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About Gilph

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  1. [1.3] - Modular Kolonization System (MKS)

    Yes, I'm doing some VAB design modifications, and it's not terribly hard. It does change my smaller, more distributed designs a little, but it's not bad. I was just curious if that would be the intended behavior going forward, so I can plan for it. I'm prototyping designs in 1.3.1 while the Kopernicus/GPP guys are working on 1.4.1 releases.
  2. [1.3] - Modular Kolonization System (MKS)

    Looks really good, thanks for that. Seems like Transfer Credits are only local to the vessel that makes them. They are not shared within the warehousing range. Will that always be the case? If so, then every facility that manufactures something to be transferred by OL needs a fuel tank and MK storage.
  3. [1.3] - Modular Kolonization System (MKS)

    Yes, but that mechanic is not really relevant for me anymore. I have no use for PM at all. Since you can't define the source, it will take from unexpected places. If I only have one warehouse tank in my manufacturing base as the only possible source, I now give up all possibility of controlling the load using locked Machinery settings, or I'll always be less than 100% load because I cant fill a Machinery warehouse tank to use as the source and it will just consume the Machinery on the part. That really limits your options. That is useful in exactly one use case, and one I don't use.
  4. [1.3] - Modular Kolonization System (MKS)

    True, but that is now a problem. Consider this. Base2 has 4 AM modules making Organics. All 4 have a full level of Machinery to work at full speed. To keep them at full speed, I lock the Machinery storage. But it has to consume from somewhere. So, I add a USI_Warehouse tank, but it's empty. If I start conversion, it will complain there is no Machinery. I want to fill that tank with Machinery so it's consumed from that storage, not the part storage. How do I fill it? If I move Machinery from one of the parts to the tank, lock the tank, and PM the part, it just takes it from the tank, even though I locked it. There are other Machinery warehouse containers in range, but they are not being used for the transfer. Now consider i have 5 of these bases, all with warehouse tanks that are partially full. If I PM a part, it will take from those tanks, and I really dont want that.
  5. [1.3] - Modular Kolonization System (MKS)

    We really should discuss the lack of a Machinery transfer mechanism. My old workarounds don't work anymore and the perform maintenance is no longer useful. I'm testing flying vessels and landing them with a smaller amount of Machinery, and then transferring from a vessel that manufactures Machinery, but it does not work. Say I have 3 vessels all in range. Base 1 is a large manufacturing vessel that makes Machinery, and stores them in a USI_Warehouse tank, like a 1.25 tank that holds 600. Bases 2 and 3 have parts that consume Machinery that also has an extra USI_Warehouse tank. I want to manually move Machinery from the tank in Base 1 to the tank in Base 2, and there is no way to do that. If I could do that, I can then move it locally to the parts, or if I lock the Machinery level in the part, the part will consume the Machinery from the tank. I dont really want to perform maintenance anymore for a few reasons, not the least of which it takes it from random sources and not just the Base 1 tank. Would you consider a screen in Logistics just for machinery transfer? It would not list the whole Machinery level/capacity of the vessel, just the USI_Warehouse tank level/capacity. So the levels of machinery in the parts themselves are ignored, preventing manufacturing issues. ATM, I am using save file editing and Hyperedit to move it, which is not ideal. Thanks
  6. [1.3] - Modular Kolonization System (MKS)

    Hi, I updated the wiki for the Organics conversion rates. The doc thread is old and I was not sure whether I should put it there.
  7. [1.3] - Modular Kolonization System (MKS)

