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Description
- Kerbals require resources to survive, whether in a vessel or on EVA: Food, Water, Oxygen, Electricity (for air quality and climate control)
- Resources are needed all the time, even when flying another vessel, or sitting at the Space Center or Tracking Station.
- Kerbals can die if they go without resources for too long. The defaults are: 360 hours without Food (60 Kerbin days/15 Earth days), 36 hours without Water, 2 hours without Oxygen, and 2 hours without Electricity.
- Kerbals produce waste resources: Carbon Dioxide, Waste, and Waste Water. Currently Carbon Dioxide can be recycled into Oxygen, and Waste Water can be recycled into clean Water. Also can filter Oxygen out of IntakeAir, or split Water into Oxygen and Waste (hydrogen). A greenhouse part that allows growing Food is planned, but is not included yet.
- Filling up with waste resources (Carbon Dioxide, Waste, Waste Water) has no effect. Any excess is dumped overboard, and you lose the opportunity to convert them back into good resources.
- Includes a Life Support Monitoring window for watching resource levels and a countdown to when they might run out, even for far away vessels. See note 1.
- Includes a Build Aid window for use in the editors (VAB and SPH) to help build vessels with enough resources.
- Allows you to enable or disable the mod on a saved-game basis. No more uninstalling/reinstalling when switching between saved games.
- Most command pods come stocked with 12 hours (2 Kerbin days/0.5 Earth days) worth of resources.
- When a Kerbal goes on EVA, the Kerbal takes 6 hours of each resource along in the EVA suit, taking from the pod the Kerbal was in.
- Kerbals will not start requiring resources until the first time that you focus the vessel, or get close enough that it loads -- within the 2.4 km load distance. This includes Kerbals that you get a contract to rescue.
- Oxygen is not required on Kerbin below a reasonable altitude, which is defined as atmospheric pressure greater than 0.5 atm (Mt. Everest Base Camp, roughly 3.4 km on Kerbin) or 0.2+ atm if you have Electric Charge (close to the maximum altitude most airliners fly, roughly 8 km on Kerbin). Above that, the air is too thin.
Oxygen is needed on Laythe because the EVA reports seem to indicate that the air is not the right mixture or contains other substances that are not breathable. Use an air intake and the TACLS Air Filter there to extract Oxygen and keep your tanks full. - Consumption rates, masses, and volumes are based on real world values. You can see all of my math if you want.
- This mod intentionally kills Kerbals. Be aware.
- It tries to warn when resources are low and again when resources run out. No guarantees.
- Be careful when using time warping. It tries to stop time warp when resources are low or run out, but it may not stop fast enough, especially when at high time warp speeds.
- Kerbals do require resources when their vessel is not active, and they can die if you leave them alone for too long.
- Includes some inline containers and recyclers made by me, textured by jfjohnny5.
- Includes Hex Can containers from Greys with textures by jfjohnny5.
- Other textures for the parts in the mod are available from regex, WafflesToo and thecoshman.
- TACLS Declutter by somnambulist -- cuts the part list down to two tweakable, resizable containers.
- eggrobin made an Electrolyser and a Fuel Cell part
- Talisar's "Spherical and Toridal Tank Pack"
- Somnambulic Aerospace -- Life Support Parts
- mossman's Brass Moustache Industrial supply -- Air and Water filter parts
- Universal Storage by New Horizons and Strana Mechty Engineering
- Better RoveMates by Codey737
- R.R. Dynamics Inc. TAC containers by Sentmassen
- BioMass - Renewable Bio Fuel Modules
- USI Kolonization Systems (MKS/OKS)
- MunSeeker Greenhouses
- ? I know that I am missing a lot...
- ModularFuelTanks (MFT) or RealFuels - both allow resizing resource amounts within parts, so you could make a part that is 80% Food/10% Water/10% Oxygen or whatever.
- TweakScale - allows you to resize the parts.
- Procedural Parts - has parts that you can make any size you want.
If you made something, or know of something, that you would like listed above, please contact me. There are no restrictions on making parts that contain the resources or the recycling modules used by this mod. Let me know if you made some or if you adapted other parts, and I will add a link above.
The Life Support Monitoring window does not account for recycling. The time remaining only reflects the resources that were on the vessel the last time it was loaded. It is not necessary for you to switch to the vessel to make the recyclers work, they will catch up the next time you do. For now, you will need to mentally keep track of when the resources would actually run out, or use the Kerbal Alarm Clock by TriggerAu and set an alarm. I also highly recommend the KSP Alternate Resource Panel, also by TriggerAu, it can calculate the current net consumption rate and show the time remaining.