goldenpsp Posted February 15, 2016 Share Posted February 15, 2016 1 minute ago, Jabbman said: Hi guys! Just spotted this mod after a considerable absence from playing KSP. Looks great, but is there anywhere to DL it other than KStuff? For all good things Roverdude, it is best to bookmark his Github page https://github.com/BobPalmer?tab=repositories Link to comment Share on other sites More sharing options...
Jabbman Posted February 15, 2016 Share Posted February 15, 2016 Cheers guy! Link to comment Share on other sites More sharing options...
Perry Apsis Posted February 15, 2016 Share Posted February 15, 2016 (edited) After the most recent update from CKAN, my base is hemorrhaging supplies. My life support window clicks down by (exactly) two hours every game second. Should I not have updated a game with a working base? Any idea where to start troubleshooting? WHAT IF MY LITTLE KERBALS DIE??? Okay, maybe got carried away there. I turned the hab and supply effects off for vets, so they'll be okay, I imagine. Oh, second issue: My Scout agricultural modules say "not enough crew (0/1)." I'm okay with the idea of needing crew in there to work them, but I can't transfer crew into them and they don't have outside doors. Thanks again for all you do... ---------------------------------------------- It seems to do with occupancy. I've got a simple base with a lander attached and two Kerbals resident. When I add a new Kerbal to the lander can, that's when the resources start dropping. ---------------------------------------- Another day, another edit ------------------------------------- Is this actually the expected behavior? If I move any kerbal anywhere but the hab (which means the lander can or the science lab), I start losing resources like crazy. I've got 13,500 supplies, which I would expect to last at a year without the agricultural modules, but I've read that those rates have changed significantly with the last update. Does one Kerbal outside the hab really consume 7200 times as much resource as three inside it? Can't be, can it? Thanks again, Perry Edited February 17, 2016 by Perry Apsis Link to comment Share on other sites More sharing options...
DStaal Posted February 16, 2016 Share Posted February 16, 2016 On 2/15/2016 at 10:27 AM, goldenpsp said: For all good things Roverdude, it is best to bookmark his Github page https://github.com/BobPalmer?tab=repositories I'd use this page as the bookmark - easier to use most of the time: http://bobpalmer.github.io/UmbraSpaceIndustries/ Link to comment Share on other sites More sharing options...
goldenpsp Posted February 16, 2016 Share Posted February 16, 2016 8 minutes ago, DStaal said: I'd use this page as the bookmark - easier to use most of the time: http://bobpalmer.github.io/UmbraSpaceIndustries/ Yea to each their own. I like going straight to the repositories as a new mod will show up without Roverdude having to update the catalog page. Link to comment Share on other sites More sharing options...
RoverDude Posted February 17, 2016 Author Share Posted February 17, 2016 On 2/16/2016 at 10:37 AM, goldenpsp said: Yea to each their own. I like going straight to the repositories as a new mod will show up without Roverdude having to update the catalog page. Which I do on occasion Tho I'm hitting the point where all of the bits I had in mind are either stock, or already done. Exceptions being the Malemute (coming soon) and some new base parts. Link to comment Share on other sites More sharing options...
Perry Apsis Posted February 18, 2016 Share Posted February 18, 2016 (edited) Retractable, motorized wheel. I'm half-way to Heaven. Now, if only there were some sort of self-contained light source that made the exterior of the base feel like home... It's a funny thing, really, but it's hard for me to capture the emotional impact of those lights. They feel so right. Edited February 18, 2016 by Perry Apsis Link to comment Share on other sites More sharing options...
RoverDude Posted February 18, 2016 Author Share Posted February 18, 2016 The sunflower is nifty It also mounts to the ground. Just need to check it's power coupling Link to comment Share on other sites More sharing options...
Rho-Mu 34 Posted February 18, 2016 Share Posted February 18, 2016 18 minutes ago, RoverDude said: The sunflower is nifty It also mounts to the ground. Just need to check it's power coupling Speaking of the new MKS bits, do you plan to add them to MKS Lite? Link to comment Share on other sites More sharing options...
RoverDude Posted February 18, 2016 Author Share Posted February 18, 2016 They were added in the last release Link to comment Share on other sites More sharing options...
Rho-Mu 34 Posted February 18, 2016 Share Posted February 18, 2016 25 minutes ago, RoverDude said: They were added in the last release Oh , time to update then. Link to comment Share on other sites More sharing options...
Perry Apsis Posted February 19, 2016 Share Posted February 19, 2016 Hey, all. Can anyone help me understand why my supplies go down by something like two hours every second if I put a Kerbal into my lander can or Scout Comm-Lab, but not if I put one into my Scout hab module or mobile processing lab? Thanks, Perry Link to comment Share on other sites More sharing options...
RoverDude Posted February 19, 2016 Author Share Posted February 19, 2016 Probably due to the recyclers - can you post more info and maybe screenshots? Link to comment Share on other sites More sharing options...
