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


RoverDude

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1 hour ago, cosmickalamity said:

Wait, is NF not supposed to work with Kerbalism? I run all the NF mods with Kerbalism and it seems to be doing fine

From reading the Kerbalism wiki, it looks like NF is supported but the NF reactor stuff is basically stripped out, and replaced with Kerbalism modules, which means you don't get the heat production mechanics in NF. (The kerbalism patch says it makes the NF reactors OP as a result, but I can't say for sure).  The other NF stuff seems to be well supported. This is getting off topic for this thread, though.

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1 hour ago, ra4nd0m said:

Hi. I've noticed a new constellation pre release version. How stable it is currently? How many things i can expect to break when it will be fully ready?

Pretty stable, better than the last pre.  Fully ready is always relative :)

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16 hours ago, RoverDude said:

Pretty stable, better than the last pre.  Fully ready is always relative :)

There's one error in Constellation 112.0.0 with supplies.png that carried over from USI-LS, I posted about it in the USI-LS thread so DoktorKrogg can apply the same change he applied to make USI-LS 112.0.1-bleeding-edge.1

 

(For everyone else: That's the icon on the button to tell you how many supplies/habitation/homesick your kerbals have left, without the icon, the button doesn't appear on the sidebar)

 

ETA: It was fixed as a patch ~6 days ago, without updating the distribution number, if you have problems, re-download the 112.0.0 file.

Edited by Kharn
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Ok, I've got what I think is a good shake at moving the Karbonite parts and a few other MKS items around, I didn't move any Karborundum parts because I think those research costs are already high enough.

My main goal was moving over-powered items out of <100 research Tier I R&D building and Karbonite to 550+ R&D.

Thoughts on Karbonite being >=550 R&D? Too high? Are the propfan and turbojets still useful at the 550 level?

Here's a summary of the change, with a number of alterations and additions from what I initially proposed above:

Spoiler
Current Science Current cost Item name New Science New cost Reason Game name TechRequired
Survivability 15 KF-250 KonFabricator Precision Engineering 160 Capability Kosntruction_Workshop_250
(Note: File and Part spelling do not match:  Konstruction_Workshop_250.cfg)
precisionEngineering
               
Basic Science 45 PackRat_Mk2_Generator_03 Advanced Science Tech 550 Karbonite PackRat_Mk2_Generator_03 advScienceTech
Basic Science 45 PackRat_Mk2_RTG_01 Specialized Electrics 550 RTG PackRat_Mk2_RTG_01 specializedElectrics
Basic Science 45 PackRat_Mk2_RTG_02 Experimental Electrics 1000 RTG PackRat_Mk2_RTG_02 experimentalElectrics
Basic Science 45 PackRat_Mk2_BatteryPack_02 Advanced Electrics 160 Capability PackRat_Mk2_BatteryPack_02 advElectrics
Basic Science 45 PackRat_Mk2_Generator_01 Advanced Electrics 160 Capability PackRat_Mk2_Generator_01 advElectrics
Basic Science 45 PackRat_Mk2_Generator_02 Advanced Electrics 160 Capability PackRat_Mk2_Generator_02 advElectrics
               
Heavy Rocketry 90 KVE-125 Karbonite Fueled Engine Experimental Rocketry 1000 Karbonite KA_Engine_125_01.cfg experimentalRocketry
Heavy Rocketry 90 KVE-250 Karbonite Fueled Engine Gigantic Rocketry 1500 Karbonite KA_Engine_250_01.cfg giganticRocketry
Heavy Rocketry 90 KVE-625 Mini Karbonite Engine Experimental Rocketry 1000 Karbonite KA_Engine_625_01.cfg experimentalRocketry
Heavy Rocketry 90 KLF-125 Liquid Fueled Rocket Very Heavy Rocketry 550 Capability LFKA_Engine_125_01.cfg veryHeavyRocketry
Heavy Rocketry 90 KLF-250 Liquid Fueled Rocket Very Heavy Rocketry 550 Capability LFKA_Engine_250_01.cfg veryHeavyRocketry
               
