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[1.12.x] - Modular Kolonization System (MKS)


RoverDude

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@RoverDude I would recommend adding "Post your KSP version, MKS version and USI Tools version when reporting bugs" to the top of the OP, just above the really cool picture (Banner?), or in the FAQ because then people would easily find it and then we wouldn't have to repeat it. Except when someone can't be bothered to read the OP...

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5 hours ago, jack gamer said:

How do I disassemble parts without losing materials

Make sure there is a material kits container available within 250m from the parts you are disassembling, and the material kits will flow into that container. 

14 hours ago, Gurki said:

The akademy allow kerbals to up one level lower than the highest available kerbal onboard. Not sure, but I think that they also need to have the same spec.

Edit:

From MKS wiki :

 

Thanks, so thats why everyone is stuck on one star :)

Edited by techgamer16
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Just in case, the amount of scientists and engineers in a base don't count towards the specialists bonus, right? It takes the most skilled kerbal and the location only matters regarding power distribution units, logistics, medical and colonization modules, right?

But the amount of engineers does matter regarding EPL and GC productivity and speed, though.

I'm thinking about creating a secondary base for manufacturing ships at the Mun instead of relaying on the main base, mostly due frame rates. So my idea is to move most engineers and a pilot from the main base towards the secondary location, beyond physics range and make a smaller launch site with a Tundra logistics module to access MK, SP and supplies through planetary logistics and a minimum set of parts for production of ships, fuel and a decent hab time.

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1 hour ago, juanml82 said:

Just in case, the amount of scientists and engineers in a base don't count towards the specialists bonus, right? It takes the most skilled kerbal and the location only matters regarding power distribution units, logistics, medical and colonization modules, right?

But the amount of engineers does matter regarding EPL and GC productivity and speed, though.

That is correct. What number of crew also affects though is the speed at which the colony ratings increase, with rate increase being dependent on how many kerbals of the relevant specialisations are kept on the body.

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I bodged together a rough edit of the existing EL MM patches for MKS to suit the just released version 6.0.0 of EL. It seems to be working as far as I have tested just quickly. Probably someone with greater scripting skills can do better/cleaner but its a start I guess. Thanks again to RoverDude/MKS community/whoever actually wrote these scripts in the first place.

MKS_EL_Classes.cfg

Spoiler

@EXPERIENCE_TRAIT[Technician]:NEEDS[ExtraplanetaryLaunchpads]
{
    EFFECT
    {
        name = ELConstructionSkill
    }
}

@EXPERIENCE_TRAIT[Mechanic]:NEEDS[ExtraplanetaryLaunchpads]
{
    EFFECT
    {
        name = ELConstructionSkill
    }
}

MKS_EL_Integration.cfg

Spoiler

KSExpSeatMap
{
    SeatTasks {
        name = MKS_Workspace
        default = Workshop
    }

    SeatTasks {
        name = MKS_ColonyHub
        default = Workshop
    }

    SeatTasks {
        name = MKS_EL_OrbitalDock
        default = Workshop
    }
}

@PART[MKS_EL_LaunchPad]:NEEDS[ExtraplanetaryLaunchpads]
{
    MODULE
    {
        name = ELTarget
        TargetName = LaunchPad
        TargetTransform = LaunchNode
    }
    // Add Build Capability
    MODULE
    {
        name = ELLaunchpad
        SpawnHeightOffset = 2.25
        }
}

@PART[MKS_EL_OrbitalDock]:NEEDS[ExtraplanetaryLaunchpads]
{
    MODULE
    {
        name = ELTarget
        TargetName = Cylinder
        TargetTransform = LaunchNode
    }

    // Add Build Capability
    MODULE
    {
        name = ELLaunchpad
        SpawnHeightOffset = 3
    }
}

@PART[Tundra_Akademy,Tundra_ASM,Tundra_AssemblyPlant,Tundra_Kolonist375,Tundra_MedBay375,Tundra_NukeProc,Tundra_RecyclingPlant,Tundra_Refinery,Tundra_RegSifter]:NEEDS[ExtraplanetaryLaunchpads]
{
    MODULE
    {
        name = ELWorkshop
        ProductivityFactor = 5
    }
}

@PART[MKS_Workspace,MKS_EL_OrbitalDock,Ranger_Workshop]:NEEDS[ExtraplanetaryLaunchpads]
{
    MODULE
    {
        name = ELWorkshop
        ProductivityFactor = 2
    }
}

