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Parts Hero
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Posts posted by RoverDude

  1. That's pretty cool. Looking forward to it!

    That would be lovely. I spent about an hour and a half last night making this, because I was confused as all hell. I think there might be an error in the assembly plant conversion rate (30 colony supply input yield 3 colony supply outputs--are those inverted?)


    30 input / 30 output for Colony Supply

    I actually have an Excel spreadsheet I used during design - it includes a nifty calculator for setting up colonies. I'll clean it up and add it to the GitHub repo

  2. It was a test craft meant to fly to that little dimple in the ground and make a little test base.



    Aha! So some quick things :) That cap will not work with a Colony Hub - has to be the command style cap (the one with windows). Also it gets sad if it is not directly attached ;) Let me go see if I can repl the screen issue now

  3. Awesome, Rover! Thanks! Ok. So my thinking was along the right lines - a couple of satellite bases might be necessary (and fun!). It means minmus and other low-grav moons become quite desirable.

    I wonder if there is an incentive to landing and base building on Duna and similar then? I wonder if there are features to be added or resources one would wish from larger/atmosphere'd worlds.

    Depends, probably more likely to use Ike, although with Duna you could (in theory) just mine your stuff on Ike and parachute your raw materials in. Probably the better use case for a Duna base would be if you were using KSPI and wanted to drop bases on more desireable planets for science.

  4. OK. Love this concept. Got a mobile miner on the Mun, cuz, hell, why not. It consists of, well, the attached.

    FYI - you inspired me to make a specific 'Rover' version of the storage tank optimized to have axles and wheels attached ;) Wide and flat with a low (relative to a Rover) center of gravity. Going to sneak this in before the next update since I am changing up the storage tanks and the current ones are not as Rover friendly as I would like.

  5. I guess I don't get yet how you start. Like.... Kethane scanners suggest that various locations have various resources and "x type of site is good to start in because y" (I don't know x or y). I am guessing Kethane and substrate would be handy as you can covert Kethane to stuff, and substrate for farms... But perhaps ore is better. Or minerals?

    You probably want a site that has both minerals and ore first, because these two together make ConstructionParts via the Construction Hub, and you will need those for every single module (unless you feel like hauling an extra 20 tons of stuff for each module). Figure that colonies are built more for long term use, so ruggedness is more of a consideration than being lightweight.

    Depending on site choice, what do you do next? Bring in some supplies? Bring in some bio materials for supply creation? TAC LS use would suggest getting a colony up and running robotically first. How many of x modules or supplies are needed to do y to support z Kerbals?

    You would need to manually haul in Life Support until you can get that up and running, so you want a Terraformer (to make your soil) and that module needs substrate and water. So you either have to hope that your initial site has substrate, minerals, and ore (and haul in water), or you have to set up a secondary site and relaunch stuff to your first site (which is what I have to do on Minmus on my save). LS wise, for each Kerbal you will need a single Greenhouse and a single Kerbitat. And the water purifier of the Terraformer can support up to 10 greenhouses.

    Further, I know there are production chains and I can see how these will produce supplies of value (TAC guy is planning to change how his supplies are measured, by the way) but am I right that some bits of basses can actually produce new base components like new caps and modules to be deployed somehow?

    Not yet, the supply chain (outside of life support) is geared to create Colony Supplies. To do 100% of the chain, you need substrate, ore, and minerals, and a lot of modules (from refining through manufacturing then through assembly). The end game is that you can recycle used Colony Supplies back to metal/polyumers/chemicals, and the entire thing acts as a giant closed system, so you can, at the end, have a 'Green Colony' where you no longer have to mine for resources. FYI once TAC changes I'll change to stay in sync. My net effect is that water will get a lot heavier ;) Right now my resources are in line with things like EL, etc. and I expect TAC will end up being in line with the other mods at 200 units per cubic meter.

    Lots of questions. I am sure it will become more obvious, but a guide to your first site and what it will need would be great.

    I spent today making some very large visios showing the different supply chains from the perspective of several small closed systems (life support, supplies, etc.). It should be up in the next couple of days, since I also want to write some narrative to go with it, and show the supply chains from simplest to hardest.

  6. Looks and sounds great. I really hope someone makes some detailed guides soon as I really don't understand all the metaphorical moving parts, but I want to!

    Let me know which parts of the WIKI need work, since I am looking to keep that improving as I finish pieces of the mod.

