Garibaldi2257 Posted March 29, 2016 Share Posted March 29, 2016 looks rather cheaty to me Quote Link to comment Share on other sites More sharing options...
Pthigrivi Posted March 29, 2016 Share Posted March 29, 2016 (edited) Haha are you sure? I'm using USI LS only, not MKS. There's essentially no way of creating a self sustaining base without it, and it seems like an insane burden to have to send fertilizer on 2 1/2 year supply runs to Jool. If this is a cheat then all ISRU is. I honestly think if you're not using MKS this is s huge gameplay enhancement. I made it mass neutral like the other conversions but you could certainly make it more lossy. Edited March 29, 2016 by Pthigrivi Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted March 29, 2016 Share Posted March 29, 2016 2 hours ago, Garibaldi2257 said: looks rather cheaty to me If it makes the game fun for someone who cares? Sorry I get fed up with the whole "cheaty" comments in a single player largely sandbox game. Quote Link to comment Share on other sites More sharing options...
Garibaldi2257 Posted March 29, 2016 Share Posted March 29, 2016 You know what, you're both absolutely right. I apologize Pthigrivi. Thank you for setting me straight goldenpsp. Quote Link to comment Share on other sites More sharing options...
Pthigrivi Posted March 29, 2016 Share Posted March 29, 2016 Woah did that just happen on the Internet? You're good stuff Garibaldi. No need to apologize though, I definitely am hacking cfg's, it's a grey area for sure. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 29, 2016 Author Share Posted March 29, 2016 11 hours ago, Pthigrivi said: Haha are you sure? I'm using USI LS only, not MKS. There's essentially no way of creating a self sustaining base without it, and it seems like an insane burden to have to send fertilizer on 2 1/2 year supply runs to Jool. If this is a cheat then all ISRU is. I honestly think if you're not using MKS this is s huge gameplay enhancement. I made it mass neutral like the other conversions but you could certainly make it more lossy. Actually, not a bad idea tbh - I would also not consider it cheaty since it still requires you to dig stuff up. The main limitation with fertilizer is for interplanetary travel (i.e. having a 100% efficient recycler means that your Kerbals can eat the same bag of Cheetos for twenty years). Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 29, 2016 Share Posted March 29, 2016 My only comment would be to try to find some way to use Gypsum instead of Ore, since that's what is used in other places to generate fertilizer for this mod. (BTW: if you don't want to load the full MKS package, Kerbal Planetary Base Systems has USI-LS support, and some parts that will generate fertilizer.) But that would be me trying to make sure things fit. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 29, 2016 Author Share Posted March 29, 2016 Yep, I'd likely just add a gypsum drill. As for base parts, MKS-Lite and UKS really have the best synergy with this mod Quote Link to comment Share on other sites More sharing options...
Pthigrivi Posted March 29, 2016 Share Posted March 29, 2016 Yeah I've checked out base systems and it's a great mod. For this save I've really been trying to strip it down to the essentials. Quote Link to comment Share on other sites More sharing options...
Pthigrivi Posted March 29, 2016 Share Posted March 29, 2016 8 hours ago, RoverDude said: Yep, I'd likely just add a gypsum drill. As for base parts, MKS-Lite and UKS really have the best synergy with this mod I'd be totally cool with that. Having a second set of criteria when selecting landing zones seems completely reasonable. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 30, 2016 Author Share Posted March 30, 2016 1.1 Pre-Release is up! 0.4.0 - 2016.03.29 ------------- Compatibility with KSP 1.1 Download from GitHub: https://github.com/BobPalmer/USI-LS/releases Quote Link to comment Share on other sites More sharing options...
sentania Posted March 30, 2016 Share Posted March 30, 2016 18 hours ago, RoverDude said: 1.1 Pre-Release is up! 0.4.0 - 2016.03.29 ------------- Compatibility with KSP 1.1 Download from GitHub: https://github.com/BobPalmer/USI-LS/releases I was setting up the mods for trying 1.1 tonight, and I noticed in the change notes for the community resource pack, that you lowered the cost of the life support resources (supplies, mulch, fertilizer) rather significantly there. However, in the LS mod resources.cfg, they have the old value. Two questions: First - is this intentional? Second - if it is intentional, which value will the game respect? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 30, 2016 Author Share Posted March 30, 2016 The cost was to be lowered - if there's a second def, there's a bug - please log a github issue Quote Link to comment Share on other sites More sharing options...
sentania Posted March 30, 2016 Share Posted March 30, 2016 So logged. Quote Link to comment Share on other sites More sharing options...
