J3ansley Posted September 26, 2015 Share Posted September 26, 2015 (edited) I'm using non-orange suit kerbals in each case.Here's my gamedata folder, and what it looks like in a fresh install with just this mod:http://imgur.com/a/GkAgQYou also need the rest of the things Roverdude bundles with this mod. You're missing USI_Tools, community resource, module manager, etc. Those should be in game data separated from the Umbra folder. So you should have more than just the two folders in Gamedata. Edited September 26, 2015 by J3ansley Mistype Quote Link to comment Share on other sites More sharing options...
mhoram Posted September 26, 2015 Share Posted September 26, 2015 I just tested this and the minimal requirements to run USI-LS is ModuleManager.Probably this issue did not come up before, because most people who use USI-LS also use UKS which comes with MM.@RoverDude: It would probably be best to aviod future confusion if you mention the dependancy on MM in the OP and on your download site, since this is nowhere documented. Quote Link to comment Share on other sites More sharing options...
Ampere Posted September 26, 2015 Share Posted September 26, 2015 You also need the rest of the things Roverdude bundles with this mod. You're missing USI_Tools, community resource, module manager, etc. Those should be in game data separated from the Umbra folder. So you should have more than just the two folders in Gamedata.Thanks, that was the answer I was looking for. Wasn't clear to me from the first post of this mod which bits were necessary. Quote Link to comment Share on other sites More sharing options...
ibanix Posted September 27, 2015 Share Posted September 27, 2015 I have a bug / highly annoying 'feature'. I have a craft with a Life Support MiniPak on it, and two of the orange-shirt crew onboard. It's a standard setup, so I forgot they didn't 'need' the supplies. Halfway through the mission, with over 50% supplies left, one of the two will 'raid the snacks' and they 'fall out' and both crew members die.Edit: This appears to happen if on high time acceleration. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 27, 2015 Author Share Posted September 27, 2015 I have a bug / highly annoying 'feature'. I have a craft with a Life Support MiniPak on it, and two of the orange-shirt crew onboard. It's a standard setup, so I forgot they didn't 'need' the supplies. Halfway through the mission, with over 50% supplies left, one of the two will 'raid the snacks' and they 'fall out' and both crew members die.Edit: This appears to happen if on high time acceleration.What's your EC situation like? Quote Link to comment Share on other sites More sharing options...
Sharkman Briton Posted September 27, 2015 Share Posted September 27, 2015 Hey RoverDude, me and Aelixander are working on a mod, based around Robot Kerbals, one of the features we hope to add is a radiation thing, where Kerbals operating near radioactive/nuclear things (e.g. nuclear engine) would die or end up like a snackless Kerbal in USILS if they operated near it too long, the reason I'm telling you this is becaue Aelixander has told me you are planning a Medical thingy to this mod (or something like that) so I would like to hear you confirm this, so that when/if that medical thing is done we can ask to use the configs of that to make a base for the nuclear thing. Thanks. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 27, 2015 Author Share Posted September 27, 2015 Yep, though it's very likely not suitable for what you are looking at for radiation Quote Link to comment Share on other sites More sharing options...
Sharkman Briton Posted September 27, 2015 Share Posted September 27, 2015 What I was thinking was that Kerbals would pick up a resource called 'Radiation' over time, and would die once their Radiation capacity reaches full, and could only have the resource removed via a special part.Thanks! Quote Link to comment Share on other sites More sharing options...
ibanix Posted September 28, 2015 Share Posted September 28, 2015 What's your EC situation like?I noticed it going to zero during one pass through the shadow of Mun. When it play it at low speed, the same thing does happen, but not the same outcome. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 28, 2015 Author Share Posted September 28, 2015 That would be it then. If you run out of EC the Kerbals kinda freak out Quote Link to comment Share on other sites More sharing options...
Araym Posted September 28, 2015 Share Posted September 28, 2015 Downloaded USI-LS v.0.1.5:the "negative credit cost" (stated as "corrected") is still there.Part cost is still "unchanged", differently as "commits" state related... Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 28, 2015 Author Share Posted September 28, 2015 Downloaded USI-LS v.0.1.5:the "negative credit cost" (stated as "corrected") is still there.Part cost is still "unchanged", differently as "commits" state related...Sorry, I don't understand this message. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted September 28, 2015 Share Posted September 28, 2015 Sorry, I don't understand this message.I'm guessing he is referencing at least this:https://github.com/BobPalmer/USI-LS/pull/27@araym. If you are going to go to the trouble of actually tracking down the commits. Checking dates helps. 0.1.5 was released July 1 and the above commit was merged July 29. So I imagine all these fixes are just waiting on a release. Quote Link to comment Share on other sites More sharing options...
