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Configuration
There are two configuration files which control USI's settings, one for USI-LS and one for MKS Kolonization. If you have both a Life Support Mod and the full MKS installed you will have two configuration files.
\GameData\UmbraSpaceIndustries\LifeSupport\Settings.cfg
\GameData\UmbraSpaceIndustries\MKS\Settings.cfg
LIFE_SUPPORT_SETTINGS
{
SupplyTime = 324000 //How many seconds before Kerbals are affected by no supplies
ECTime = 324000 //How many seconds before Kerbals are affected by no EC
EVATime = 21600 //How many seconds before ill effects on EVA
ECAmount = 0.01 //EC per Kerbal per second
SupplyAmount = 0.0005 //Supplies consumed per Kerbal per second
WasteAmount = 0.0005 //Mulch produced per Kerbal per second
NoSupplyEffect = 1 //Effect if a Kerbal has no supplies
NoSupplyEffectVets = 1 //Effect if a Kerbal is a vet and has no supplies
NoECEffect = 1 //Effect if a Kerbal has no EC
NoECEffectVets = 1 //Effect if a Kerbal is a vet and has no EC
EVAEffect = 1 //Effect if a Kerbal exceeds EVA time
EVAEffectVets = 1 //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 = 1 //Bonus to hab values (1 = default = 100% of the part's rated value)
HomeWorldAltitude = 25000 //Altitude on Kerbin that negative effects are removed
BaseHabTime = 0.25 //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.
Under these settings a Kerbal,
- can last 90 hours without
Supplies
(SupplyTime
=324,000 supplies per second / 3,600 seconds per hour) - can last 6 hours on EVA (
EVATime
=21,600 seconds / 3,600 seconds per hour) - consumes 1.8
Supplies
per hour (SupplyAmount
=.Supplies
per second * 3,600 seconds per hour), producing the same asMulch
(Waste)
Vets or regular Kerbals will turn into Tourists if not taken care of, at least until below 25 km altitude on Kerbin and Habs and Life Support equipment does not wear out (ReplacementParts
=0).
The Life Support settings can be configured from within the game by clicking green box icon from the Launch Complex map screen.
Set NoSupplyEffectVets, EVAEffectVets and NoHomeEffectVets to 0.
Note: If your Veteran has already been affected by any of these conditions, switching the configuration to 0 will not return your Veteran to their normal selves. You will either need to recover, feed, or pamper them back to happiness or you will need to hack your save file to restore their profession.
The easiest way of disabling Habitation, is to simply make it so that there are no downsides to being homesick and tired of the vessel your kerbal is in. Set both NoHomeEffect and NoHomeEffectVets to 0.
KOLONIZATION_SETTINGS
{
OrbitMultiplier = 0.0 \\ Relative rate for research aboard orbital kolonies compared to surface
EfficiencyMultiplier = 10000 \\ The square root of how much research must be done to provide a 100% boost
MinBaseBonus = 0.0 \\ Safeguard to make sure you don't harm yourself
StartingBaseBonus = 1.0 \\ A new base on a newly kolonized planet has this
ScienceMultiplier = 0.000005 \\ Botany researched per second per scientist, yields Science
RepMultiplier = 0.00001 \\ Kolonization researched per second per Pilot, yields Reputation
FundsMultiplier = 0.15 \\ Geology researched per second per Engineer, yields Funds
}