KerbMav Posted August 17, 2017 Share Posted August 17, 2017 19 hours ago, RoverDude said: 'Back of the envelope' extended hab and life support numbers based on Colony Supplies / Fertilizer. These stats assume the use of the standard USI balance figures and adequate converter capacity. Removed hard-coded time values What does that mean exactly? Does it assume - based on available Fertilizer - that all Mulch gets converted into Supplies at as fast as crew consuming them, i.e. without checking the actually available converters? Quote Link to comment Share on other sites More sharing options...
danielboro Posted August 17, 2017 Share Posted August 17, 2017 related q what happens if mulch+ Fertilizer => Supplies is not inaf to feed the crew? crew is using Supplies but acts as if dont have any / dont use Supplies until thers inaf / use Supplies and is ok whit it? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 17, 2017 Author Share Posted August 17, 2017 3 hours ago, KerbMav said: What does that mean exactly? Does it assume - based on available Fertilizer - that all Mulch gets converted into Supplies at as fast as crew consuming them, i.e. without checking the actually available converters? It just means that it assumes that 1 fertilizer will eventually become 10 supplies. This is informational only for use in the VAB to help people do some of the math we've normally just done in our heads. 2 hours ago, danielboro said: related q what happens if mulch+ Fertilizer => Supplies is not inaf to feed the crew? crew is using Supplies but acts as if dont have any / dont use Supplies until thers inaf / use Supplies and is ok whit it? If there are no supplies... the crew starves. No change on that front. Quote Link to comment Share on other sites More sharing options...
Terwin Posted August 17, 2017 Share Posted August 17, 2017 2 hours ago, RoverDude said: If there are no supplies... the crew starves. No change on that front. hopefully not for very long, as there supplies are being produced(although if some of the kerbals are greedy and do not share, I could see some going tourist while others are perfectly happy) Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted August 18, 2017 Share Posted August 18, 2017 I recently installed this mod, only to find out that one kerbal consumes 43.2kg of supply per earth day. How is that possible. I just think it's reaaaaaaaaally difficult to perform a manned mission in a real-scaled system with USI-LS installed. And of course the colonization part Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted August 18, 2017 Share Posted August 18, 2017 (edited) 28 minutes ago, Iso-Polaris said: I recently installed this mod, only to find out that one kerbal consumes 43.2kg of supply per earth day. How is that possible. I just think it's reaaaaaaaaally difficult to perform a manned mission in a real-scaled system with USI-LS installed. And of course the colonization part it has been explained before. And possibly on the wiki. Keep in mind "supplies" are far more than "food" https://github.com/UmbraSpaceIndustries/USI-LS/wiki/FAQ Edited August 18, 2017 by goldenpsp Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 18, 2017 Author Share Posted August 18, 2017 Most of supplies are water - for drinking, hygeine, etc. If you're scaling everything up, feel free to alter values accordingly. They were designed for a six hour Kerbal day. Also... use recyclers. Or your life is going to be REALLY hard. Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted August 18, 2017 Share Posted August 18, 2017 3 hours ago, goldenpsp said: it has been explained before. And possibly on the wiki. Keep in mind "supplies" are far more than "food" https://github.com/UmbraSpaceIndustries/USI-LS/wiki/FAQ Still too much for a oversized system, I change it in setting but no effect Quote Link to comment Share on other sites More sharing options...
KerbMav Posted August 18, 2017 Share Posted August 18, 2017 1 hour ago, Iso-Polaris said: Still too much for a oversized system, I change it in setting but no effect The settings cfg is what new saves start with. To change your current game's settings, open the USI LS options in the space center view. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 18, 2017 Author Share Posted August 18, 2017 11 hours ago, Iso-Polaris said: Still too much for a oversized system, I change it in setting but no effect Obvious question. Are you using recyclers? Quote Link to comment Share on other sites More sharing options...
CSE Posted August 18, 2017 Share Posted August 18, 2017 19 hours ago, Iso-Polaris said: I just think it's reaaaaaaaaally difficult to perform a manned mission in a real-scaled system with USI-LS installed. Well, yes. Look at the paucity of manned missions beyond low orbit in the other real-scaled system that we all know. For what it's worth, I think mounting a manned mission in upscale USI-LS/MKS is still considerably easier than a fully-realistic simulation would be - no breakdowns, know which spares will be needed, know in advance the performance of your equipment on worlds you haven't visited yet - and I don't normally mod the USI-LS settings beyond swapping capsule monopropellant for the equivalent mass of supplies. Quote Link to comment Share on other sites More sharing options...
Human Person Posted August 31, 2017 Share Posted August 31, 2017 (edited) I encountered a minor issue with this wonderful mod. The part "Viewing Cupola" has a crew capacity of 1 but doesn't have a hatch. Does anyone know of a way to stop the game from using this part when generating rescue missions? doing a rendezvous with a stranded Kerbal just to find him unable to go EVA always makes me sad. Edited August 31, 2017 by Physics Student Quote Link to comment Share on other sites More sharing options...
dboi88 Posted August 31, 2017 Share Posted August 31, 2017 4 minutes ago, Physics Student said: I encountered a minor issue with this wonderful mod. The part "Viewing Cupola" has a crew capacity of 1 but doesn't have a hatch. Does anyone know of a way to stop the game from using this part when generating rescue missions? doing a rendezvous with a stranded Kerbal just to find him unable to go EVA always makes me sad. Quote Link to comment Share on other sites More sharing options...
