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notthebobo edited this page Oct 24, 2016 · 13 revisions

Configuration (Updated for 0.50)

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.

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 settings a Kerbal,

  • can last 90 hours without supplies (324,000 supplies per second / 3,600 seconds per hour)
  • can last 6 hours on EVA (21,600 seconds / 3,600 seconds per hour)
  • consumes 1.8 supplies per hour (0.0005 Supplies per second * 3,600 seconds per hour), producing the same as Mulch (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 do not wear out (ReplacementParts=0).

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.

Disabling Habitation

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.

Example Kolonization Config File

 KOLONIZATION_SETTINGS
 {
 	OrbitMultiplier = .1          \\ 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 = 0.25        \\ Geology researched per second per Engineer, yields Funds
 }
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