IonMage Posted August 22, 2017 Share Posted August 22, 2017 (edited) Her hab time before becoming a tourist is 2y, 8d, and 'expired' (in red!) after. Her home timer is 43y(thanks to the station used to get to Duna in the first place), both before and after. Driving back to within range of the hab brings her back to normal, at 2y, 8d. The cutoff point in which this happens seems to be within about 150m, which IIRC is a magic number for base buildings to inter-operate. Is the game treating the rover as if its part of the base? Edited August 22, 2017 by IonMage Quote Link to comment Share on other sites More sharing options...
sh1pman Posted August 22, 2017 Share Posted August 22, 2017 (edited) I have also observed a weird habitation effect not too long ago. I had a Minmus rocket with 20 days of supplies and hab time. Just before reentering Kerbin's atmosphere I decoupled the command pod. As soon as the rest of the rocket left the hab-sharing range, my scientist turned into a tourist. This is weird, because his home timer had a lot of time left, and the pod itself had enough built-in hab time for the rest of the trip. @IonMage yes, hab time is shared across all vessels within 150m. I think this is indeed a glitch, because you should be able to temporarily use small vessels and have your hab time reset upon returning to a bigger one. Edited August 23, 2017 by sh1pman Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted August 23, 2017 Share Posted August 23, 2017 25 minutes ago, IonMage said: While still in the vicinity of the base but still in the rover, the rover reports that she has 2 years left. This matches the hab time for the 2 other kerbals still inside the base. Its like the game is treating the rover as part of the base itself instead of another vehicle, despite the two having separate list in the life support panel. Actually, come to think of it, this did not happen when I had an engineer take the rover out a ways to salvage some stuff from an old landing site, and that was not that long ago (that happened over 40 days since first entry into the base). This is by design--it counts everything within 150 meters as one for habitation. I'm sure the intent was to handle disconnected bases but it also results in things like my guys suddenly waking up when the rescue vessel zooms by. (They woke up before it lit it's engines to match velocities.) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 23, 2017 Author Share Posted August 23, 2017 1 hour ago, sh1pman said: I have also observed a weird habitation effect not too long ago. I had a Minmus rocket with 20 days of supplies and hab time. Just before reentering Kerbin's atmosphere I decoupled the command pod. As soon as the rest of the rocket left the hab-sharing range, my scientist turned into a tourist. This is weird, because his home timer had a lot of time left, and the pod itself had enough built-in hab time for the rest of the trip. @IonMage yes, hab time is shared across all vessels within 150m. I think this is indeed a glitch, because you should be able to temporarily use small vessels and have your hab time reset upon returning to a bigger one. If you can get me a save that repros it I can take a look. Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted August 23, 2017 Share Posted August 23, 2017 May i ask what does Regolith Sifter do. It convert dirt to rock, how to process rock Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 23, 2017 Author Share Posted August 23, 2017 Rock is either discarded, or used by other USI mods. Quote Link to comment Share on other sites More sharing options...
maja Posted August 23, 2017 Share Posted August 23, 2017 @RoverDude @sh1pman The problem is, that TimeEnteredVessel in LifeSupportScenario isn't updated for second and other Kerbals, when two vessels separate. First Kerbal in the list, usually a pilot, has correct value. I planned to test it more and raise a github issue or do a pull request, but I don't have time for this, because the life Quote Link to comment Share on other sites More sharing options...
IonMage Posted August 23, 2017 Share Posted August 23, 2017 Huh, that makes sense. In the case I mentioned previously, the pilot was unnaffected. And before that, my engineer went somewhere far on his own. Only the scientist was affected. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 23, 2017 Author Share Posted August 23, 2017 Let me poke around then Tho as noted, a save makes that considerably easier Quote Link to comment Share on other sites More sharing options...
maja Posted August 23, 2017 Share Posted August 23, 2017 56 minutes ago, RoverDude said: Let me poke around then Tho as noted, a save makes that considerably easier https://www.dropbox.com/s/upg9ntl6wucw8zn/LS hab time test.zip?dl=0 Only stock and USI-LS. There is one ship in the space, just decouple and observe. And now, I can finish packing and leave Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 23, 2017 Author Share Posted August 23, 2017 4 hours ago, maja said: https://www.dropbox.com/s/upg9ntl6wucw8zn/LS hab time test.zip?dl=0 Only stock and USI-LS. There is one ship in the space, just decouple and observe. And now, I can finish packing and leave Thank you! Quote Link to comment Share on other sites More sharing options...
garwel Posted August 23, 2017 Share Posted August 23, 2017 After one of the recent updates, I noticed that my vessels never go over 95% of their EC if they have a USI part (such as Salamander pod). And technically, they are not colonies or bases or stations, just ordinary ships. I don't know much about the logistics system, but looks like it is to blame. Is it intended behavior or a bug? I hope it's not going to happen to other resources as well? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted August 23, 2017 Share Posted August 23, 2017 5 minutes ago, garwel said: After one of the recent updates, I noticed that my vessels never go over 95% of their EC if they have a USI part (such as Salamander pod). And technically, they are not colonies or bases or stations, just ordinary ships. I don't know much about the logistics system, but looks like it is to blame. Is it intended behavior or a bug? I hope it's not going to happen to other resources as well? USI reactors will only fill to 95% battery capacity, if that's what you're seeing. Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted August 23, 2017 Share Posted August 23, 2017 8 minutes ago, garwel said: After one of the recent updates, I noticed that my vessels never go over 95% of their EC if they have a USI part (such as Salamander pod). And technically, they are not colonies or bases or stations, just ordinary ships. I don't know much about the logistics system, but looks like it is to blame. Is it intended behavior or a bug? I hope it's not going to happen to other resources as well? 3 minutes ago, voicey99 said: USI reactors will only fill to 95% battery capacity, if that's what you're seeing. Same as stock fuel cells Quote Link to comment Share on other sites More sharing options...