Perry Apsis Posted February 19, 2016 Share Posted February 19, 2016 7 hours ago, RoverDude said: Probably due to the recyclers - can you post more info and maybe screenshots? So glad you asked! Some things to note: 1. One of those rovers is an MPL. 2. The other rover demonstrates what I had to go through because there wasn't a powered, retractable wheel. Actually worked pretty well at reducing the size of my fairing. 3. Sorry about what I did with the Sunflower. It was kind of a joke, but it turned out to be useful, however aesthetically unpleasing it may be. Next supply ship will have a handful, and my base will look like a botanical garden. So, anyway, my time-to-live goes up by five seconds or so every second when all my Kerbals are in the MPL or hab. If I transfer one to the Comm module or lander can, the clock starts clicking down by something close to two hours every second. I don't understand the counting down, but then, I don't understand the counting up, either, so there's clearly something I'm not getting. Thanks for your help with this, and thanks of course for the whole USI suite. Link to comment Share on other sites More sharing options...
RoverDude Posted February 19, 2016 Author Share Posted February 19, 2016 Can you send me a save file? Link to comment Share on other sites More sharing options...
Perry Apsis Posted February 19, 2016 Share Posted February 19, 2016 Hi, 'dude. Does this work? https://drive.google.com/file/d/0Byz0Vu9imFzObTZJVXIya0xpYkU/view?usp=sharing Link to comment Share on other sites More sharing options...
RoverDude Posted February 19, 2016 Author Share Posted February 19, 2016 I see a save file in it so signs point to yes Link to comment Share on other sites More sharing options...
speedwaystar Posted February 20, 2016 Share Posted February 20, 2016 (edited) a query regarding TAC support in MKS-Lite: shouldn't these be showing food & oxygen (instead of supplies) and waste (instead of mulch)? this is with MKS-Lite + TAC, and without USI-LS installed. Edited February 20, 2016 by speedwaystar Link to comment Share on other sites More sharing options...
goldenpsp Posted February 20, 2016 Share Posted February 20, 2016 35 minutes ago, speedwaystar said: a query regarding TAC support in MKS-Lite: shouldn't these be showing food & oxygen (instead of supplies) and waste (instead of mulch)? this is with MKS-Lite + TAC, and without USI-LS installed. Not sure if it applies to MKS-L but the big brother MKS has always been a "bring your own storage" situation regarding TAC-LS Link to comment Share on other sites More sharing options...
speedwaystar Posted February 20, 2016 Share Posted February 20, 2016 (edited) 21 hours ago, goldenpsp said: Not sure if it applies to MKS-L but the big brother MKS has always been a "bring your own storage" situation regarding TAC-LS here's my ModuleManager bandaid fix to the Agriculture Module. it replaces USI-LS resources with TAC-LS resources, and adds the TAC-LS LifeSupportModule, it also fixes the problem where the the Ag Module can't be entered after deployment, despite needing crew to operate it. // assumptions: AgricultureModule is intended to have CrewCapacity = 1 @PART[*_AgModule]:NEEDS[TACLifeSupport]:HAS[@RESOURCE[Supplies]] { %CrewCapacity = 0 // undeployed %CrewCapacityDeployed = 1 // minimum needed to staff the structure, but might be more? // add CrewCapacity on deployment so kerbals can enter it @MODULE[USIAnimation]:HAS[#animationName[Deploy]] { %inflatable = true %InflatedResourceThreshold = 100 %CrewCapacity = #$/CrewCapacityDeployed$ } // add TAC life support MODULE { name = LifeSupportModule } // add TAC resources !RESOURCE[Supplies] {} RESOURCE { name = Food amount = 0 // MKS-Lite provdes 200 supplies, enough for 1 kerbal for ~12 days // this is 4x as much as the standard TAC-LS allowance @maxAmount = 1.097 // enough for 1 kerbal for 3 days @maxAmount *=4 // enough for 1 kerbal for 12 days isTweakable = True } RESOURCE { name = Oxygen maxAmount = 111.038 @maxAmount *=4 amount = #$maxAmount$ isTweakable = True } RESOURCE { name = Water amount = 0 maxAmount = 0.725 @maxAmount *=4 isTweakable = True } } i'm not sure if the CrewCapacity should be 1 (needed to activate the recycle) or more. anyone? as for the Hab Module: // assumptions: deployed HabModule is intended to have a CrewCapacity of 4 @PART[MKSL_HabModule]:NEEDS[TACLifeSupport]:HAS[@RESOURCE[Supplies]] { %CrewCapacityDeployed = 4 // add TAC life support MODULE { name = LifeSupportModule } // add TAC resources !RESOURCE[Supplies] {} RESOURCE { name = Food amount = 0 // MKS-LITE provides 200 supplies, enough for 1 kerbal for ~12 days, or 4 kerbals