@PART[Duna_Agriculture,Duna_Kerbitat,Duna_Kolonist,Duna_LogCenter,Duna_MedBay,Duna_PDU,Duna_Pioneer,Tundra_Agriculture250,Tundra_Agriculture375,Tundra_Kerbitat250,Tundra_Kerbitat375,Tundra_Kolonist250,Tundra_MedBay250,Tundra_PDU,Tundra_PioneerLC,Tundra_Workshop250]:NEEDS[ExtraplanetaryLaunchpads]
{
    MODULE
    {
        name = ELWorkshop
        productivityFactor = 1
    }
}

@PART[Duna_Pioneer,Tundra_PioneerLC]:NEEDS[ExtraplanetaryLaunchpads]
{
    MODULE
    {
        name = ELSurveyStation
    }
}

The others (MKS_EL_Resources.cfg & MKS_EL_Parts.cfg) seem to be still OK.

@korniton Try this maybe?

Edited by Kaa253
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6 hours ago, Kaa253 said:

I bodged together a rough edit of the existing EL MM patches for MKS to suit the just released version 6.0.0 of EL. It seems to be working as far as I have tested just quickly. Probably someone with greater scripting skills can do better/cleaner but its a start I guess. Thanks again to RoverDude/MKS community/whoever actually wrote these scripts in the first place.

If you've fixed them, are you going to submit them as a PR or would you like me to do it?

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I was looking into making a patch to make the MPU create liquid hydrogen and now that I'm checking the cfg, is the MPU lossless like the stock isru (1 unit of ore = 1 unit of fuel iirc) or does it convert in a 0.2 ratio, as in 1 unit of ore = 0.2 unit of fuel? Also, do the automated mks drills work on asteroids?

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On 5.4.2018 at 10:10 AM, tseitsei89 said:

Where can I find functions for how much transfer credits are used? I mean that I would like to be able to calculate beforehand how many credits do I need to transfer X tons or X units of resources to a given location?

Reposting since the question remains unanswered. @RoverDude could you share the mechanics of this new cool feature with us??

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The first 4 lines of MKS_EL_Resources.cfg file included in MKS download. If you have EL and Module Manager installed it will all happen for you.

EL_DefaultStructureRecipe:NEEDS[Launchpad]
{
    MaterialKits = 0.8
    SpecializedParts = 0.2
}

Just as taniwha said.

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14 minutes ago, Kaa253 said:

The first 4 lines of MKS_EL_Resources.cfg file included in MKS download. If you have EL and Module Manager installed it will all happen for you.


EL_DefaultStructureRecipe:NEEDS[Launchpad]
{
    MaterialKits = 0.8
    SpecializedParts = 0.2
}

Just as taniwha said.

Thank you very much. I made it work :D

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16 hours ago, juanml82 said:

I was looking into making a patch to make the MPU create liquid hydrogen and now that I'm checking the cfg, is the MPU lossless like the stock isru (1 unit of ore = 1 unit of fuel iirc) or does it convert in a 0.2 ratio, as in 1 unit of ore = 0.2 unit of fuel? Also, do the automated mks drills work on asteroids?

the MPU isn't lossless, as far as I can tell, although if you're making the patch for personal use, there's not actually anything stopping you from making it losslessly create Liquid Hydrogen. (I say if the patch is for personal use as I doubt he'd accept a PR that created a lossless conversion on a part that otherwise converted according to a ratio.)

 

as for the automated drills, no- or I doubt it- since you can't actually land on an asteroid. The Jaw has a mining laser that'll harvest an asteroid just fine though.

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36 minutes ago, juanml82 said:

The what?

It's the asteroid harvester from USI ART. It's a high-volume asteroid harvester.

In answer to your earlier question, MKS drills cannot drill asteroids. The stock drills and Jaw can though, and any asteroid drill will output whatever mix of resources the asteroid has regardless of what drill it is.

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Hello all.  I just reinstalled KSP 1.4.1 along with MKS .55.

My problem is I only see 1 drill type available.  The MEU-100 is the only drill that is available.  And the 500 and industrial drill are nowhere to be found.  This is in sandbox mode btw.

Does anyone know what could be causing this?  Any advice would be helpful.   Ive tried reinstalling but no luck.   Thx.

 

 

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2 hours ago, Nataris said:

Hello all.  I just reinstalled KSP 1.4.1 along with MKS .55.