DStaal Posted August 23, 2017 Share Posted August 23, 2017 2 minutes ago, garwel said: After one of the recent updates, I noticed that my vessels never go over 95% of their EC if they have a USI part (such as Salamander pod). And technically, they are not colonies or bases or stations, just ordinary ships. I don't know much about the logistics system, but looks like it is to blame. Is it intended behavior or a bug? I hope it's not going to happen to other resources as well? The logistics system would deplete them down to 50%. The USI reactors will fill to 95% capacity as a feature: It means you can run solar and nuke at the same time, and the solar will be preferred when it's available. Quote Link to comment Share on other sites More sharing options...
garwel Posted August 23, 2017 Share Posted August 23, 2017 But I'm not using any USI reactors or fuel cells. I use stock solar panels. Quote Link to comment Share on other sites More sharing options...
DStaal Posted August 23, 2017 Share Posted August 23, 2017 2 minutes ago, garwel said: But I'm not using any USI reactors or fuel cells. I use stock solar panels. Well, we aren't going to be able to make any better guesses without seeing at least one representative ship in question. Pics please? Quote Link to comment Share on other sites More sharing options...
garwel Posted August 23, 2017 Share Posted August 23, 2017 (edited) Nothing special: besides the Salamander pod and the solar panels, a few DMagic's scientific instruments (all disabled), the Klaw, a fuel tank, an engine, a heat shield, chutes and an antenna. From the other side and with MKS dashboard: Edited August 23, 2017 by garwel Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted August 23, 2017 Share Posted August 23, 2017 everytime I cancel the timewarp , the drill will stop, and need me to reactivate all the drills in right click menu, how to fix that And all my Smelt-O-Matic run at 5% efficiency (I have enough EC and radiators) Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted August 23, 2017 Share Posted August 23, 2017 One more question, since Pilot, engineer and scientists have all the skills needed, why do i need to hire those: Kolonist Miner Technician Mechanic Biologist Geologist Farmer Medic Quartermaster Scout Quote Link to comment Share on other sites More sharing options...
sh1pman Posted August 23, 2017 Share Posted August 23, 2017 (edited) 8 minutes ago, Iso-Polaris said: One more question, since Pilot, engineer and scientists have all the skills needed, why do i need to hire those: Kolonist Miner Technician Mechanic Biologist Geologist Farmer Medic Quartermaster Scout They are supposed to be much cheaper (they're not right now, but it'll be fixed). Also, some of them give double (or even triple!) kolony rewards. Edited August 23, 2017 by sh1pman Quote Link to comment Share on other sites More sharing options...
NermNermNerm Posted August 24, 2017 Share Posted August 24, 2017 I just observed that adding any of the MKS drills with multiple separators seems to crater the framerate in the VAB and outside. E.g. "Automated Industrial Strip Miner" takes it from 60 to 11. Adding another one takes it to 6. Adding a MEU-500-A takes it from 60 to 23 and another one drops it to 14. A single MEU-100 doesn't do anything to the framerate, but 6 of them drop it to 33. Stock drills don't suffer from this. Anybody else seeing this? I'm running with USI Core 0.4.2.0, and I don't recall seeing this issue before this release. Quote Link to comment Share on other sites More sharing options...
Deltac Posted August 24, 2017 Share Posted August 24, 2017 (edited) I read somewhere about "Easy configs", but I can't find any. I basically just want the visuals of a base, but I'm not currently in the life support and resources mood xP If anyone could steer me in the right direction, I'd appreciate it! ^^ Edited August 24, 2017 by Deltac Quote Link to comment Share on other sites More sharing options...
IonMage Posted August 24, 2017 Share Posted August 24, 2017 Theres a settings menu at the space center. Quote Link to comment Share on other sites More sharing options...
IonMage Posted August 24, 2017 Share Posted August 24, 2017 1 hour ago, NermNermNerm said: I just observed that adding any of the MKS drills with multiple separators seems to crater the framerate in the VAB and outside. E.g. "Automated Industrial Strip Miner" takes it from 60 to 11. Adding another one takes it to 6. Adding a MEU-500-A takes it from 60 to 23 and another one drops it to 14. A single MEU-100 doesn't do anything to the framerate, but 6 of them drop it to 33. Stock drills don't suffer from this. Anybody else seeing this? I'm running with USI Core 0.4.2.0, and I don't recall seeing this issue before this release. Actually, I've noticed my framerate craters around colonies too, even ones without drills. I just noticed that it only seems to happen when close to the base, within 150m. When at, say, 400, the base is very clearly loaded into the active area, and it runs smoothly. Which means, this cratering is NOT a case of too many parts/not enough memory like it usually is in this game. Is this supposed to be normal, or is something going on, like a mod conflict or whatever? I have a lot, too many to list really, so it'll be hard to pinpoint the cause, but are there any known conflicts, or has this happened before? Also, could this be related to the 'kerbal goes tourist instantly' bug me and someone else mentioned earlier? Quote Link to comment Share on other sites More sharing options...
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