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Life Support
As of KSP 1.1 and UKS 0.30.0 [USI-LS] (https://github.com/BobPalmer/USI-LS/wiki) is the new default life support system for UKS. TAC-LS is still fully supported by UKS and any relevant parts automatically detect if TAC-LS is present and adjust accordingly.
For more USI Life Support documentation, check the USI-LS wiki.
USI Life Support is a simplified life support system that relies on four resources to keep your Kerbals alive:
-
ElectricCharge
, a stock resource in the game. -
Supplies
, or Nutritional Organic Meal Substitute (N.O.M.S.) for your Kerbals. -
Mulch
, a byproduct ofSupplies
consumption which can be recycled back intoSupplies
. -
Fertilizer
, used in some early conversion cycles and for more an efficient production. Can be produced, if you have UKS installed.
ElectricCharge
is simply the electric charge which is part of the stock game (solar panels, batteries, etc.). Kerbals require 0.01 ElectricCharge
per second which 36 EC/hr. If you lack solar panels or RTGs, make sure you have a large enough battery for your mission!
Supplies
are provided by USI Life Support containers. The supplies consumed by a single kerbal is set at 2.7/hour for USI-LS with and without UKS installed.
| Supplies Consumed | Mulch Produced
----------------|-------------------------------|------------------------------ A single Kerbal | 2.7/hour (.00075 per second) | 2.7/hour (.00075 per second)
Kerbals can go 90 hours without Supplies
without incident. After 90 hours Kerbals will simply stop working. They'll stay in their seat but they won't EVA, they won't command the ship - they'll act like tourists. Once provided Supplies
, they'll return to work. By default this includes exceptional veteran Kerbals (Jeb, Bill, Bob, Valentina - those in orange suits) however you can change the 'NoSupplyEffectVets' configuration in the setting.cfg file so that they will be immune to the tourist effect. Additionally, on Kerbin, Kerbals will not strike if below 25km altitude. They will still consume resources but will happily keep working. Assume they find some berries to eat if they run out of food. No need to manage Supplies
for ground bases and most atmospheric craft on Kerbin.
- Life Support MiniPak (Supplies): 100
Supplies
, surface mount - Life Support MiniPak (Fertilizer): 100
Fertilizer
, surface mount - Life Support MiniPak (Mulch): 100
Mulch
, surface mount - Life Support Tank (1.25): 500
Supplies
, inline mount - Life Support Tank (2.5): 4,500
Supplies
, inline mount - Life Support Tank (3.75): 15,000
Supplies
, inline mount - Fertilizer Tank (1.25): 500
Fertilizer
, inline mount - Fertilizer Tank (2.5): 4,500
Fertilizer
, inline mount - Fertilizer Tank (3.75): 15,000
Fertilizer
, inline mount - Nom-O-Matic 5000 Greenhouse: Produces
Supplies
usingMulch
andElectricCharge
andFertilizer
- Nom-O-Matic 25000 Greenhouse: Produces
Supplies
usingMulch
,ElectricCharge
andFertilizer
- Nom-O-Matic 25000 Greenhouse (Inline): Produces
Supplies
usingMulch
,ElectricCharge
andFertilizer
Quick Reference for how many days supplies will support a single Kerbal
Supplies | Kerbin Days | Earth Days |
---|---|---|
100 | 6 | 1.5 |
500 | 30 | 7.5 |
4,500 | 277 | 69.25 |
15,000 | 925 | 231.25 |
Starting with UKS 0.32.0, existing Recycler converters have been converted to a new recycling mechanic. Instead of reverting mulch back into supplies with loss, the new recycler mechanic reduces the need for supplies by assuming that your Kerbals will use the recyclers as needed to reduce the amount of supplies pulled from storage.
Module Life Support Recyclers
- Stock Mobile Processing Lab: Recycler rating of 70% for up to 5 crew.
- USI-LS RT-500 Recycling Module: Recycler rating of 60% for 1 crew.
- MK-V Agricultural Module: Recycler rating of 25% for up to 5 crew.