TjientaVara Posted March 30, 2016 Share Posted March 30, 2016 Hello Rover Dude, Now that KSP 1.1 is in pre release I have started playing KSP again. I noticed your mods where available for 1.1 so I installed them as well, nice and quick of you, amazing. The above is to illustrate that it was the first time I use your Life Support mod. Today I had Jeb go on strike as he was already on a return trajectory he did not survive. I now know how to add supplies to my craft and see when they will go on strike. However the first post on this thread says the veteran kerbals like Jeb are immune to the effects. The defaults in the configuration file is NoSupplyEffectVets = 1 which mean that they are not immune. Also your wiki says they are not immune. Would you be so kind to fix the first port of this thread? Cheers and tanks for all the mods. Quote Link to comment Share on other sites More sharing options...
jofwu Posted April 2, 2016 Share Posted April 2, 2016 On 3/30/2016 at 5:23 PM, TjientaVara said: However the first post on this thread says... Yeah, the first post is WAY out of date. He's been playing around with the mod and adding quite a bit, so I've just assumed that he's too busy to bother updating the first post until the mod starts to settle down a bit. I think the wiki on Github is probably the best source of info on the details for now. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted April 2, 2016 Share Posted April 2, 2016 34 minutes ago, jofwu said: Yeah, the first post is WAY out of date. He's been playing around with the mod and adding quite a bit, so I've just assumed that he's too busy to bother updating the first post until the mod starts to settle down a bit. I think the wiki on Github is probably the best source of info on the details for now. release notes are worth reading too. Quote Link to comment Share on other sites More sharing options...
the_pink_elephant_007 Posted April 2, 2016 Share Posted April 2, 2016 i just recently downloaded this mod and as far as i understand the Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to this mod but they all become tourist after 15 ish days. i have changed the settings file to SupplyTime = 324000 //How many seconds before Kerbals are affected by no supplies EVATime = 21600 //How many seconds before ill effects on EVA ECAmount = 0.01 //EC per Kerbal per second SupplyAmount = 0.00075 //Supplies consumed per Kerbal per second WasteAmount = 0.00075 //Mulch produced per Kerbal per second NoSupplyEffect = 1 //Effect if a Kerbal has no supplies or EC NoSupplyEffectVets = 0 //Effect if a Kerbal is a vet and has no supplies or EC EVAEffect = 1 //Effect if a Kerbal exceeds EVA time EVAEffectVets = 0 //Effect if a Kerbal is a vet and exceeds EVA time NoHomeEffect = 0 //Effect if a Kerbal becomes homesick NoHomeEffectVets = 0 //Effect if a Kerbal is a vet and becomes homesick HabMultiplier = 5 //Bonus to hab values (1 = default = 100% of the part's rated value) HomeWorldAltitude = 25000 //Altitude on Kerbin that negative effects are removed BaseHabTime = 1 //How long can 1 crew capacity support 1 Kerbal, expressed in Kerbal Months ReplacementPartAmount = 0 //How fast life support equipment and habs 'wears out' HabRange = 150 //How close we need to be to use other vessel's habitation modules and recyclers. EnableRecyclers = true //Use resource recyclers? Not the same as resource converteres like greenhouses! VetNames = Jebediah,Valentina,Bill,Bob } // SIDE EFFECTS: // // 0 = No Effect (The feature is effectively turned off // 1 = Grouchy (they become a Tourist until rescued) // 2 = Mutinous (A tourist, but destroys a part of a nearby vessel...) // 3 = Instantly 'wander' back to the KSC - don't ask us how! // 4 = M.I.A. (will eventually respawn) // 5 = K.I.A. as far as i understand they should not become inactive(tourists) What is causing this? Thanx Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted April 2, 2016 Share Posted April 2, 2016 1 hour ago, the_pink_elephant_007 said: i just recently downloaded this mod and as far as i understand the Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to this mod but they all become tourist after 15 ish days. i have changed the settings file to SupplyTime = 324000 //How many seconds before Kerbals are affected by no supplies EVATime = 21600 //How many seconds before ill effects on EVA ECAmount = 0.01 //EC per Kerbal per second SupplyAmount = 0.00075 //Supplies consumed per Kerbal per second WasteAmount = 0.00075 //Mulch produced per Kerbal per second NoSupplyEffect = 1 //Effect if a Kerbal has no supplies or EC NoSupplyEffectVets = 0 //Effect if a Kerbal is a vet and has no supplies or EC EVAEffect = 1 //Effect if a Kerbal exceeds EVA time EVAEffectVets = 0 //Effect if a Kerbal is a vet and exceeds EVA time NoHomeEffect = 0 //Effect if a Kerbal becomes homesick NoHomeEffectVets = 0 //Effect if a Kerbal is a vet and becomes