Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
USI-LS: used to be awesome, but the big deal breaker for me is the home sickness number. So you can supply your guys as much as you want but there is a slowly degrading home sickness requires the kerbals be returned home, and *also* a slowly degrading habitation%, that requires special parts to repair. What once was the "simpler TAC-LS" has become a micro management nightmare. You can 0 out those thigns in the config, but they'll all still display on your screens in game
Snacks: This really is the simplified TAC-LS now and is a pure joy to use. If you want just a small challenge increase, then go snacks, it's tons of fun. You don't even have to think about it for Mun trips -- plenty of snacks are already in the command pods, but interplanetary travel requires a little consideration.
http://forum.kerbalspaceprogram.com/index.php?/topic/137227-122-kerbalism-v118/
Pretty much the same thing every life support mod does.
Turning into tourists is just a work around to "disable" them while keeping them in a way that you can "cure" them. And they will still count as crew, including life support even if you use other mods, ability to swap them around within a vessel etc.
Its only a few days in a situation where in reality professional astronauts would already face severe health issues. Like...being in a mercury pod for a week.
Make that a hitchhiker, still a very cramped environment, and you are good to go for weeks.
Entertainment is only necessary beyond that-on interplanetary, or permanent bases. If at all, those colony supplies are just a "container resource" for everything including: medicine.
Lets be honest, putting them in a MK2 crew compartment for an interplanetary is also still..eh, seriously, in this tourist class seat something, for months? Or YEARS?- it does work however. Indefinitely if you got a medic bay with you as well.
This habitation mechanic does however give a first and imho promising and well done try at having to keep space, as in living space, in mind as well.
>assuming the date on a thread isn't from 2 years go.
i regret everything
except my joke, i am proud of that
It combines well with procedural part mods, it uses the same tanks. If your using Realism Overhaul it can use the stock tanks too. I like this mod because it requires the least changes in my craft designs.
But if you really want to take it further with radiation sickness and Kerbals getting lonely or crazy and reenacting The Shining in space then Kerbalism is the most realistic and funny life support mod. This one has habitat modules you will need to build to keep your Kerbals from getting space madness and throwing food or other Kerbals out the airlock. And you will also need to add extra layers of insulation to get through the Van Allen belt.