    To create material kits you need: * Sources for Metallic ore, Substrate, and Minerals (drills work, but if not all are available in the same place, mining outpost(s) may be needed, dirt+ sifter is also an option, but is generally much slower) * Refining capacity for the above(Ranger portable smelters would be the minimum, MPUs work well for unmanned/mining bases, I generally use one or more 3.75m industrial refineries for manned bases. The refined resources are called metals, polymers, and chemicals) * Manufacturing capacity(Ranger workshop or Tundra assembly plant, the assembly plant can also make machinery once those resources are available) * Power supply. This is usually solar panels or a power plant depending on tech level and intended usage. * Storage: a place to store created material kits, plus at least a little storage for both the raw and refined resources(12+ hours worth is preferred to avoid loss of efficiency during catch-up). Having an engineer(or other kerbal with the appropriate skill) on board will greatly speed up the production process, but is not required. An engineer will boost mining, refining, and manufacturing; boosting your entire production line. Having a kerbal on board will also require life support(Supplies and habitation) if you have USI-LS installed. Also, it was horrible luck that you do not have a single biome to support all three. That is not very common. But, if you have one that has two out of three, you only need to have one remote miner. Other things to consider: The remote MPL can process a refined product (Chemical) from the raw product you are drilling at that site (Minerals), but it doesn't have to. I sometimes use the small MPLs attached to drills only to perform the unattended push function to PL and never turn on the MPL conversion. It makes it much lighter because it does not need Machinery. But, if you need just a little extra that your main base can't support, they also work well in that regard. The local storage size (directly attached to the refinery) for the raw resources is key, as Terwin mentioned above. I rarely use anything less than a 3.75 container (or larger) anymore for the higher volume raw resources (Minerals, Silicates, etc), especially for the resources mined remotely. Check the Ranger inflatable storage stats (when inflated) to see if it matches your needs. They have created a lot of new profiles that work nicely. One big tank seems to work better than multiple smaller tanks. I have had unexpected behavior in the past using the latter. Remember that the storage that is on the converter part is not warehouse enabled, so it cant be scavenged and shared. I have gotten into the habit of removing the contents from the converters and moving it to the storage tanks that are warehouse enabled and turning off the storage on the converter (not Machinery, or others required for the part to work).
  8. [1.3] - Modular Kolonization System (MKS)

    You're trying to handle Karborundum on the surface of Thalia? You are very brave....
  9. [1.3] - Modular Kolonization System (MKS) may be right. I had forgotten that. It's Planetary Logistics, not Interplanetary Logistics, which I recall is listed as a future feature. No matter. PL will be really helpful for those bodies in GPP that have fairly high gravity moons around medium to high primary bodies. Just have to figure out a smaller MK base to land it easier on larger moons.
  10. [1.3] - Modular Kolonization System (MKS)

    Understand...I like the challenge. In my 1.3.1 GPP save, I have an incredibly good biome in Iota (for a change) for manufacturing. I just landed a base with 5 refineries and 3 Ranger workshops for MK only. Will land another just like it, and that will give me about 65% of full prod capacity because my bonuses are only 120% at the moment. Need to send more Kolonists. As a test, I transferred fertilizer from the surface to a station in orbit around the same body. Got that error message and had to reduce the mass until it was happy. Took 2 days for the transfer and the fertilizer appeared on the station. The Kerbals are back to full rations again. I hope it stays expensive. It's quite a powerful function, it should be expensive. In the next few weeks, will be sending two large stations; one to a fairly close inner moon (Eve) and one to a medium far outer moon (Loki). It will be interesting to see the costs for them.
  11. [1.3] - Modular Kolonization System (MKS)

    I checked all of the vessels in the picture I posted earlier. All have the Start TC button, even on bases that dont have lf/ox and MK. I think maybe OL is not enabled on the home planet.
  12. [1.3] - Modular Kolonization System (MKS)

    i can check shortly, but do you have lf+ox and MK on your vessel?
  13. [1.3] - Modular Kolonization System (MKS)

    How they are made is that a Logistics module (either Duna or Tundra) will have a button called Start TC. It seems to perform the converter function.
  14. [1.3] - Modular Kolonization System (MKS)

    Finished my Iota self-sufficient base. Reduced it from my old setup of 5 down to 3 (not including the little MPU miner in the center). Left is a Mega Hab with many uninflated hab modules because I don't yet need them, and the spinning hab on top, courtesy of the excellent SSPXr part pack from @Nertea. The top center is the Farmer's Market, with Organics and Supplies being grown. The right is the Manufacturing Facility, which I finally managed to make in a single vessel, with 4 refineries, one assembly, and one workshop The factory is a bit off to the right because it's a different biome than the other two. It has wonderful resources, but no water. The two on the left are in a biome with 7% water that I use for agroponics and cultivation on the center vessel and the Purifier for the Hab on the left, but almost nothing else. So I get the best of both. Now, I need to work on MK manufacturing for Transfer Credits. I think 3 vessels may do it.
  15. [1.3] - Modular Kolonization System (MKS)

    Have a decent 1.3.1 MKS install using the USI Tools 10.1 version with MKS 0.53.2. Didn't think OL would work, but it seems to be OK. Made a test base to generate T-Credits. It consumes .23 MK per second? That's 10 Ranger Workshops at 100% load for MK only. I can see the logic of having it high, but this will be interesting.