homesick HabMultiplier = 5 //Bonus to hab values (1 = default = 100% of the part's rated value) HomeWorldAltitude = 25000 //Altitude on Kerbin that negative effects are removed BaseHabTime = 1 //How long can 1 crew capacity support 1 Kerbal, expressed in Kerbal Months ReplacementPartAmount = 0 //How fast life support equipment and habs 'wears out' HabRange = 150 //How close we need to be to use other vessel's habitation modules and recyclers. EnableRecyclers = true //Use resource recyclers? Not the same as resource converteres like greenhouses! VetNames = Jebediah,Valentina,Bill,Bob } // SIDE EFFECTS: // // 0 = No Effect (The feature is effectively turned off // 1 = Grouchy (they become a Tourist until rescued) // 2 = Mutinous (A tourist, but destroys a part of a nearby vessel...) // 3 = Instantly 'wander' back to the KSC - don't ask us how! // 4 = M.I.A. (will eventually respawn) // 5 = K.I.A. as far as i understand they should not become inactive(tourists) What is causing this? Thanx Once they have become tourists they won't automatically go back even after you change the config settings. You will also have to go into your save file and manually change their status. Once you do that, they won't become tourists again. Quote Link to comment Share on other sites More sharing options...
the_pink_elephant_007 Posted April 2, 2016 Share Posted April 2, 2016 58 minutes ago, goldenpsp said: Once they have become tourists they won't automatically go back even after you change the config settings. You will also have to go into your save file and manually change their status. Once you do that, they won't become tourists again. i haven't tried to change there status in the save file. But i have tried to launch multiple vessels and it happens every time. i can try to edit the save file, but i dont wont do do that every time. Quote Link to comment Share on other sites More sharing options...
Andem Posted April 2, 2016 Share Posted April 2, 2016 Just a quick question, does the latest version still work for 1.0.5 or should I use the release before that? Thanks! Quote Link to comment Share on other sites More sharing options...
mcortez Posted April 2, 2016 Share Posted April 2, 2016 1 minute ago, Andem said: Just a quick question, does the latest version still work for 1.0.5 or should I use the release before that? Thanks! Last version: https://github.com/BobPalmer/MKS/wiki/Version-Compatibility Quote Link to comment Share on other sites More sharing options...
DStaal Posted April 3, 2016 Share Posted April 3, 2016 10 hours ago, the_pink_elephant_007 said: i haven't tried to change there status in the save file. But i have tried to launch multiple vessels and it happens every time. i can try to edit the save file, but i dont wont do do that every time. Is that the only config file you have in GameData? If you have more than one, the most pessimistic settings are used. (Other places to look: USI Kolonisation, and Planetary Base Systems.) Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted April 3, 2016 Share Posted April 3, 2016 @RoverDude, quick question re: adding USI-LS support to parts from other mods: are there any issues with adding KerbalMonths and/or hab multipliers to parts that don't actually have a crew capacity? I had a brief conversation with jofwu about it here and I don't anticipate any problems, but I figured I would double-check with you to make sure. Thinking about submitting some updated pull requests to Nertea for USI-LS support of the crew tubes in Stockalike Station Parts and Near Future Construction, which are habitable but don't actually have seats. Quote Link to comment Share on other sites More sharing options...
Grumman Posted April 4, 2016 Share Posted April 4, 2016 I have two questions: 1. According to the wiki, if I turn off wear & tear in USI-LS's configuration, UKS will turn it back on. Can I counteract this by turning it off in UKS's USI-LS.cfg file as well? 2. Would you be willing to extend the formula for the rate at which unhappiness accumulates to allow for more complex behaviour? At the moment, your formula appears to be something along the lines of: (monthly unhappiness) = NoOfKerbals / (Hab-months * BaseHabTime) What I would like is if the rate was instead: (monthly unhappiness) = (NoOfKerbals + Offset) / (Hab-months * BaseHabTime) - Offset ...with Offset defined in the config file. If Offset = 0, unhappiness is accrued at the same rate it is now. But if someone set Offset to greater than 0, then it is possible to create a sufficiently large space station in which Kerbals could live indefinitely or even lose unhappiness without returning to Kerbin, with the threshold being ((1/Offset) + 1) Hab-months per Kerbal. An offset of 0.02 (i.e. 1/50) requires 51 Hab-months per Kerbal, an offset of 0.05 (i.e. 1/20) requires 21 Hab-months per Kerbal, and so on. 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.