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[Release][V3.2][KSP 1.2] Interstellar Flight Inc. - Kerbal Life Support Mod


Stavell

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At the very start of the game in campaign their is no life support so all the kerbals just die is their a fix?

Kerbals only die while assigned to a command pod with no lifesupport. at start of campaign all kerbals are in astronaut complex and don't die.

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Kerbals only die while assigned to a command pod with no lifesupport. at start of campaign all kerbals are in astronaut complex and don't die.

Sorry i worded it wrong at the start of the campaign while doing the flights and their is no access to the life support modules the kerbals die before you can get high enough in the tech tree to unlock them

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your command pods should automaticly have 3 days of life support by default.

this is enough to get to the Mun (but NOT Min), land, AND return.

you shouldn't need the higher items till after you do that.

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So, I get it, I don't like Valentina either, she seems like something that was forced on the game. But kill her as soon as she leaves the pod?

(as all the other life support mods, this one seems to kill female kerbals as soon as they exit the pod by dumping their lifesupport).

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Sorry i worded it wrong at the start of the campaign while doing the flights and their is no access to the life support modules the kerbals die before you can get high enough in the tech tree to unlock them

Ah ok I forgot to look at the new tech tree to see where the new LS tanks unlock. ( I'll check it out and see if they need tweaked)

- - - Updated - - -

So, I get it, I don't like Valentina either, she seems like something that was forced on the game. But kill her as soon as she leaves the pod?

(as all the other life support mods, this one seems to kill female kerbals as soon as they exit the pod by dumping their lifesupport).

Dang it the female kerbals must have thier own eva part (working on a fix)

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Pods given to rescue mission kerbals contain no life support, causing them to die right away.

Actually KSP is emptying pods of all resources when it spawns the POD, Have to find a work around. My first attempt gave all pods full LS once it hit 0,

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  • 3 weeks later...

I like the simplicity of this life support mod.

The rescue missions problem make it unusable for me as it stands.

Also the initial life support modules are huge and can only be mounted externally. This is a bit gamey to me. They should be cylinders that fit the standard rockets IMO. Or if you made them small enough to fit in the initial storage container I could live with that and it wouldn't waste a pretty good model.

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  • 2 weeks later...
I like the simplicity of this life support mod.

The rescue missions problem make it unusable for me as it stands. [...]

How are you people dealing with rescue missions since 1.0.2?

Stavell, will you have time to update this mod?

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I'm still trying to fix the problem. I hope to have a update by Fri Jun 12. Sorry for delay went on vacation :) before fixing.... bad Stavell :)

- - - Updated - - -

I have reduced the size of the radial tank so it fits inside the new service bay and will be in next release.

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I'm still trying to fix the problem. I hope to have a update by Fri Jun 12. Sorry for delay went on vacation :) before fixing.... bad Stavell :)

- - - Updated - - -

I have reduced the size of the radial tank so it fits inside the new service bay and will be in next release.

No problem! After vacation we get better ideas!

Have you seen UniversalStorage radial tank for IFILS? It looks nice! Maybe you should save some time by profiting on it... ;)

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  • 2 weeks later...

Hey Stavell, obviously you haven't wrestled this problem to the ground just yet, I just wanted to drop in and let you know we're still waiting patiently. I haven't started a new 1.02 career game yet because I refuse to play without your LS mod... hows that for encouragement :)

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  • 2 weeks later...

Well still not working,seems every cycle KSP is draining any resources from the POD to keep them at 0...... grrrrr .. and if I set it up to fill every 0 lvl Lifesupport then the Rescue mission kerbals stay alive, but also every other ship gets free life support at 0. Only way I'm going to get it to work is to rewrite the code for lifesupport tracking and create my own list to track every ship in the game...

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Download link has been updated to VERSION 2.70release.

07-05-2015 : Release VER 2.70-

Changes:



2.70 -
Fixed Bug where kerbal rescue missions had no life support.
resized radial tank to fit inside small service bay.

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  • 2 weeks later...
The bottom attachment point on the 2.5m tank doesn't accept connections. FYI.

Thanks it was pointed out on GitHub and has now been fixed in newest version released today.

Version 2.8 is now available and links updated in main post

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I have to say, this has been one of my must haves since coming back to KSP a couple of months ago. I see alot of downloads but not a huge forum thread which makes me think you have many more fans that have not hit any crazy problems. This mod needs more attention than it is getting imho.

Squad are adding "Remote Tech - like" (yeah I know thats not pretty) functions to their next update, they should really consider these gameplay options also.....it is a essentially a "Kerbalized" LS feature.

Thanks again for this great addition to KSP

I forgot to put a quick question - would you ever consider working with the USI guys to get this to work with USI Kolonization? It would be the best of both worlds afaic.

Cheers,

Edited by frozenwatters
Added a request
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  • 1 month later...

Heya, just to notice, I had Jeb on a rover in KSC, starting from the runway, with external command sit only (enabled with a mod).

So I had no LS resource beginning the mission not even on the kerbal.... The window mentioned Jeb was dead as a stick, even though I was able to command around and do my tasks....

After an bizarre thing with KCT exploding everything upon recovery, actually recovering the vessel an no Jeb no more. loading the vessel from a backup shows dead kerbal rotting in the seat. (something about unknow something).

So why did the Kerbal die if they're supposed to survive in breathable atmosphere? And secondly, I wonder will he ever come back?

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I'll look at the code Kerbals should not die under 12km .... wierd It could be the command seat messing with the code.

Heya, just to notice, I had Jeb on a rover in KSC, starting from the runway, with external command sit only (enabled with a mod).

So I had no LS resource beginning the mission not even on the kerbal.... The window mentioned Jeb was dead as a stick, even though I was able to command around and do my tasks....

After an bizarre thing with KCT exploding everything upon recovery, actually recovering the vessel an no Jeb no more. loading the vessel from a backup shows dead kerbal rotting in the seat. (something about unknow something).

So why did the Kerbal die if they're supposed to survive in breathable atmosphere? And secondly, I wonder will he ever come back?

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