Fuel Systems 90 Portable Karbonite Sample Kit Advanced Science Tech 550 Karbonite KA_Analyzer_01 advScienceTech
Fuel Systems 90 Portable Karbelectric Generator Advanced Science Tech 550 Karbonite KA_Generator_02 advScienceTech
Fuel Systems 90 KEG-2500 Karbelectric Generator Advanced Off-World Mining 1500 Karbonite KA_Generator_250_01 advOffworldMining
Fuel Systems 90 KB-2500 Karbonite Tank Specialized Fuel Storage 1000 Karbonite KA_Tank_125_01 specializedFuelStorage
Fuel Systems 90 KB-3000 Karbonite Tank Exotic Fuel Storage 1500 Karbonite KA_Tank_125_02 exoticFuelStorage
Fuel Systems 90 KB-3650 Karbonite Tank Exotic Fuel Storage 1500 Karbonite KA_Tank_125_03 exoticFuelStorage
Fuel Systems 90 KB-4650 Karbonite Tank Extreme Fuel Storage 2250 Karbonite KA_Tank_125_04 extremeFuelStorage
Fuel Systems 90 KA-200 Karbonite Tank High-Performance Fuel Systems 550 Karbonite KA_Tank_250_01 highPerformanceFuelSystems
Fuel Systems 90 KB-350R Karbonite Tank High-Performance Fuel Systems 550 Karbonite KA_Tank_Radial_01 highPerformanceFuelSystems
Fuel Systems 90 Karry Kan Advanced Science Tech 550 Karbonite KA_Tank_Radial_02 advScienceTech
Fuel Systems 90 Double Karry Kan Experimental Science 1000 Karbonite KA_Tank_Radial_03 experimentalScience
Fuel Systems 90 VTS Karbonite Tank Advanced Science Tech 550 Karbonite KA_Tank_VTS_01 advScienceTech
               
Heavy Aerodynamics 300 KAE-150S Inline Turbojet Experimental Aerodynamics 550 Karbonite KA_Jet_Stack_01 experimentalAerodynamics
Heavy Aerodynamics 300 KAE-150R Radial Turbojet Experimental Aerodynamics 550 Karbonite KA_Jet_Radial_01 experimentalAerodynamics
Heavy Aerodynamics 300 KAE-750R Radial Propfan Engine Experimental Aerodynamics 550 Karbonite KA_Jet_PropFan_01 experimentalAerodynamics
               
Advanced Aerodynamics 160 KAE-UHB Aft-Mount Propfan Experimental Aerodynamics 550 Karbonite KA_Jet_PropFan_02 experimentalAerodynamics
Advanced Aerodynamics 160 KAE-UHB Fore-Mount Propfan Experimental Aerodynamics 550 Karbonite KA_Jet_PropFan_03 experimentalAerodynamics
               
Aerodynamics 90 KA-400LX (1.25m) Low Altitude Scoop Advanced Science Tech 550 Karbonite KA_AtmScoop_125_02.cfg advScienceTech
               
Specialized Construction 160 KS-250-O KonStructor – Orbital Shipyard Meta-Materials 550 Capability Konstruction_Orbital_Shipyard_250 metaMaterials
               
Enhanced Survivability 45 Life Support Tank (3.75m) Logistics 300 Capability LS_Tank_375 logistics
Hydroponics 160 Fertilizer Tank (3.75m) Logistics 300 Capability Fert_375 logistics
               
Advanced Construction 90 Crewed Atlas Harvester (Small) Advanced Science Tech 550 Strip Miner ATLAS_Harvester_Sm advScienceTech
Advanced Construction 90 Automated Atlas Harvester (Small) Advanced Science Tech 550 Strip Miner ATLAS_Harvester_Sm_a advScienceTech
Advanced Construction 90 Material Processing Unit (1.25m) Large Volume Containment 300 Mining MKS_Processor125 largeVolumeContainment
Advanced Construction 90 Material Processing Unit (2.5m) Large Volume Containment 300 Mining MKS_Processor250 largeVolumeContainment
Advanced Construction 90 Material Processing Unit (3.75m) High-Performance Fuel Systems 550 Mining MKS_Processor375 highPerformanceFuelSystems
               
Advanced Construction 90 WOLF Terminal (3.75m) Advanced Exploration 160 Ability/size WOLF_Terminal_375 advExploration

Here's the change file, copy this into ConstellationRevamp.cfg and place it anywhere in your GameData folder that you can find it later.

Spoiler

//Moving some parts around on the tech tree for Constellation Unstable Release 112.0.0
//Community Tech Tree required
//It should also work if you're using RoverDude's mods piecemeal, but no guarantees...
//Written by Kharn
//22 August 2021


//Example syntax:
//@PART[USI_BNTR-06]:FINAL
//{
//    @TechRequired = improvedNuclearPropulsion
//    :NEEDS[CommunityTechTree]:AFTER[zzzUnKerballedStart]
//}

@PART[Kosntruction_Workshop_250]:NEEDS[CommunityTechTree]:NEEDS[MKS]:FINAL
// KF-250 KonFabricator
//Note, name is intentionally mispelled to match name in the file, the file name is properly "Konstruction_Workshop_250.cfg"
{
    @TechRequired = precisionEngineering
}

@PART[PackRat_Mk2_Generator_03]:NEEDS[CommunityTechTree]:NEEDS[PackRat]:FINAL
// PackRat_Mk2_Generator_03 (Karbonite)
{
    @TechRequired = advScienceTech
}

