![]() Orbital will always be a pain - so you will need to fly up fresh organics or keep large stores. So surface bases are easier to get to self sufficiency - if they are on water/substrate deposits. Organics come either from mulched supply waste, or from a combo of water/substrate. Mk-IV modules (once released) will operate at 90% efficiency off-world, 100% efficiency on the surface (pulling in of local material is inferred, no extra drills required). The old C3 (now renamed to the Pioneer Module) will have a basic mulcher and greenhouse and can do recycling at 50% efficiency for up to four Kerbals. MKS wise, closed loop just got a lot harder/more interesting (depending on your point of view). No resourced added to pods (the 15 day window covers all of the Kerbin SOI so no point). Parts wise: Three inline storage compartments. It does, however, feel 'right' (at least to me) from a design standpoint. Yes, it's a bit more 'Kerbal' than TAC-LS, but also a lot more predictable and with harder consequences than 'Snacks'. This always gives a player (especially a new one) an 'out' to test out a manned mission before actually committing your other kerbals, etc. They will still consume supplies if given, but do not leave the job, because they are just that awesome. Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to the ill effects of life support. But if they are brought back aboard a ship and have been starved (and can't find a hot meal waiting) they will promptly go in strike, and begin their self imposed vacation immediately. Once resupplied, they are happy as clams and will return to work. Mechanics wise, they are transformed into tourists, as they are essentially on a self-imposed vacation This is a design consideration in that all of us, at least once, has just flat out done goofed, and lost a whole colony of Kerbals via glich or other sadness. But they can't fly, can't EVA, and essentially do the Kerbal equivelant of spinning around in their office chairs, refusing to work, until resupplied. Well, they just say 'screw it', get grouchy, and quit. ![]() If you leave them unsupplied for 15 days. When supplies run out, things go into the red. at the player's discretion (or in the case of MKS, converted into Organics at varying levels of efficiency).ġ5 days out, the visuals go yellow (sorry, no auto-warp-slowdown-thingie, use KAC). The resulting organic slurry is called 'mulch' and can be used to feed greenhouses, etc. When Kerbals are done consuming supplies, leftovers, scraps, and 'anything else' is either tossed overboard, or (if storage is available) tossed into a 'mulcher'. these are both on the same timer, so I just check supplies for the status window. With that, I am pleased to introduce USI Life Support. I've been playing with it and minus a few refinements am very happy with the result. This is pretty much my interpretation of how, if I were to go buy Kerbal in a store, I would expect a stock-ish life support system to work.
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