Kerbal Life-Support System (KLSS) [v0.7.0 for KSP2 0.2.1] (2024)

So, I found a few more bugs. First of all, yeah with a mass of 31t for the greenghouse, ok, that is quite a trade off for infinite food. Good enough for now. So, definitely some water only and oxy only storage modules are needed, maybe even only water....I mean plants do create oxygen right, so perhaps oxygen should be partially or fully replenished by greenhouses (IIRC, Kerbalism greenhouses generated twice as much oxy as food, so it was much easier to have inifinite oxy, much harder to have infinite food). I'm assuming you are not wanting infinite water/oxy because you foresee harvesting of water on distant bodies and easy production of oxy from that? (EDIT - while researching info for below bugs, learned ISS originally was designed to reclaim 80% of water from urine, but it was lowered to 70% because of very high amounts of calcium in the urine due to zero-g bone loss - is this where you are getting your 70% reclamation efficiency from?)

So, the bugs:

1) while experimenting with the greenhouse, I discovered an issue where the planner goes haywire in the VAB. First of all, I have all of the major QoL mods, and Even Better Timewarp. To reproduce it everytime, follow these exact steps:

a) place a Mk3 Wanderer module (works on anything really)

b) pull up the planner

c) add 3 more Kerbals

d) Set Wanderer Conversion rate to 100% and Enable Converter

e) Add a Green House

f) Set Conversion Rate to 100%

g) Set GreenHouse from Unfertilized to Fertilized

h) Now toggle Converter on the Wanderer module, and then toggle it back - note that Water/Oxy doesn't change anymore - its borked now, now mater what you do, you can't get the Resource Converter toggle to change oxy/water resources - the only way to recover is start a new vehicle - it all goes to hell once you set the GreenHouse from Unfertilized to Fertilized.

2) I was pretty sure while I was figuring out bug #1, I recalled seeing infinite oxy/water - which if I understand you correctly, you never want to happen - the only time you should see infinite, is when there are NO Kerbals on board. However, I was able to reproduce this in the VAB fairly easily. It's involved with having extra unmanned modules using excessive Converters. The good news is that it is NOT creating infinite water and oxy, only falsely shows it on the planner:

a) create Mk1 capsule with 1 kerbal

b) turn converter to 100% and enable converter

c) now add an additional Mk1 capsule

d) enable 2nd converter - you will see water/oxy duration increase

e) turn converter efficiency to 100% on 2nd capsule - you will see water/oxy duration go to infinite

3) While testing issue #2 in space, I noticed that if water/oxy runs out, the Kerbal doesn't seem to die. However, this may be all working out, as I then did an EVA with the Kerbal and discovered issue #4. I did retest again, and the Kerbal did die some time after it ran out resources, like 1-2 hours?? Is this intended? Funny how they dont die right away, but if they just EVA, poof, they have 7 days of life left.

4) Kerbals on EVA carry 7 DAYS worth of oxy, food, and water - Whaaaaa?? That's insane - maybe 2 hours worth (Astronauts on ISS can carry 1/3day of oxygen) - this would mean light rovers should carry some life support as well, if they plan for long range excursions away from the base. Now I suggest as well, that the resources be actually subtracted from those in the craft, else someone can just EVA, go back in, EVA, go back in, etc. Not sure how many decimals of accuracy you have available on the food tonnage, which of course would be incredibly small for 2 hours of food, but considering you can count down to minutes of food remaining, I assume it viable to add/subtract very small amounts of food. *** NOTE - while writing all of this up, the Kerbal that EVAed with 7 days of resources, actually died on me, within several minutes. It still showed they had 7 days of resources. So, I did the test yet again, near exhaustion of all resources, do an EVA to try to cheese 7 days of survival. The resources on the craft continued to decline (and if zero, then the Kerbal would die shortly after) - however the EVA resources on the Kerbal started at 7 days and began to reduce in quantity. So, this all needs to be cleaned up to be accurate - the resources need to work properly - what if a Kerbal nearly out of resources does an EVA, and then tries to get inside a rescue craft that has no time to properly dock - who knows what will happen (maybe Kerbal still dies because original craft was controlling and slowly reducing lifesupport). Not sure what can be done, but it certainly doesnt appear correctly working.

5) In all space tests, with converters on, I NEVER saw wastewaterand CO2 being reduced, i.e. converted back to water - the water duration was extended and water consumption did indeed slow...however the wastewaster was fully present - basically if you have the converter on, and stay in space until you die, you will have 0 water and 0 oxygen, however your storage tanks are FULL of wastewater and CO2.

Edited by dansiegel30

Kerbal Life-Support System (KLSS) [v0.7.0 for KSP2 0.2.1] (2024)
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