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Kerbal Life-Support System (KLSS) [v0.7.0 for KSP2 0.2.1]


Safarte

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7 hours ago, Safarte said:

The dry masses have been chosen quite arbitrarily and are still WIP, thank you for your feedback I'll look into rebalancing this.

Okay, that explains it. Thanks for reply. I try to play efficient as possible with deltaV in science career, that's why i noticed it.

I would suggest something like a normal tank's dry mass multiplier around *1.6 - 1.75. Not heavy enough to actually drop the KLSS completely, because it becomes inconvenient and needs a extra stage just to bring the snacks into orbit. But at same time  heavy enough to prevent players from stuffing their manned rockets to the top with snacks. Especially if you go into deep space or play with transit method or all that in a x2.5 scaled sun system, then the life system ressources will weight a lot themselves.

 

I can support KLSS with a german translation, but i wonder where the file is located or how i can submit the translation. I couldn't find a newer file with the russian translation added, as mentioned in the post before.

plugin_template/localizations/localization.csv is 2 month old

 

Just some thoughts for a deeper life support system. I have absolutely no idea what can be made in KSP 2, so yeah might be a bit utopian.

It would be interesting to have something like home sickness or a depression state, where lonely Kerbals stop working now and then (f.e. give a uncontrollable vehicle state for a few days). That could be triggered after a initial period of a normal Kerbin system travel time like 60 days (like Kerbin - Minmus and back). This depression state could be prevented with a second or even a third Kerbal onboard (like after 360 days with 2 kerbals they stop working as above, while 3 kerbals = never home sick). That way deep space missions would have a higher challenge with a reasonable snacks management and it would give a bigger crew roster a right to exist.

Edited by LeLeon
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9 hours ago, LeLeon said:

plugin_template/localizations/localization.csv is 2 month old

This is the right file, the updates are made in the "dev" branch and then later merged into the "main" branch. You can change branch at the top left of the list of files in Github.

9 hours ago, LeLeon said:

It would be interesting to have something like home sickness or a depression state, where lonely Kerbals stop working now and then (f.e. give a uncontrollable vehicle state for a few days). That could be triggered after a initial period of a normal Kerbin system travel time like 60 days (like Kerbin - Minmus and back). This depression state could be prevented with a second or even a third Kerbal onboard (like after 360 days with 2 kerbals they stop working as above, while 3 kerbals = never home sick). That way deep space missions would have a higher challenge with a reasonable snacks management and it would give a bigger crew roster a right to exist.

Hmm I'll need to think about whether this fits into the scope of KLSS but it is an interesting idea!

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2 hours ago, Safarte said:

This is the right file, the updates are made in the "dev" branch and then later merged into the "main" branch. You can change branch at the top left of the list of files in Github.

Hmm I'll need to think about whether this fits into the scope of KLSS but it is an interesting idea!

Thanks, found & german added. Short test ingame in VAB / flight / menu. I noticed, the mod options menu isn't in the translation file.

 

Yeah the idea extends the content quite a bit, i just thought about improving the depth with creating a new cog in the engine called "life support". Probably this would be sort of a Addon to the life support you created, that can also exists standalone. But it's beyond my ability to create things. I'm more of a dumb translator/ balance lover/ stickler.

But i like to participate in the community by helping to translate stuff. 

 

Actually you have "Greenhouse" as function header on the Composter and Greenhouse modules. May i suggest "Cultivation System" or maybe "Plant Cultivation System" instead to better describe all processes/modules around growing food sources? These are used terms for the plant growing cycle also in space. PCS looks fine on FHD resolution, so does CS. CS is for plants and other sources like algae (who are not plants), if you ever decide to expand KLSS modules in a different way, but don't wake the Kraken. Algae are quite popular for space stuff. They also can be used for 3D printing. ^^

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