Drakenred65 Posted September 20, 2019 Share Posted September 20, 2019 Do any of them? Quote Link to comment Share on other sites More sharing options...
DStaal Posted September 20, 2019 Share Posted September 20, 2019 1 minute ago, Drakenred65@Gmail.com said: Do any of them? The only one I know of that does anything explicitly with gravity is Kerbal Health: Note that many LS mods - USI-LS included - have some rotating parts with high bonuses to some life support stat, so it's often tracked indirectly to an extent. Quote Link to comment Share on other sites More sharing options...
jpinard Posted September 20, 2019 Share Posted September 20, 2019 1 hour ago, goldenpsp said: No Oh darn. Do any of them do that? Like you need to have a rotating chamber for them to live in or they go nutso or get unhealthy? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted September 20, 2019 Share Posted September 20, 2019 2 minutes ago, jpinard said: Oh darn. Do any of them do that? Like you need to have a rotating chamber for them to live in or they go nutso or get unhealthy? I don't know if any "require" it. However MKS does have a rotating part that give them lots of habitation, which is a requirement for USI-LS. You can roleplay that part of that habitation comes from gravity. Quote Link to comment Share on other sites More sharing options...
jpinard Posted September 20, 2019 Share Posted September 20, 2019 2 hours ago, goldenpsp said: I don't know if any "require" it. However MKS does have a rotating part that give them lots of habitation, which is a requirement for USI-LS. You can roleplay that part of that habitation comes from gravity. USI requires ample housing space over and above vanilla? If so that's fantastic. Quote Link to comment Share on other sites More sharing options...
notthebobo Posted October 2, 2019 Share Posted October 2, 2019 @jpinard, yes, the Habitation component of USI-LS is "housing". Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted October 21, 2019 Share Posted October 21, 2019 A sugestion : A ground experiment (akin to those introduced in Breakign ground DLC) to study plant growth. I know there is such a thing in the nom-o-matics, but it hink its better fit as a long term experiment. Quote Link to comment Share on other sites More sharing options...
Azalen Posted October 21, 2019 Share Posted October 21, 2019 This might be a stupid question but is there a reason why stock station parts dont have habitation values? For example this one: Or is something with my install incorrect? Version 1.7.3 Quote Link to comment Share on other sites More sharing options...
danfarnsy Posted October 21, 2019 Share Posted October 21, 2019 1 hour ago, Azalen said: This might be a stupid question but is there a reason why stock station parts dont have habitation values? For example this one: That's from Stockalike Station Parts Expansion Redux, not stock (try saying that ten times fast). The patch to make those parts work with USI LS is included in the station parts mod, but it doesn't patch any parts that have no crew capacity. I could see an argument for why crew tubes should add a small amount of hab multiplier, but I'm not aware of any parts that increase hab time without having crew capacity. Also, if nobody's welcomed you to the forums yet, welcome to the forums! Quote Link to comment Share on other sites More sharing options...
Azalen Posted October 21, 2019 Share Posted October 21, 2019 Thanks for the welcome I mean it is called "Crew Tube" and when you play with USI Life Support this part has no value, right? The whole point of building bigger space stations is for habitation (at least in my current view (early game, first station orbiting kerbin))? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 21, 2019 Share Posted October 21, 2019 Well, if a part is just for the movement of Kerbals, air and EC then it's arguable whether it should add to habitation. It could be considered like a corridor in your house - it allows you to move between rooms but you don't sleep, recreate, relax, or work (i.e. live) there. Quote Link to comment Share on other sites More sharing options...
jpinard Posted October 28, 2019 Share Posted October 28, 2019 Does USI need to be updated to work correctly with 1.8? Quote Link to comment Share on other sites More sharing options...
