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About sstabeler

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

    Only in the sense that if you only use the manufacturing and mining parts, you're probably missing out on quite a bit of the mod.
  2. [1.3] - Modular Kolonization System (MKS)

    thought so- the part's not finished.
  3. [1.3] - Modular Kolonization System (MKS)

    I doubt it, since it only costs 100 (while the Tundra Kerbitat- which is smaller- costs 13k)- I'm guessing that since it's only in the Constellation, either the ATLAS harvester's not actually finished yet, or Roverdude accidentally included the development configs, not the final ones. I should make it clear I'm not criticising Roverdude- he works for Squad, IIRC, so has probably been busy with the release of Making History- as such, it's easy to overlook fairly minor mistakes in what is, after all, something he does for free. (I say it's a minor mistake since the part is functional AFAIK, just available too early and at too low a price)
  4. [1.3] - Modular Kolonization System (MKS)

    Example Craft Files - this is a page on the wiki that includes a craft file for a dropship designed for starting a colony. Slightly outdated- it's from 0.50.14 IIRC- but at a minimum it gives some idea of what's nessecary for starting a colony. However, if you're new to MKS, it might be better to start by building an orbital station- say a science station- so you're not grappling with hab/home timers in addition to the logistical challenges a self-sustaining base brings. (since for a couple fo reasons you do have to periodically check up on even the most self-sustaining base- if nothing else to double-check problems aren't developing, since if they are, the catch-up mechanics would exacerbate it.
  5. [1.3] - Modular Kolonization System (MKS)

    um, is there any reason why you can't just use the base classes? edit- to clarify, for those missions.
  6. [1.3] - Modular Kolonization System (MKS)

    yes but: 1. Stock doesn't allow you to customise the kerbals you recruit- it gives you a list of applicants. That simplifies the code. 2. That's one of the reasons why you'd need to rewrite a surprising amount of code- it'd probably be simplest to start from scratch in coding the recruitment screen, which would take a lot of work. for MKS, it makes little sense. However, either a restructured TRP-Hire, or a new mod that was essentially a Community Kerbal Recruitment Pack, along the lines of the CRP or CTT that MKS could make itself compatible with fairly simply, could make far more sense.
  7. [1.3] - Modular Kolonization System (MKS)

    DStaal, that's true, but what you want- the ability to add new types of Kerbal to recruit- would probably require rewriting a surprising amount of code from scratch. it's not as simple as writing an MM patch for a part- at it's most basic, how would you identify what files to get the list of Kerbals to recruit from? how would you handle a case where there are duplicate entries in the list? it's far from simple, for something that doesn't actually add that much to MKS.
  8. [1.3] - Modular Kolonization System (MKS)

    Because the colonist mod has pretty much been integrated- Kolonist is the "jack of all trades" MKS kerbal. If you want to allow kerbals to become veterans, then Earn Your Stripes allows you to- just set it so that a kerbal gets veteran status after a single flight and you functionally have new veteran kerbals.
  9. [1.3] - Modular Kolonization System (MKS)

    They don't work without EPL anymore, IIRC, so as mentioned, you can just use the EPL parts. Just like there's no inherent reason why you can't use- for example- Planetary Base System modules alongside MKS ones, presuming you find a way to connect them without it looking odd ( specifically, PBS modules tend to be semicircular, while MKS ones tend to be circular, so an adaptor is usually necessary.
  10. [1.3] - Modular Kolonization System (MKS)

    you're thinking of the consumption stat- I was indeed wrong there- but it's not actually tied to the mass, IIRC- but yeah, multiple refineries make the efficiency part help less, not more.
  11. [1.3] - Modular Kolonization System (MKS)

    Basically, power requirements. Two Industrial refineries- or two lines in one refinery- would take 63.44 EC to produce 0.0122 Metals. One line plus a Smelt-o-Matic takes 35.87 EC to produce 0.011163 Metals. Oh, and the efficiency boost applies to ALL lines, too, so that same smelt-o-matic can also boost your Polymers, Chemicals, Silicon & RefinedExotics production at the same time for no increase in EC needs, so you end up with even greater efficiencies. Or, to sum up, adding extra Industrial Refineries just boosts how many times you can run the conversion simultaneously. Efficiency parts allow you to make each conversion produce more product per EC.
  12. [1.3] - Modular Kolonization System (MKS)

    That would be more useful for orbital Logistics, i suspect, rather than Planetary Logistics. I suspect people would be irritated if PL started draining fuel- and introducing a delay, for that matter.
  13. [1.3] - Modular Kolonization System (MKS)

    looking at the file, I'm guessing it's running out of EC, since the Crew Cabin doesn't have EC storage of it's own. Therefore, the rover's batteries run out, causing the hab module to shut down. Add extra battteries to the rover to fix the problem. (as a rule of thumb, I ensure all my vessels have a minimum of 24 hours of batteries (the idea being that the vessel runs on batteries when it's on the dark side of a planet, while recharging while in the sun. Obviously, if you're using something other than solar power, then you can get away with less (though since most forms of nuclear power require resources, it's still worth having large amounts of EC storage as backup agianst running out of fuel.
  14. [1.3] - Modular Kolonization System (MKS)

    If so, then it'd probably a sign of MKS expending into larger bases- since larger reactors would need more cooling, we'd probably need more storage, etc.
  15. The idea is that it's supposed to be built in orbit- there are various mods to allow it, even if you don't use HyperEdit to cheat it into orbit. Basically, think of it this way. planet-to-orbit is the equivalent of the "last-mile" haulage, for want of a better word- from the depot to the final destination. That is NOT what this frieghter is designed for- it's designed for the equivalent of depot-to-depot haulage (like cargo trains, or large cargo ships)- essentially, it plies the interplanetary trade routes, hauling large amounts of goods between orbital resource depots. Other ships then take those resources down to the planet if nessecary.