USI implements this by way of a habitation and homesickness counter. Making sure to build sufficient vehicles for your Kerbals well-being is of similar importance. Supplies are only one part of the Life Support system. A farmer or biologist will give a boost to the converters. The recyclers can be run by anyone, but the converters need at least a scientist to run them. USI also includes converters that create new supplies by using another resource, fertilizer, along with the waste product, mulch. By using electricity, the recyclers reduce the number of supplies consumed for a set number of Kerbals. A recycler greatly reduces the number of supplies you need to bring. Instead, Umbra includes modules to extend and create supplies. Realistically, bringing that many supplies is impractical. Interplanetary trips require an incredible amount of supplies. Minmus is outside my reach without adding supplies. You can accomplish even (brief) trips to the Mun before adding supplies. In other words, earlier on in your career when flying to suborbital or orbital flights, you need not worry about adding extra supplies. Under its default settings, USI assumes the Kerbals are well fed and hydrated enough for quick journeys, and capsules have sufficient air to sustain life for brief trips. Likewise, Mulch represents all the waste that Kerbals produce, not just the processed food matter.
According to the Wiki, Supplies represent everything a Kerbal needs: air, water, and food.
Kerbals consume the new resource “Supplies” and produce “Mulch”. The biggest change that USI brings is by way of life support. Space stations serve a much greater purpose than just research outpost or fuel stations. I must give consideration to supplies, living space, and switching out Kerbals over time. There are dozens of space stations and rovers across my saves, but with the addition of USI, I feel like I am building them for the first time. Best of all, it gives a purpose to the parts as well. USI adds dozens of new parts for rovers, space stations, colonies, and even submarines. Biologists, miners, geologists, and many more add unique bonuses to various modules.
#BEST KSP MODS PLANETS MOD#
If you wish the Kerbal Space Program gave Kerbals more than just three jobs, the Colonization mod adds 10 new specialties. I feel their cost in both Funds and Science is really well balanced against the difficulty of the life support system. Some may find the Warp Drive or Nuclear Pulse Engine a little game breaking. For my install, I elected to use them all as the system understandably works really well together. The modularity means that you can pick which ones you like. Umbra Space Program comes in a variety of packages, with 15 different options on their Github. None of those have given me the sense of challenge, excitement, and accomplishment that Umbra Space Industries brings to the table. I have covered a wide variety of mods in the past. While numerous changes throughout the development cycle breathed new life into the game, mods are my favorite way to make it feel new again. There are few things in the game that I have yet to achieve. I sent several ill-fated missions to land on Jool and at least two crews of Kerbals stuck on perilous and pervasive purple planet, Eve. My Kerbals have landed on the Mun, Minmus, Duna, Ike, Gilly, Eeloo, and most of Jool’s moons. Since the launch of Kerbal Space Program on Steam, I have logged approximately six hundred hours in the game.