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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
WOLF is excellent at making the manufacturing side provided you're looking for a static chain. So a 100% WOLF Network that ends with the output of MatKits, Machinery, etc. in a shipyard via hoppers would be one of the main use cases. -
In fairness MKS is based on a lot of the design reference missions for Mars where recycling of stuff was part of the plan
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
FYI - atlas variants on the agenda to handle that bottom node (they were originally going to have some pretty cradles). Also looking at more adapters and such after the current push is out. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Atlas parts have the same rules as their Tundra counterparts - only larger -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It will work with TAC-LS. It works well with USI-LS There's a community provided TAC-LS config, but no support for it nor can I confirm that it's been kept up to date. Semi related, over time we'll be pulling out some of these third party patches and encouraging the community to maintain these as an optional package vs bundling them with the download (It clears confusion over who has to support it, etc.). -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ground tethers on? -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Interesting - hate to ask, but can you let us know which mods? Would be really good to know which is causing us grief. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Kerbals in both? -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
More just tossing out a design note RE Fabrication, etc. there were a few of constraints when updating Konstruction for in-situ. Konstruction needed to work stand-alone without an MKS supply chain. The behavior of the Legomatic and the Konfabricator needed to be exactly the same whether you had an MKS install or not. So the net behavior is that MatKits comprise a lot of the part mass - but at a pretty high ratio, and the LegoMatic is at a 10:1 conversion ratio which makes things tougher. The side effect is that you get reasonably easy (assuming you have enough drills, etc.) MatKit production early on. Which is actually kinda nice for MKS as it smooths out the production cliff a bit. But you're going to be shipping in a lot of stuff (SpecParts, Robotics, Electronics, etc.). so your long-term chain is a bit more complex for 100% off world (adding a bit of a jump at the end of the production curve). Since this is the same stuff used for vessel construction, it means that while the first part of the chain can be a bit easier to work with, the tail is a bit more challenging, and IMO that's pretty good stuff. Also your tail end resource chain can be significantly more efficient, which is also good. Also had to do a bit of defensive coding (and may have to do a bit more) since some mods/modders break the rules of CRP, which in turn messes with some of the planetary resources. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
In the pre-release there should be a separate menu button for the Konfabricator on your stock menu bar vs. a PAW (this is changing in the next pre-release). Also note that the Ore->MatKit ratio is pretty rough, and that more than MatKits are required for a lot of parts. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's basically a resource generator and uses the stock catch-up mechanics for the non-wolfy side of the equation. WOLF itself has no temporal element so it's just a deduction on that side. -
[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
On the list All bets are off with Kerbalism because of how invasive it is. To be honest, I don't recommend it. -
I solve the problem by just using my own and a handful of QoL mods
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Gee, if only people would use the stock modules instead of making their own incompatible thing ;) -
Start clean, re-install one by one.
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Not it. Probably a mod conflict on your end. I am not seeing that issue using the same parts you are.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
All bets are off with Kerbalism in the mix, tbh. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
One change coming is that they will all be atmospheric only. Which while it does not preclude other planets, it does limit their use on the mun and minmus. -
The Nom-O-Matics that I include do not have science modules and do not use stock modules. What specific part is giving you grief? Maybe a screenshot of the actual part?
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Given that nom o matics do not have a science experiment partmodule on them, I think your princess is in another castle.
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There was a version of the constellation out there that missed it. Grab it from any of the regular installs or from the forums.
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[1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Github releases, link in my sig to the catalog which should take you to the current repos. Grab the latest version assuming KSP 1.11.x