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notthebobo

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Everything posted by notthebobo

  1. The wiki has a table in the Modules section that shows which modules produce which resource. These are based on Roverdude's original diagrams.
  2. @Xtra, I should have referred you to this more obscure link in the FAQ. You're not the first one to stumble on this mechanism. Its due to a limitation in the out-of-the-box controls available on the converters. Good luck!
  3. @Cynblue, this MKS Wiki page should be helpful. Unfortunately, there is no way to get a Kerbal into this part to use the workshop. It may be helpful as an enhancer to other manned workshop parts, though.
  4. Great question about the orbital shipyard planetside, I haven't tried that. I believe logistics module is only required for pull, and it needs a Kerbal at the helm (pilot?).
  5. @Kerbalkraut 1. Planetary logistics is still a thing. It allows you to still use drills and other harvesters to collect resources, and share them with other bases on a planetary body that has a logistics module. This is totally independent of WOLF. It uses the stock resource model, so you have to be in range of a base for the resources to be collected. Once collected, however, they can be used elsewhere when you change focus to another consumer of those resources. WOLF (which I'm convinced stands for "Wow, Off-line Logistics, Finally! ) runs independent of in-game focus. One you have a WOLF harvester going, you have that amount available from a WOLF bin. 2. The final on-planet large item builder is Coming SoonTM. As you point out, the workshop lets you build small things, but at the moment its not possible to attach enough storage to let you build items like the orbital workshops do. Have fun!
  6. (EDIT: Too slow on my response to help with GameData) Regarding game play, start with the basics: learn what is required for Life Support and Habitation to complete your short trips to the two moons. For trips to the Mun, you don't even need any additional parts if you don't stay too long. For trips to Minmus, you'll need to start worrying about bringing Supplies. From there, start exploring the Ranger parts for first time bases, then move up to Duna and Tundra parts to allow longer stays away from Kerbin. Most of all, have fun with it!
  7. Thanks, Roverdude. I guess I misunderstood the plan to replace Global Construction with MKS capabilities. I see the orbital Konstruction parts and how they allow building of orbital structures, but are there plans to provide a similar ground component, that allows building large ground structures and deploying them in a desired location? If not, how do you foresee deploying the Atlas parts in game (without using cheats)? If all this is "coming soon(t)" and still in works, I understand. But if it's in the Constellation version, I'm apparently overlooking the mechanic.
  8. (Not sure if this belongs in the Konstruction or MKS thread, so apologies for cross-posting.) Is there a means to default the storage output for a KF-250 Konstructor to a different part? I'm using the Unstable Release 112.0.1-bleeding-edge.2 Constellation release. I'd like to build WOLF Depots in situ but they require 18kL volume. A 5m Storage Kontainer meets the need, but the KF-250 Konstructor does not see the additional storage and only provides 1.2kL of volume. Reference the demo ship below. Am I using this correctly?
  9. Still looking for assistance. Reference the demo ship below, when using the KF25 Konstructor, there is not enough space to build a depot, even when extra storage is attached. Am I using this correctly? EDIT EDIT: received response in a different thread:
  10. Is there a means to default the storage output for a KF-250 Konstructor to a different part? I'm using the Unstable Release 112.0.1-bleeding-edge.2 Constellation release. I'd like to build WOLF Depots in situ but they require 18kL volume. A 3.75 Storage Kontainer meets the need, but the KF-250 Konstructor does not see the additional storage and only provides 1.2kL of volume.
  11. @JPapas, fifth hit in a search for "discord" on this topic shows https:// discord.gg/FNBwUXRgX8 (remove space).
  12. @PavelKCZ, you may find the table in this section of the Wiki helpful in figuring out what modules are required for different needs. It is a bit of a puzzle.
  13. From the creator: https://docs.google.com/document/d/1zft2Ka9gubOYQf4CQgvReTxpnP8_LQYNyHouEjQZqjw/edit And the Wiki is a good resource: Walkthrough (needs some updates): https://github.com/UmbraSpaceIndustries/MKS/wiki/WOLF-—-Industry-without-the-part-count Parts descriptions: https://github.com/UmbraSpaceIndustries/MKS/wiki/Parts-(WOLF)
  14. dboi88's USI-MKS-KSPedia Github is still out there if that helps.
  15. @dlrk, afaik the KSPedia has not been updated for quite some time.
  16. Just like resources, you can use WOLF to transfer Kerbals between bases. You must have a terminal at bases at both ends of the route, and you have to use the transport computer with a crew container to define the route, but after that, you drop off Jeb at a terminal at, say, KSC, spend some transport credits, wait a little while, and have him appear at a terminal on another body or in orbit somewhere. Definitely end game type stuff due to the amount of build out required to build the WOLF terminal and transport credits, but can save some of the tedium of moving crew between bases.
  17. This doesn't really solve your problem, but for reference, there are four methods for producing fuel, three using the Refinery and one using the Biomass module. Check out the table in the Modules section of the Parts (WOLF) page in the Wiki.
  18. There are two specific WOLF types, one for cargo and one for passengers, of different sizes. See if this section of he Wiki helps.
  19. With the release of "Final Countdown" and ten years of KSP behind us, I'd like to again thank you @RoverDude for the contributions you've made and happiness you've created with this mod and the many others, not to mention your work on the game itself. I'm enjoying the beta Constellation release, and look forward to see what you think of and bring to KSP 2.
  20. Most of the inflatables have to be expanded by an engineer outside the vehicle, and many require MaterialKits. The specific amounts are shown in the VAB under USIAnimation.
  21. FYI, there is a new wiki page for the WOLF parts and updates for the KonFabricator and KonStructor parts on the Konstruction parts page. Please review and update, it's a community resource.
  22. Try it out! Use the latest Constellation build to try them for yourself and use the introductions, diagrams, walkthroughs, and part descriptions on the Wiki to explore WOLF. This build also contains the Konstruction parts that allow in situ building of any parts or vehicle, planets ide or in orbit. I can't find it in the documents or posts: is WOLF an acronym, and if so, for what?
  23. The Wiki may be outdated in some areas but is still a good place to start: https://github.com/UmbraSpaceIndustries/MKS/wiki/The-Kolonization-Dashboard#kolony-statistics https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Logistics)#orbital-logistics-within-a-sphere-of-influence
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