- MK-V Habitation Module: Recycler rating of 25% for up to 5 crew.
- Pioneer Module (OKS/MKS): Recycler rating of 75% for up to 5 crew.
- Aeroponics Module (OKS/MKS): Recycler rating of 50% for up to 5 crew.
- Kerbitat Module (OKS/MKS): Recycler rating of 90% for up to 5 crew, requires 0.005 water per second to operate, i.e. 18 water per hour (Water Purifier).
Converter modules:
-
MK-V Agricultural Module: Produces
Supplies
andRecyclables
usingMulch
,ElectricCharge
,Fertilizer
, andMachinery
-
Aeroponics Module (OKS/MKS): Produces
Supplies
andRecyclables
usingWater
,Substrate
,Fertilizer
,ElectricCharge
andMachinery
-
Nom-O-Matic 5000 Greenhouse: Produces
Supplies
usingMulch
andElectricCharge
andFertilizer
-
Nom-O-Matic 25000 Greenhouse: Produces
Supplies
usingMulch
,ElectricCharge
andFertilizer
-
Nom-O-Matic 25000-I Greenhouse (Inline): Produces
Supplies
usingMulch
,ElectricCharge
andFertilizer
Kolonization parts must be staffed and efficiency bonuses govern total throughput, but not conversion ratios.
Supplies
are part of a simple resource loop: Supplies
-> Mulch
, Mulch
+ Fertilizer
-> Supplies
. Fertilizer
is a required resource for converters that produce supplies. Fertilizer generation can be accomplished by using the MK-III Industrial Regolith Sifter or the MK-V Crush-O-Matic Portable Extractor with Gypsum. The MK-III Industrial regolith Sifter can also generate Fertilizer using Minerals
. In addition, the stock mini ISRU can produce Fertilizer from Ore
, though this process is inefficient.
Kerbals automatically produce one unit of Mulch
for each unit of Supplies
consumed. Mulch
needs to be stored in a suitable container such as the Pioneer Module, otherwise it's purged as it's produced. Mulch
can be immediately recycled back to Supplies
using ElectricCharge
and fertilizer
in a Nom-O-Matic 5000 or 25000/25000-I Greenhouse Module. Nom-O-Matics do not need to be staffed and does not benefit from workload efficiency bonuses.
There is currently no fully closed loop cycle without some form of ongoing resource extraction. Surface access to Water
, Dirt
, and Gypsum
/Minerals
/Ore
is required for self-sustaining colonies. Each unit of Fertilizer that is brought or fabricated is capable of turning 8 units of Mulch into 9 units of Fertilizer.
This is accurate as of TAC Life Support (TAC-LS) version 0.11.1.20 and MKS 0.31.6. As TAC is not the default Life Support, this section is a low priority for updating.
The rough idea is the same for USI-LS, as the same converters will use and produce their counterparts in TAC-LS.
Just want to know how to keep your Kerbals alive, read this. If you want more details skip to the sections below.
In order to keep Kerbals alive, you will need:
- 1 Aeroponics Module with 200
Machinery
- 1 Kerbitat(tm) with 200
Machinery
- For MKS: 1 MK-V Agricultural Module per 2 Kerbals and 1 MK-V Habitation Module per 4 Kerbals
- For OKS: 1 OKS Agricultural Module per 5 Kerbals and 1 OKS Habitation Ring per 10 Kerbals
- An initial amount of
Food
,Oxygen
andWater
- 1 Pioneer Module with 200
Machinery
- A stack of
Machinery
- Enough
ElectricCharge
to keep the modules running (approximate: 65ElectricCharge
/s and 1ElectricCharge
/min per Kerbal)
To survive, Kerbals need each (Kerbin-)Day
- Water (0,242 u)
- Oxygen (37,012 u)
- Food (0,366 u)
- ElectricCharge (306 u)
and they produce each (Kerbin-)Day:
- WasteWater (0,308 u)
- CarbonDioxide (31,971 u)
- Waste (0,033 u)
USI Kolonization Systems provide Converters to extend Life Support.
