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Everything posted by notthebobo
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[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
@Alshain, this. If you're going to build anything besides a exploration base, plan on finding your resources planet wide, placing automated drillers where the resources are. Then your main refinery and living areas can be somewhere flat with room to grow. Using this approach, you can have all your resources stored up before a Kerbal ever sets foot on a planet (or moon). I like to think that's how we'll do Mars. Quick manned exploration, followed by intensive automated mining and stockpiling and automated manufacturing, then lots of people. -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
The Wiki Resource's page can help see which resources are required for other resources, but your question seems to be more about strategy. The base strategy section in the Wiki may be helpful. Personally, I focus on Life support first, either going agroponics if the area is Gypsum or Water scarce, or Cultivation if these two resources are abundant. Roverdude provided a good synopsis and some pointers of his game play in the other thread that we managed to save on the Wiki. -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
@jd284, what a beautiful beast. -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
Slightly off-topic for MKS (but not really given the past two pages) any pointers to threads on best practices for version control of the installed game, not the source? I'm thinking of some sort of Git for the save games and Gamesdata folders. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
notthebobo replied to TriggerAu's topic in KSP1 Mod Releases
Doh!, Thanks @cakepie, in my mad scramble to update, I thought I picked up a new version. Oh well, thanks again for the mod. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
notthebobo replied to TriggerAu's topic in KSP1 Mod Releases
@TriggerAu thanks first for the mod, and second for the quick 1.3 turn around. Is anyone else experiencing log spam? [EXC 08:50:51.287] MissingFieldException: Field '.KeyBinding.primary' not found. KerbalAlarmClock.KerbalAlarmClock.Update () Log file -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
Is there an updated 1.3 Constellation bundle on the way? -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
I get a 404 when trying to reach the USI main page (https://bobpalmer.github.io/UmbraSpaceIndustries/). Has it changed? -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
@strudo76, look at the Kore Design page of the Wiki to see what concepts MKS introduces. If these sound interesting, jump right in. The water can get deep, but you can have fun in the shadow end, too. -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
Valentina complained about all the Mun dust we brought in on our tools and other knock knacks, so she now requires that we install DERP toolbags by all our airlocks and leave every outside before coming in. -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
For future reference, try the Wiki. This specific question is answered in the FAQ: Q. I see an option to change a converter for a module that says "B1 Cultivate(S)=>Cultivate(D)". What exactly does that mean? A. Most ranger parts can only be one kind of a converter at a time. If you want to change from one kind of converter to another, you have to "re-tool" all of the machines inside. So, the part before the arrow ("=>") is showing what mode the part is currently in (in this example, a substrate-based cultivator) and part after the arrow shows what the next option is (in your example, a dirt-based cultivator). Clicking on the previous and next B1 buttons will change the second part based on the available options. When you have the desired new second part, click the first button. Note that in the VAB/SPH, clicking this button changes it for free, but any changes made after it has been launched will cost material kits. -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
Try the wiki page for skills -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
One problem I've encountered with the Bigelows is it's hard to strut them; there's nothing on the ends to grab onto. I tried to make Bigelows Lunar depot but if you try to put anything at the top, like a docking port, the whole thing gets pretty wiggly. -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
The second picture on the Wiki Resource's page shows this layout for machinery. -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
And speaking of MS Paint... Each mini dome would be for a separate resource (or grouping) like the ILMs. -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
Yeah, this. Something that would look like @Domfluffs domes picture. And the rail gun is a great replacement for at least half of orbital logistics I'm thinking of something more hefty, like a large dome with six to eight connection points around the perimeter for connecting containers. Look at @Domfluffs domes picture for an idea of what I have in mind. The central hub is the "processing plant", perhaps with landing ports on top, and the surrounding domes are the tops of the deep silos that hold indefinite amounts of a specific resource. Wish I had modeling skills. MS Paint is as advanced as I get. -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude, not sure how this plays into your plans, but planetary logistics is such a fine concept that it really ought to be usable by other mods without installing MKS. I can envision a mod with a warehouse part and a sender/receiver part. Attaching a specific ILM to the warehouse part let's you store that resource. Think of the ILMs not as small buildings, but the top of silos that extend waaay underground. The counterparts would be similar to the current power couplers, but perhaps look like mini launch pads for drones. By adding a launcher for a specific resource, you can store that resource in the warehouse. The mechanics are similar to what you have already with the new unmanned miner parts. But using this approach provides a little more work to use PL in that you have to intentionally set up a warehouse for specific resources, rather than automatically picking up all overflow. Combining this with other resources would then just be adding the MM configs. Just an idea. I *really* like PL. It requires a small investment but gives a large payoff. -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
As for end game, I'd like to see a single *large* part for each of the primary game functions: life support; habitation; power production; resource gathering; manufacturing; research; and colony life. These are essentially rewards for demonstrating the ability to produce them in bit-parts. As for style, go full retro. For example, Space Mountain, a classic, would work for habitation or manufacturing. Epcot's Space Ship Earth for power; think of it as a fusion machine. Glass pyramids for the life support I say go BIG, something that can *only* be produced with GC in-situ. The point is that if you've colonized the world, you're making the things *there*, not shipping them in. -
[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
The Wiki page on Kontainers may have the answer you're looking for. -
Good catch @jofwu. That page is actually a leftover from the pre-0.50 re-wiki and most of the information is now on two other pages: Functions (Mining) and Resources. It should probably go away, as well as Resources (Stats). The only thing still unique on that page is resource scanning, but that's a core game function now. We do need a page for the Resource Nodes if someone wants to tackle that.
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Does this picture make sense to anyone but me? I added it to the MKS Resource Flow document that's linked on the Resources, but I may move this specific page to the top as people seem to be looking for some master picture.
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@Rabada, good work and thanks for contributing to the Wiki. Some of what you're looking for may already be in the Wiki, broken out by function(capability) rather than part. The pages were divided into two primary sections (Parts and Functions) intentionally so you don't have pages that go on and on. Instead, if your at the stage where you're first setting up a site, you'll only be concerned with Life Support and Habitation. Next, you'll think about Mining to support your Manufacturing, and so on As you delve into each advance of your bases self-sufficiency, the different part's capabilities supporting that area are grouped together. If you need to gather resources, the Functions (Mining) page has side-by-side comparisons of the different drills, so you can pick the best one for your current need. This aligns with how I've seen RD play; instead of thinking "I'll make a base that looks like this, now what can it support?", he starts with a simple base where everything is shipped in, then finds the parts necessary to support the next level of his development. At least, that's how it looks to me.
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I noticed there are no pictures for the Tundra Agricultural Module and the Tundra Inflatable Storage Module. Can someone create these and add them inline on the "Parts (Tundra Series)" page?
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[1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
Just to verify, you are doing this with an EVA'd Kerbal and have sufficient MaterialKits? See the FAQ