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W. M. Moreland edited this page Oct 1, 2019 · 7 revisions

Configuration (0.5.0)

There are two configuration files which control USI's settings, one for USI-LS and one for USI Modular Kolonization System (MKS). If you have both USI-LS and the full MKS installed, then you will have two configuration files.

When the settings in two configuration files conflict with one another, USI-LS automatically chooses the harshest combination of settings. For an extreme example, if there are two configuration files, one where Habitation is disabled but running out of Supplies will kill a Kerbal, and another where Supplies are disabled but running out of Habitation is deadly, USI-LS will put them together to make both deadly.

Note also that timers and effects count as separate settings: for another extreme example, a configuration that has no ill effects for Kerbals who run out of supplies but has set SupplyTime to zero will make running out of Supplies very harsh indeed when loaded along with any configuration that has NoSupplyEffect enabled.

Default settings in UKS are slightly harsher than USI-LS alone; prepare for this by recalling all un-supplied or under-supplied Kerbals before making the change if you choose to add UKS (or any harsher LS configuration) to an existing save.

Config File Locations

  • \GameData\UmbraSpaceIndustries\LifeSupport\Settings.cfg
  • \GameData\UmbraSpaceIndustries\MKS\Settings.cfg

Example Life Support Config File

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 default settings:

  • A Kerbal consumes 10.8 Supplies per Kerbin-day (at a rate of .0005 per second) and produces the same amount of Mulch.
  • Kerbals can last 15 days without Supplies.
  • Kerbals can only EVA for 1 Kerbin-day (six hours, or 21,600 seconds).
  • 'Vets' (by default, Jebediah, Valentina, Bill, and Bob) and regular Kerbals all will turn into Tourists after 15 days without Supplies, but they will not get homesick.
  • If Kerbals are below 25 km on Kerbin, they will not become Tourists even if they do run out of Supplies. (They will still consume Supplies that are available, however.)
  • Habs and Life Support equipment do not wear out and so never need new 'ReplacementParts'.

Common Configuration Changes

Making your Orange Shirts (Veterans) immune to the dangers of Life Support

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.

Enabling Habitation

Habitation is disabled by default; there are no downsides to being homesick and tired of the vessel your kerbal is in. To change this, set NoHomeEffect and NoHomeEffectVets to any value from 1 through 5, depending on the desired difficulty.

Example UKS Life Support Config File

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 = 1					//Effect if a Kerbal becomes homesick
	NoHomeEffectVets = 1				//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 = 0.000001	//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.

The main two differences between default UKS and default USI-LS are that Habitation and 'Wear' are activated in UKS:

  • The default penalty for running out of Habitation is that Kerbals will become Tourists.
  • Wear refers to the slow degradation of Life Support parts over extended use (eventually, one needs to unclog the filters). With default settings, life support equipment will require ReplacementParts at a rate of approximately one every 46 days.