PickledTripod Posted September 29, 2015 Share Posted September 29, 2015 Hi it would be gread to have a bigger fertilizer tank like 1,25 or 2,5 m with something like 500 units of fertilizer arround for the big greenhouse...Btw. really nice mod!Seconding this old-ish request with a twist: use InterstellarFuelSwitch to make all cans and mini-packs switchable between supplies+mulch, mulch only and fertilizer. Quote Link to comment Share on other sites More sharing options...
Wjolcz Posted October 4, 2015 Share Posted October 4, 2015 (edited) If LS ever comes to stock I would like it to be just like this mod, except with one 2.5m green house part (lab-sized and with big windows) instead of three mulch containers and starvation being more deadly for kerbals. Edited October 4, 2015 by Veeltch Quote Link to comment Share on other sites More sharing options...
Fraz86 Posted October 4, 2015 Share Posted October 4, 2015 I'm very excited for the upcoming habitation mechanics. Will gravity have any advantage over non-gravity (e.g., planetary surface vs orbit, centrifuge vs fixed module) with respect to comfort/homesickness? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 4, 2015 Author Share Posted October 4, 2015 If LS ever comes to stock I would like it to be just like this mod, except with one 2.5m green house part (lab-sized and with big windows) instead of three mulch containers and starvation being more deadly for kerbals.The greenhouses may get some alternate (more realistic) models And you can definitely toggle starvation to be more deadly (five levels in the next version, two today)I'm very excited for the upcoming habitation mechanics. Will gravity have any advantage over non-gravity (e.g., planetary surface vs orbit, centrifuge vs fixed module) with respect to comfort/homesickness?Considering it, either in this or in the next layer which specifically addresses that. Quote Link to comment Share on other sites More sharing options...
Fraz86 Posted October 6, 2015 Share Posted October 6, 2015 (edited) Considering it, either in this or in the next layer which specifically addresses that.Glad to hear it!I am very much looking forward to the new mechanics, however, I'm slightly disappointed by the idea of rest/comfort resetting every time the Kerbal enters a vessel. Instead, I wish rest/comfort = [habitation rating of current vessel (KM/crew)] - [elapsed time since Kerbal was in a vessel with habitation rating > current vessel (or elapsed time since launch, if the Kerbal has never been in a vessel with a greater habitation rating)].This would function basically the same as your current comfort system, except that EVA/re-entering the same vessel (or transferring between vessels of similar size) would not extend Kerbals' comfort. It would also eliminate the usefulness of exploitive gameplay, e.g., building a massive habitation complex at the launchpad. Edited October 6, 2015 by Fraz86 Quote Link to comment Share on other sites More sharing options...
FungusForge Posted October 9, 2015 Share Posted October 9, 2015 Will kerbals in command seats consume resources as well or do they need to be stuffed a pod to survive? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 10, 2015 Author Share Posted October 10, 2015 Command seat should qualify as its vessel based Quote Link to comment Share on other sites More sharing options...
rose4100 Posted October 11, 2015 Share Posted October 11, 2015 What is the formula for Supply usage per kerbal? Is it simply 1 unit of supplies per day? If this has been addressed before, i'm sorry. Quote Link to comment Share on other sites More sharing options...
mhoram Posted October 11, 2015 Share Posted October 11, 2015 @rose4100: Here are the numbers: https://github.com/BobPalmer/MKS/wiki/One-Kerbal Quote Link to comment Share on other sites More sharing options...
FungusForge Posted October 12, 2015 Share Posted October 12, 2015 Coming here to report some weirdness. I have delivered 2 rovers chock full of supplies and electric charge. However these rovers only have command seats. For whatever reason, USILS absolutely refuses to acknowledge this. I tried re-installing in case I did something wrong, but alas it was to no avail. Images from one rover. The other rover is identical resource-wise. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 12, 2015 Author Share Posted October 12, 2015 huh - interesting. Can you log a github issue and I'll take a look Quote Link to comment Share on other sites More sharing options...
FungusForge Posted October 12, 2015 Share Posted October 12, 2015 It would appear that someone posted something similar already. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.