sites More sharing options...
panarchist Posted June 23, 2016 Share Posted June 23, 2016 On 6/21/2016 at 8:13 AM, cantab said: On the other hand, doesn't three Kerbals in a 3-Kerb capsule have no more habitation time than one Kerbal in a 1-Kerb capsule? That's logical, but not actually how it ends up working out. There was no extra space in the Mercury capsule - one of the original seven astronauts (Glenn?) said it wasn't so much climbed into as it was "worn". Apollo had a generous amount (for its day) of space to hold things like food, supplies, and moon rocks on the return trip. Mercury had 1.7 cubic meters of habitable volume. Apollo had 6.17 cubic meters (2.06 / person) and the LM had an additional 6.65 cubic meters for a total of 12.82 cubic meters. (4.27 cubic meters per person) So on a per-person basis, Apollo had 2.5x the space and a bit more than 8x the mission duration. Quote Link to comment Share on other sites More sharing options...
Doodle Posted June 24, 2016 Share Posted June 24, 2016 (edited) Sorry for the question couldnt find it in the initial post and u have to admit that I didnt tried to read the 109 pages of this topic.... What other Dependencies do I need for the USI Life Support? (there is something about "MKS" but since there isnt a link to that mod i have no idea what it is) What other Dependencies are suggested to add together with USI Life Support? Will USI Life Support be avaible on CKAN? (so far I only used mods via CKAN) Greetings a total Life Support noob. Edited June 24, 2016 by Doodle Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 24, 2016 Author Share Posted June 24, 2016 Everything is included in the download. Just unzip it, and put the contents of 'GameData' in the 'GameData' folder below your KSP installation. That's it It will not be available via CKAN, but it's always good to know how to install mods (it's pretty simple really). Quote Link to comment Share on other sites More sharing options...
Doodle Posted June 24, 2016 Share Posted June 24, 2016 (edited) Ok. After stubling over your Wiki Page to this mod (there really should be a link to it in the first post of this thread ) I got a couple more questions - With USI-LS I can not have 100% independent Life Support on Bases/Stations right? - But If I have a Nomomatic (wich is part of USI-LS so no other mod needed) I basicly just have to send in some Fertilizer from time to time to keep the Kerbals fed right? - Habitation? Is that feature part of this mod or not? Here in the into post in this Thread I cant find a thing about Habitation. But on the Wiki page it seems like those Habitation is part of USI-LS? (for reference I am talking about this page https://github.com/BobPalmer/USI-LS/wiki ) Sorry for those questions... I really like the Idea of Life Support (and I like aswell the idea of those habitation values wich would force me to rotate my crew from time to time) but I try to keep my KSP as near as stock as possible (So far only using Remote Tech and Scansat as mods with new parts rest is all UI-Stuff basicly like KER, KAC and some different Contracts Mods etc.) And your MKS mod with his dozens of parts and alot of new kinds of resources is way too scary for me ) Edited June 24, 2016 by Doodle Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 24, 2016 Author Share Posted June 24, 2016 With the new version of USI-LS you can get to 100% by converting a lot of ore into more fertilizer and using that to make supplies, so 100% self sufficiency on the ground is possible with just USI-LS, but not in space. Habitation is a huge part of this mod, yes. And MKS is not that scary - it doesn't bite Quote Link to comment Share on other sites More sharing options...
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