Terwin Posted October 28, 2019 Share Posted October 28, 2019 5 minutes ago, jpinard said: Does USI need to be updated to work correctly with 1.8? The Firespitter mod(also managed by RoverDude) needs an update, and anything with dlls probably needs a re-compile. Quote Link to comment Share on other sites More sharing options...
jpinard Posted October 28, 2019 Share Posted October 28, 2019 7 minutes ago, Terwin said: The Firespitter mod(also managed by RoverDude) needs an update, and anything with dlls probably needs a re-compile. That's what I thought. Thanks! Quote Link to comment Share on other sites More sharing options...
rmaine Posted October 28, 2019 Share Posted October 28, 2019 38 minutes ago, Terwin said: The Firespitter mod(also managed by RoverDude) needs an update, and anything with dlls probably needs a re-compile. Seems to work fine for me. But then, that might be because I'm using the version specifically listed as being updated for KSP 1.8 and released a good week ago. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 29, 2019 Author Share Posted October 29, 2019 FYI, 1.8.x compat versions are all up Quote Link to comment Share on other sites More sharing options...
Terwin Posted October 29, 2019 Share Posted October 29, 2019 9 hours ago, rmaine said: Seems to work fine for me. But then, that might be because I'm using the version specifically listed as being updated for KSP 1.8 and released a good week ago. The CKAN versions were preemptively updated by someone else and may not have been accurate for all USI mods, but as you can see just above my post, RoverDude has just released a version that does work. The catalog link in RoverDude's signature will have the definitive compatibility and latest versions of course. Quote Link to comment Share on other sites More sharing options...
rmaine Posted October 29, 2019 Share Posted October 29, 2019 11 hours ago, Terwin said: The CKAN versions were preemptively updated by someone else and may not have been accurate for all USI mods, but as you can see just above my post, RoverDude has just released a version that does work. The catalog link in RoverDude's signature will have the definitive compatibility and latest versions of course. So I see. Makes me mildly curious how it came to be that someone else was able to update the CKAN version. But then I know very little about that end of CKAN. I mostly don't need to know, though this does make me a little cautious about immediately accepting CKAN updates in general. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 29, 2019 Share Posted October 29, 2019 47 minutes ago, rmaine said: So I see. Makes me mildly curious how it came to be that someone else was able to update the CKAN version. But then I know very little about that end of CKAN. I mostly don't need to know, though this does make me a little cautious about immediately accepting CKAN updates in general. It's just how CKAN works. In some cases there are mods where the auther never put their mod on ckan but someone else created the file to list it. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted October 29, 2019 Share Posted October 29, 2019 1 hour ago, rmaine said: So I see. Makes me mildly curious how it came to be that someone else was able to update the CKAN version. But then I know very little about that end of CKAN. I mostly don't need to know, though this does make me a little cautious about immediately accepting CKAN updates in general. I'm recalling that the USI mods had been listed on CKAN as 1.*+ Or "any" for some time, regardless of the actual game version they actually supported. They get updated fairly quickly upon new game versions, so it never caused much grief. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted November 2, 2019 Share Posted November 2, 2019 I saw that the Nom-O-Matic 25000 can be tweakscaled. However from my tests, the production doesn't scale up, it's just visual. 1.7.3. Quote Link to comment Share on other sites More sharing options...
Thygrrr Posted November 9, 2019 Share Posted November 9, 2019 There's some code that bugs out when you have no crew on your vehicle. It seems like it tries to always assume 1, but does a division by zero for the fertilizer calculation. Quote Link to comment Share on other sites More sharing options...
OutOfAblator Posted November 11, 2019 Share Posted November 11, 2019 I'm having a problem where it doesn't matter how much or how little habitation I have on the vessel, the habitation thing says indefinite. is that a disabled setting? Quote Link to comment Share on other sites More sharing options...
Idleness Posted November 11, 2019 Share Posted November 11, 2019 13 minutes ago, OutOfAblator said: I'm having a problem where it doesn't matter how much or how little habitation I have on the vessel, the habitation thing says indefinite. is that a disabled setting? Disabled by default. From the main KSC page, click on the USI-LS icon on the toolbar. It will open the settings and you can add Hab back into the mix. Quote Link to comment Share on other sites More sharing options...
DStaal Posted November 11, 2019 Share Posted November 11, 2019 28 minutes ago, OutOfAblator said: I'm having a problem where it doesn't matter how much or how little habitation I have on the vessel, the habitation thing says indefinite. is that a disabled setting? Where are you? Kerbals don't have habitation issues on their home planet... Quote Link to comment Share on other sites More sharing options...
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