My problem is I only see 1 drill type available.  The MEU-100 is the only drill that is available.  And the 500 and industrial drill are nowhere to be found.  This is in sandbox mode btw.

Does anyone know what could be causing this?  Any advice would be helpful.   Ive tried reinstalling but no luck.   Thx.

 

 

First advice is more information.  Where did you install MKS to?  what does your gamedata folder look like.  Missing parts is usually an incorrect installation, but not always.  So the more information you can provide the better.  Otherwise it is kinda like calling your mechanic to say, "my car won't start, any idea why?"

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50 minutes ago, goldenpsp said:

First advice is more information.  Where did you install MKS to?  what does your gamedata folder look like.  Missing parts is usually an incorrect installation, but not always.  So the more information you can provide the better.  Otherwise it is kinda like calling your mechanic to say, "my car won't start, any idea why?"

Thanks for the response.  What other info can I give to help solve the issue?  I installed MKS by dropping the files into game data folder, which has a few other mods as well.  

I'm gonna try a blank install with MKS only and see where that leads to.  If all else fails, what other info can I can I give so my mechanic knows what's wrong with my damn car?  :wink:

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@Nataris  The missing drills are a known issue.  You can use the following module manager patch to work around the problem until it is fixed.

Spoiler

@PART[MKS_Drill_02]
{
	@MODEL
	{
		@texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_RD
	}

	@MODULE[ModuleCoreHeat]
	{
		@MaxCoolant = 300
	}
}

@PART[MKS_Drill_02A]
{
	@MODEL
	{
		@texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_GN
	}

	@MODULE[ModuleCoreHeat]
	{
		@MaxCoolant = 300
	}
}

@PART[MKS_Drill_03]
{
	@MODEL
	{
		@texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_WT
	}

	@MODULE[ModuleCoreHeat]
	{
		@MaxCoolant = 1000
	}
}

@PART[MKS_Drill_03A]
{
	@MODEL
	{
		@texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_YL
	}

	@MODULE[ModuleCoreHeat]
	{
		@MaxCoolant = 1000
	}
}

 

 

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28 minutes ago, Skystorm said:

@Nataris  The missing drills are a known issue.  You can use the following module manager patch to work around the problem until it is fixed.

  Reveal hidden contents


@PART[MKS_Drill_02]
{
	@MODEL
	{
		@texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_RD
	}

	@MODULE[ModuleCoreHeat]
	{
		@MaxCoolant = 300
	}
}

@PART[MKS_Drill_02A]
{
	@MODEL
	{
		@texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_GN
	}

	@MODULE[ModuleCoreHeat]
	{
		@MaxCoolant = 300
	}
}

@PART[MKS_Drill_03]
{
	@MODEL
	{
		@texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_WT
	}

	@MODULE[ModuleCoreHeat]
	{
		@MaxCoolant = 1000
	}
}

@PART[MKS_Drill_03A]
{
	@MODEL
	{
		@texture = Drill_Fixed, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_YL
	}

	@MODULE[ModuleCoreHeat]
	{
		@MaxCoolant = 1000
	}
}

 

 

Thanks.  Can you please tell me what to do with this txt?  How do I go about creating this patch for the missing parts?  

Thank you for the help.

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5 hours ago, LatiMacciato said:

since MKS still has some support for EL, I'd like to propose my EL 6.0 compatiblity updated configs for MKS/FTT and some other mods
EL6.0_mod-compatiblity

feedback is always welcome!

I posted something similar here a couple of days ago

I am not qualified to determine whose contribution may be the best solution for EL v6.0. Mine - I just wanted to make it work in a hurry. I don't have time today to look at what you have done, maybe it is beautiful?

@voicey99 has done a PR against MKS on github already for this. If you want to compare the scripts and decide what's best that's all good with me (and evryone I think - it's not my work anyhow - I don't consider I added any original thinking to it).
My guess is that whatever the EL + MKS community can come up with, it would be best to have it done as a single clear and simple PR for @RoverDude to pull in at the next MKS release.
I am pretty busy in RL so regrettably I wont offer any help besides possibly doing a bit of play testing if still needed on or around next weekend.

Edited by Kaa253
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15 hours ago, Skystorm said:

@Nataris Paste the contents into a text file with a *.cfg extension and place it in your Gamedata folder.  I usually create a folder under Gamedata for all of my custom patch files and store it in there.

It worked. Thank you so much for your time and help.

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