Merkov Posted August 31, 2017 Share Posted August 31, 2017 4 hours ago, dboi88 said: @RoverDude, would you consider adding a link to and brief mention of the rescue pod validator to the OP? Not everyone will see it, but some will. It might even get some people to install it BEFORE they run into this issue. @Physics Student Be advised that the rescue pod validator won't change the pods from any existing contracts (I think that includes contracts that are offered but not yet accepted) but will stop bad contracts from generating going forward. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 31, 2017 Author Share Posted August 31, 2017 @Merkov - sure Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted August 31, 2017 Share Posted August 31, 2017 Anyone other than me having the problem, that the Supplies calculation in the VAB is wrong as soon as one adds a Kerbitat and switches it to something other from recycler? So, MK1-2 Pod, 2,5m Life Supply Tank => 138d for 3 kerbals. Now add a 2,5m Kerbitat => 1y 304d, Now switch the Kerbitat to Hab Common => It stays at 1y 304d. USI LS version is 0.6.2.0. Quote Link to comment Share on other sites More sharing options...
JimRex Posted September 8, 2017 Share Posted September 8, 2017 Quick question. It was mentioned here couple weeks ago, that kerbals who became tourists are immune to starvation/EC loss. Is this still the case or am I doing something wrong ? If it is, is there a way to change that ? Thank you very much. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted September 8, 2017 Share Posted September 8, 2017 2 hours ago, JimRex said: Quick question. It was mentioned here couple weeks ago, that kerbals who became tourists are immune to starvation/EC loss. Is this still the case or am I doing something wrong ? If it is, is there a way to change that ? Thank you very much. I'm not sure I understand the question. Yes one of the settings is that the "punishment" for loss of lifesupport is turning into Tourists. Therefore tourists are the result of starvation or EC loss. It wouldn't make sense for them to also be affected by starvation or EC loss. You can change the setting to death instead. Quote Link to comment Share on other sites More sharing options...
JimRex Posted September 9, 2017 Share Posted September 9, 2017 51 minutes ago, goldenpsp said: I'm not sure I understand the question. Yes one of the settings is that the "punishment" for loss of lifesupport is turning into Tourists. Therefore tourists are the result of starvation or EC loss. It wouldn't make sense for them to also be affected by starvation or EC loss. You can change the setting to death instead. Imagine this situation: you Kerbals go on a strike because of homesickness, they transform into tourists. Your ship runs out of supplies. Kerbal toursits don't die of starvation/EC loss even after 15 days,... even after a year. You can now return to Kerbin or a resupply station and turn them back to normal without any repercussions. Settings used: -NoHomeEffect - Grouchy -Death on anything else Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted September 9, 2017 Share Posted September 9, 2017 42 minutes ago, JimRex said: Imagine this situation: you Kerbals go on a strike because of homesickness, they transform into tourists. Your ship runs out of supplies. Kerbal toursits don't die of starvation/EC loss even after 15 days,... even after a year. You can now return to Kerbin or a resupply station and turn them back to normal without any repercussions. Settings used: -NoHomeEffect - Grouchy -Death on anything else Yep, that's probably not a combination of issues that was originally considered. Quote Link to comment Share on other sites More sharing options...
Mr. Sandman Posted September 9, 2017 Share Posted September 9, 2017 I've been looking at TAC LS and USI LS for a bit now.I tried TAC LS , but it feels too easy and overall pretty simple (since it doesn't take into account mental health and other more complex stuff) , so I decided to try USI LS with the Kolonization expansion (since I still want to colonize Mars).I have two questions : Is there a in-depth tutorial (possibly not outdated) and is this mod calibrated for a 24 hrs day (RSS/RO)? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 10, 2017 Share Posted September 10, 2017 5 hours ago, Mr. Sandman said: Is there a in-depth tutorial (possibly not outdated) and is this mod calibrated for a 24 hrs day (RSS/RO)? USI mods have been changing fairly often of late. There is a wiki at https://github.com/UmbraSpaceIndustries/MKS/wiki. I can't comment authoritatively on its currency although I believe it's close. Stock MKS is calibrated for 6 hr days. I don't know if there's a patch for RSS/RO,. Quote Link to comment Share on other sites More sharing options...
Mandella Posted September 10, 2017 Share Posted September 10, 2017 3 hours ago, Brigadier said: USI mods have been changing fairly often of late. There is a wiki at https://github.com/UmbraSpaceIndustries/MKS/wiki. I can't comment authoritatively on its currency although I believe it's close. Stock MKS is calibrated for 6 hr days. I don't know if there's a patch for RSS/RO,. You are right about the stock calibration, but all settings are reachable from the settings screen at the space center. You can just divide/multiply the necessary settings by four easily enough -- no patch needed. At least that is how I have done it in my RSS game. Quote Link to comment Share on other sites More sharing options...
Mr. Sandman Posted September 10, 2017 Share Posted September 10, 2017 (edited) 7 hours ago, Mandella said: You are right about the stock calibration, but all settings are reachable from the settings screen at the space center. You can just divide/multiply the necessary settings by four easily enough -- no patch needed. At least that is how I have done it in my RSS game. Yeah because I noticed my Kerbals were using enormous quantities of food for a 500 days trip (well they are big anyways , but I needed enormous containers)Thank for the tip , I'll try the x4 thing. Edited September 10, 2017 by Mr. Sandman Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 10, 2017 Author Share Posted September 10, 2017 8 hours ago, Brigadier said: USI mods have been changing fairly often of late. There is a wiki at https://github.com/UmbraSpaceIndustries/MKS/wiki. I can't comment authoritatively on its currency although I believe it's close. Stock MKS is calibrated for 6 hr days. I don't know if there's a patch for RSS/RO,. huh, not really Things have been (intentionally) very stable. And yep, wiki is the place to go. Quote Link to comment Share on other sites More sharing options...
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