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About zabieru

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

    Bah. Mine's actually Lowlands/Lesser Flats/Midlands. (I'm only using the Lowlands and Lesser Flats, so.) But try near 6N/170E, looks like there's some reasonably close there.
  2. [1.3] - Modular Kolonization System (MKS)

    Probably still true. This isn't one of those "midlands-south pole-canyons" situations on what should be the midlands-canyon boundary, it's a semi-legit (not sure if the Flats are really supposed to be there, but maybe) corner. I have a base on a Lowlands-Lesser Flats boundary with Slopes within about a kilometer, same deal.
  3. [1.3] - Modular Kolonization System (MKS)

    IIRC it might be the center of mass, not the root part, that determines a base's biome... I think I've had bases 'hop' biomes when attaching heavy bits. And automated maintenance is periodic, it won't happen just because machinery drops to 1999. I think it's supposed to be daily. I've had some not-sure-if-bug-or-doin'-it-rong issues* with it seeming to not happen on refocusing the base, but if it's an issue I just move the engineer to another module, then back again, and it seems to trigger again. I can confirm it does work with both the inflatable and Tundra-375 workshops. *I'm also not sure if there's enough machinery in storage to do everything at once after a long catch-up, so that's my best guess at the real issue, since I don't think it waits for PL to refill the container.
  4. [1.3] - Modular Kolonization System (MKS)

    Did you try pulling off the other construction port? Dock and weld it while it only has one port, then put the other back on? Another option is cheating your KIS config to let kerbals lift umpteen tons and KIS-attaching it.
  5. [1.3] - Modular Kolonization System (MKS)

    And, uh, "better" kerbals build stuff faster. (IIRC just on the final build, I don't think it matters for smelters or metal->rocketparts, but it's been forever since I played non-MKSed EL.)
  6. [1.3] - Modular Kolonization System (MKS)

    Correct. Two different modules that do different things with the same resource. (Though of course letting the hab timer run down and then un-touristing the kerbals has the same end result.)
  7. [1.3] - Modular Kolonization System (MKS)

    Yes, if you have crew who've been tourist-ized and you want to turn them back.
  8. [1.3] - Modular Kolonization System (MKS)

    Well... Yes, technically, but that won't get you any parts since they're in the same folder. Download and install MKS but not USI-LS, and that should work okay for you. It'll add some extra kerbal classes that you don't care about, mind, so if you're super into rescue missions maybe delete the .dlls after all.
  9. [1.3] - Modular Kolonization System (MKS)

    Something to try if your base is sliding/jumping/slowly twisting to one side. If you're not having that problem, don't worry about it.
  10. [1.3] - Modular Kolonization System (MKS)

    Efficiency parts need to be on the same vessel, nothing needs to be directly manned. (Don't quote me on this, but I think the only MKS module function that cares if the kerbal is sitting in that part rather than just anywhere on the vessel is the workshop automated maintenance function.) They also need to be configured as such. You want the one that says "Smelter" or "Greenhouse" or whatever, as opposed to one of the "Cultivate" or "Polymers" settings. Bay counts are accessible in the VAB. You're looking for the number of listings for "Swappable Converter." Should be one per bay. IIRC the Tundra habs have just one per, and aren't actually super-great hab modules (which makes sense, really: that's one case where volume is pretty important.)
  11. [1.3] - Modular Kolonization System (MKS)

    Yes, and yes. First off, the balancing parameters are total deployed mass/volume and not which product line they're in. If you have 50 tons of Tundra stuff, and I have 50 tons of Ranger stuff, we should have identical outputs (unless one of us has significantly more volume, in which case maybe a little skew for that, but mass is the more important parameter). Second, and more importantly, the Tundra figures you're likely looking at are per bay. Tundra modules mostly have more than one bay, Ranger ones don't. So a Ranger greenhouse looks a bit better than a Tundra Ag module, but the Ag module can actually do that twice over, or do that and something else.
  12. [1.3] - Modular Kolonization System (MKS)

    The current configuration is, for full in-and-out PL you'll need warehouse-enabled containers attached directly (scavenging etc won't work) to a craft with a pilot/quartermaster and a logistics module, either the Duna Logistics Module or the Tundra Pioneer+Logistics module. If you only want to push, I think the MPUs will let you do that, as will logistics modules without pilots.
  13. [1.3] Extraplanetary Launchpads v5.8.2

    A gentle suggestion for Tex_NL: Think about what you actually want. You seem to be aware that there are pretty models available. Evidently that's not good enough for you. So what, exactly, is the issue? Is it the presence of the ugly base-EPL models in the VAB even when you install KPBS/whatever? If so, a little MM patch will suppress them. This one's borrowed from MKS, I think originally written by RagingIrishman. You may need to comment out some lines depending on exactly what you have replacements for, but that's easy enough. Put it in a file ending in .cfg somewhere in your GameData folder.
  14. [1.3] - Modular Kolonization System (MKS)

    Some of this is appropriate for smooth transitioning: you don't, probably, want to default to "none of your old OSE stuff will work" with the OSE parts. Especially since the converter specifically is already duplicated by MKS parts, so if it's balanced against the Ranger/Tundra workshops and uses only the same M/P/C converter, there is no reason to use it. Its only reason for existence is to enable either a) smooth transition from pure OSE to MKS+OSE or b) a hybrid setup where you want to keep using the OSE ore-> MatKits chain alongside other elements of MKS. (The same logic applies to keeping the EL survey-station functionality in MKS modules, IMO: it doesn't really cost anything, and it smooths transition enormously. You don't want to release a new version that suddenly leaves players with established, functioning bases that suddenly lack survey stations unless you really have to.) The extra drill buttons sound like a definite bug, though. I'm not running OSE myself, but if that's replicable it sounds PR-worthy.
  15. [1.3] - Modular Kolonization System (MKS)

    He's talking about the Malamute geology lab, though, which is completely separate. It's just a science part called a "geology lab," it doesn't have anything to do with the Kolony-Geology score (which gives a bonus to resource extraction). It's about as related as the reactor/drill/ISRU/radiator core heat system and the thermometer science part. At a guess, probably the Malamute crew cab, but I'll let the OP confirm that.