Configuration - UmbraSpaceIndustries/MKS GitHub Wiki

Configuration (As of 0.50.17.0)

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 (SupplyTime=324,000 supplies per second / 3,600 seconds per hour)
  • can last 6 hours on EVA (EVATime=21,600 seconds / 3,600 seconds per hour)
  • consumes 1.8 Supplies per hour (SupplyAmount=. 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 does not wear out (ReplacementParts=0).

The Life Support settings can be configured from within the game by clicking green box icon from the Launch Complex map screen.

Imgur

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 = 0.0         \\ 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 = 0.15        \\ Geology researched per second per Engineer, yields Funds
     }