    One thing I did change in the current dev version (not out yet, playtesting right now) is taking the ConstructionParts requirement away from the Colony Hub and Construction Hub to make bootstrapping easier.

  7. Some new models! An updated Control Center for the Colony Hub that will integrate a Mission Control and 5m omnidirectional antenna for Remote Tech users. Below it you can also see the new storage hut module.


    And the brand new Kerbitat!


    Side note - the construction block requirements for Colony Hubs is being removed, and Construction Hubs will now have a slower generator that lets them work without being seeded with construction parts, thus taking away the pain of getting 40 extra tons of stuff onto the surface.

  8. So in working with a part that will likely be part of a ship with partcounts in the 200 or so range, and assuming smaller or compressed textures (idealy single color 64x64 ones), what kind of tricount should I aim for as a reasonable upper limit? I'm trying to figure out how much detail I can safely add before hitting issues, but at the same time, don't want to be so conservative that I avoid adding further detail to a model.


  9. Just updated the main thread with some roadmap info - but here are the highlights for what I am working on for the next version, along with some details:

    • Efficiency - The ability to increase production rates (and corresponding costs) through work space and Kerbals
    • New storage models (Two sizes)
    • Review of all resource masses and storage capacities
    • Addition of 'Work Space' to all MKS caps (to support efficiency)
    • Water Conversion Module (LF+O -> Water, Kethane + Oxygen -> Water)

    Efficiency is probably the one that needs the most explaination. By default, a Colony could operate in a totally automated way, and the base rates reflect this. Of course, in reality you probably need people there swapping out broken parts, oiling the gears, and optimizing the process.

    Efficiency is affected by a few things. First - Kerbals. More Kerbals equals more efficiency (to a point). So one Kerbal running around trying to handle logistics for an entire colony will not be very efficient (but better than nothing). But maintenance crews, working in shifts (so the other Kerbals can rest, etc.) can be very efficient, up to a cap.

    The second factor is just having enough physical space (working space, living space, etc.) to perform the tasks in as well as contribute to Kerbal comfort, etc. All MKS caps have Work Space, but you could add more so your Kerbals have some space to spread around.

    These factors combine to contribute to your efficiency bonus. I'm tweaking the final formulas, but basically these factors combined (number of Kerbals, the amount of working space they have, and the number of modules they have to support) will work out to an overall efficiency rating that serves as a bonus to your production speed (and hence volume). The logic being that with Kerbals performing maintenance and monitoring the process (ideally in multiple round the clock shifts), you will increase the up-time of the equipment and produce more resources. And since this applies to the entire colony, it does not throw the ratios out of whack.

    For folks looking to boost these numbers even further, there will (eventually) be some larger modules in 3.75 and 5m versions, as well as (further along the tech tree) better automation modules that can replace Kerbals and WorkSpaces but at some pretty hefty resource costs (in both energy and ColonySupplies) for those cases where you are willing to pay for faster construction but don't want to risk Kerbals out of the gate for this.

    Additionally, I'm doing the final pass on masses, storage capacity, etc. For masses, I am going with a combination of EL an TAC to keep in line with their masses, and working through the volume calculations for MKS modules and caps (reflecting that caps have to keep workspace available). This will result in two new inline style storage pods (a tall one and a half-capacity short one) that will replace the current Storage Hut. The old Storage Hut will still work, but will not be in future releases.

    Lastly, per several suggestions, I will be either adding or modifying a module (probably adding, since the menus get pretty ugly when you have too many generators and resources) that will convert a combination of Liquid Fuel or Kethane and Oxidizer or Oxygen into water. You still have to haul stuff in, but it gives a use to excess LFO, and also lets you combine greenhouses and Kethane deposits to get more water (or haul in your oxygen since it would be a lot lighter than water). In the event that you are on a planet with Oxygen in the atmosphere (i.e. Laythe or Kerbin) you would not need the oxidizer or oxygen for the reaction.

  10. Or you could just make them work between docking ports if that can be figured out, no extra parts?

    New model is the easy bit, but my pipe was totally messed up when I swapped for a different model, and I did not see anything in the CFG to help with that. Still, it's pretty orthagonal to what MKS does so I'll be focusing on other stuff while I wait for a reply from the KAS maintainer.

  11. On a side note, while I would happily redistribute the new texture and show how to create a derivitive part, I'll have to sort out licensing, etc. with the KAS people (or work with them to give them a pull request) to have this added in. The model is the twiddly bit - my model causes total weirdness with the pipes. so I am using, for my own personal use, a sligly resized pipe model.

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