There are three recycling circuits for each pair of the needed/produced resources. These circuits are self-sustaining. You do not need to add additional resources to keep them going.
NOTE: The following conversions are only added when TAC Life Support is installed.
The Greenhouse Converter of the Pioneer Module converts Waste
, WasteWater
and CarbonDioxide
back into Food
, Water
and Oxygen
.
Greenhouse Converter Production (at 100% workload efficiency):
Resource | Consumes | Produces |
---|---|---|
ElectricCharge | 6 | |
Waste | 0,000006157408 | |
WasteWater | 0,00005699074 | |
CarbonDioxide | 0,005920515596 | |
Food | 0,000033854166 | |
Water | 0,000022376158 | |
Oxygen | 0,003427075124 | |
Machinery | 0.000001 | |
Recyclables | 0.000001 | |
2000 Machinery required for full operation |
The Greenhouse Converter of the Aeroponics Module converts Waste
, WasteWater
and CarbonDioxide
into Organics
.
Greenhouse Converter Production (at 100% workload efficiency):
Resource | Consumes | Produces |
---|---|---|
ElectricCharge | 12 | |
Waste | 0,000001539352 | |
WasteWater | 0,000014247686 | |
CarbonDioxide | 0,001480128898 | |
Organics | 0,000045 | |
Machinery | 0.000001 | |
Recyclables | 0.000001 | |
2000 Machinery required for full operation |
The same process can be achieved with the MK-V Agricultural Module but with higher consumption/production.
Greenhouse Converter Production (at 100% workload efficiency):
Resource | Consumes | Produces |
---|---|---|
ElectricCharge | 12 | |
Waste | 0,000003078704 | |
WasteWater | 0,00002849537 | |
CarbonDioxide | 0,002960257798 | |
Organics | 0,000075 | |
Machinery | 0.000001 | |
Recyclables | 0.000001 | |
2000 Machinery required for full operation |
Using Fertilizer
produces more Organics
with the same amount as you would use with the Greenhouse Converter of the Aeroponics Module.
Agroponics Converter Production (at 100% workload efficiency):
Resource | Consumes | Produces |
---|---|---|
ElectricCharge | 12 | |
Waste | 0,000001539352 | |
WasteWater | 0,000014247686 | |
CarbonDioxide | 0,001480128898 | |
Fertilizer | 0,0000025 | |
Organics | 0,0000525 | |
Machinery | 0.000001 | |
Recyclables | 0.000001 | |
2000 Machinery required for full operation |
The Habitat Converter of the Kerbitat(tm) converts Organics
into Food
, Water
and Oxygen
.
The same process can be achieved with the MK-V Habitation Module.
Habitat Converter Production (at 100% workload efficiency):
Resource | Consumes | Produces |
---|---|---|
ElectricCharge | 6 | |
Organics | 0,0001 | |
Food | 0,000033854166 | |
Water | 0,000022376158 | |
Oxygen | 0,003427075124 | |
Machinery | 0.000001 | |
Recyclables | 0.000001 | |
2000 Machinery required for full operation |
The Aeroponics Module and Kerbitat(tm) can support an unlimited number of Kerbals based on the number of available:
- MK-V Agricultural Modules and MK-V Habitation Modules for MKS
- OKS Agricultural Modules and OKS Habitation Rings for OKS
A rough estimation is that for MKS, two MK-V Agriculture Modules with a single MK-V Habitation Module can support 2 Kerbals. For OKS, two Agricultural Modules and a Habitation Ring will support 10 Kerbals.
Quoting Roverdude:
On land bases, with water and substrate drills, Cultivator is best (free organics from renewable harvestables).
For extending supplies on an orbital station, Agroponics is best. Always. It's mass neutral. (1 ton of waste/fertilizer stuff becomes 1 ton of organics). If the fertilizer runs out, you can use the greenhouse in a pinch.
Greenhouse + Cultivator is fine because there is no input overlap. Greenhouse + Agroponics is bad because the greenhouse is lossy wrt waste.