for ~3 days @maxAmount = 1.097 // enough for 1 kerbal for 3 days @maxAmount *= #$/CrewCapacityDeployed$ // enough for 4 kerbals for 3 days isTweakable = True } RESOURCE { name = Oxygen maxAmount = 111.038 @maxAmount *= #$/CrewCapacityDeployed$ amount = #$maxAmount$ isTweakable = True } RESOURCE { name = Water amount = 0 maxAmount = 0.725 @maxAmount *= #$/CrewCapacityDeployed$ isTweakable = True } !RESOURCE[Mulch] {} RESOURCE { name = Waste amount = 0 @maxAmount = 0.1 @maxAmount *= #$/CrewCapacityDeployed$ isTweakable = True } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.924 @maxAmount *= #$/CrewCapacityDeployed$ isTweakable = True } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 95.913 @maxAmount *= #$/CrewCapacityDeployed$ isTweakable = True } } note that the reason TAC-LS doesn't add these values automagically to the parts is that CrewCapacity is always 0 during ModuleManager's loading pass (because they're deflated). TAC Life Support patch for the Inflatable Storage Module/Warehouse: @PART[MKSL_ILM]:NEEDS[TACLifeSupport] { @MODULE[FStextureSwitch2] { %textureNames = UmbraSpaceIndustries/MKS-LITE/Assets/SW_01;UmbraSpaceIndustries/MKS-LITE/Assets/SW_02;UmbraSpaceIndustries/MKS-LITE/Assets/SW_03;UmbraSpaceIndustries/MKS-LITE/Assets/SW_04;UmbraSpaceIndustries/MKS-LITE/Assets/SW_05; %textureDisplayNames = Raw Materials;Refined Goods;Supplies;Commodities;Waste %fuelTankSetups = 0;1;2;3;4 } @MODULE[FSfuelSwitch] %resourceNames = Dirt,Ore;MaterialKits;Food,Water,Oxygen;RareMetals,ExoticMinerals;Waste,WasteWater,CarbonDioxide // 35 supplies = two day's worth of storage %resourceAmounts = 35,7;70;1.097,0.725,111.038;35,35;0.1,0.924,95.913 %initialResourceAmounts = 0,0;0,0;0,0,0;0,0;0,0,0; %tankCost = 3500;3500;3500;3500;3500 %tankMass = 0;0;0;0;0; } } i note that as provided, the maximum amount of USI-LS storage available seems really low: two days of supplies/mulch (35 units) vs ~12 days (200 units) in the hab module by default. maybe it should be bumped up? in any case, i've followed the default and provided 2 days of TAC LS/waste storage. if this all looks good and fine i'll upload a pull request. Edited February 21, 2016 by speedwaystar Link to comment Share on other sites More sharing options...
Dr Farnsworth Posted February 20, 2016 Share Posted February 20, 2016 Has anyone noticed a problem with the latest revision of MKS Lite conflicting with EPL? I have been running an older version of MKS Lite and USI life support with no problems. I installed the most recent revisions of USI Life support, MKS Lite, and extraplanetary launchpads yesterday and things stopped working. Now the orbital dock and the launchpads don't load into the game. I removed MKS Lite and the EPL parts would properly load. Does anyone know what is going on? Link to comment Share on other sites More sharing options...
goldenpsp Posted February 20, 2016 Share Posted February 20, 2016 45 minutes ago, Dr Farnsworth said: Has anyone noticed a problem with the latest revision of MKS Lite conflicting with EPL? I have been running an older version of MKS Lite and USI life support with no problems. I installed the most recent revisions of USI Life support, MKS Lite, and extraplanetary launchpads yesterday and things stopped working. Now the orbital dock and the launchpads don't load into the game. I removed MKS Lite and the EPL parts would properly load. Does anyone know what is going on? In regular MKS Rover put in a MM to hide EPL parts. Maybe it also found its way into MKS-L? Link to comment Share on other sites More sharing options...
speedwaystar Posted February 21, 2016 Share Posted February 21, 2016 to Minmus, with TAC-LS patched Scout Hub, by SLS Block 1A Exploration Upper Stage with Orion Explorer Service Module! Link to comment Share on other sites More sharing options...
RoverDude Posted February 21, 2016 Author Share Posted February 21, 2016 Very nice Link to comment Share on other sites More sharing options...
PocketBrotector Posted February 21, 2016 Share Posted February 21, 2016 On February 20, 2016 at 9:28 AM, speedwaystar said: i note that as provided, the maximum amount of USI-LS storage available seems really low: two days of supplies/mulch (35 units) vs ~12 days (200 units) in the hab module by default. maybe it should be bumped up? ILM storage capacity increases x1000 when inflated, as they are meant to be used for bulk storage/logistics once on-site. The hab and ag modules include their full storage capacity even when deflated so that you can ship them out fully loaded. Link to comment Share on other sites More sharing options...
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