@PART[PackRat_Mk2_RTG_01]:NEEDS[CommunityTechTree]:NEEDS[PackRat]:FINAL
{
    @TechRequired = specializedElectrics
}

@PART[PackRat_Mk2_RTG_02]:NEEDS[CommunityTechTree]:NEEDS[PackRat]:FINAL
{
    @TechRequired = experimentalElectrics
}

@PART[PackRat_Mk2_BatteryPack_02]:NEEDS[CommunityTechTree]:NEEDS[PackRat]:FINAL
{
    @TechRequired = advElectrics
}

@PART[PackRat_Mk2_Generator_01]:NEEDS[CommunityTechTree]:NEEDS[PackRat]:FINAL
{
    @TechRequired = advElectrics
}

@PART[PackRat_Mk2_Generator_02]:NEEDS[CommunityTechTree]:NEEDS[PackRat]:FINAL
{
    @TechRequired = advElectrics
}

@PART[KA_Engine_125_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// KVE-125 Karbonite Fueled Engine
{
    @TechRequired = experimentalRocketry
}

@PART[KA_Engine_250_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// KVE-250 Karbonite Fueled Engine
{
    @TechRequired = giganticRocketry
}

@PART[KA_Engine_625_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// KVE-625 Mini Karbonite Engine

{
    @TechRequired = experimentalRocketry
}

@PART[LFKA_Engine_125_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// KLF-125 Liquid Fueled Rocket
{
    @TechRequired = veryHeavyRocketry
}

@PART[LFKA_Engine_250_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// KLF-250 Liquid Fueled Rocket
{
    @TechRequired = veryHeavyRocketry
}

@PART[KA_Analyzer_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// Portable Karbonite Sample Kit
{
    @TechRequired = advScienceTech
}

@PART[KA_Generator_02]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// Portable Karbelectric Generator
{
    @TechRequired = advScienceTech
}

@PART[KA_Generator_250_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// KEG-2500 Karbelectric Generator
{
    @TechRequired = advOffworldMining
}

@PART[KA_Tank_125_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// KB-2500 Karbonite Tank
{
    @TechRequired = specializedFuelStorage

}

@PART[KA_Tank_125_02]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// KB-3000 Karbonite Tank
{
    @TechRequired = exoticFuelStorage
}

@PART[KA_Tank_125_03]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// KB-3650 Karbonite Tank
{
    @TechRequired = exoticFuelStorage
}

@PART[KA_Tank_125_04]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// KB-4650 Karbonite Tank
{
    @TechRequired = extremeFuelStorage
}

@PART[KA_Tank_250_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// KA-200 Karbonite Tank
{
    @TechRequired = highPerformanceFuelSystems
}

@PART[KA_Tank_Radial_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
//KB-350R Karbonite Tank
{
    @TechRequired = highPerformanceFuelSystems
}

@PART[KA_Tank_Radial_02]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
//Karry Kan
{
    @TechRequired = advScienceTech
}

@PART[KA_Tank_Radial_03]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
// Double Karry Kan
{
    @TechRequired = experimentalScience
}

@PART[KA_Tank_VTS_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
//VTS Karbonite Tank
{
    @TechRequired = advScienceTech
}

@PART[ATLAS_Harvester_Sm]:NEEDS[CommunityTechTree]:NEEDS[MKS]:FINAL
// Crewed Atlas Harvester (Small)
{
    @TechRequired = advScienceTech
}

@PART[ATLAS_Harvester_Sm_a]:NEEDS[CommunityTechTree]:NEEDS[MKS]:FINAL
//Automated Atlas Harvester (Small)
{
    @TechRequired = advScienceTech

}

@PART[MKS_Processor125]:NEEDS[CommunityTechTree]:NEEDS[MKS]:FINAL
//Material Processing Unit (1.25m)
{
    @TechRequired = largeVolumeContainment

}

@PART[MKS_Processor250]:NEEDS[CommunityTechTree]:NEEDS[MKS]:FINAL
//Material Processing Unit (2.5m)
{
    @TechRequired = largeVolumeContainment
}

@PART[MKS_Processor375]:NEEDS[CommunityTechTree]:NEEDS[MKS]:FINAL
//Material Processing Unit (3.75m)
{
    @TechRequired = highPerformanceFuelSystems
}

@PART[WOLF_Terminal_375]:NEEDS[CommunityTechTree]:NEEDS[MKS]:FINAL
//WOLF Terminal (3.75m)
{
    @TechRequired = advExploration
}

@PART[KA_AtmScoop_125_02]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
//KA-400LX (1.25m) Low Altitude Scoop
{
    @TechRequired = advScienceTech
}

@PART[KA_Jet_Stack_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
//
{
    @TechRequired = experimentalAerodynamics
}
@PART[KA_Jet_Radial_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
//KAE-150R Radial Turbojet
{
    @TechRequired = experimentalAerodynamics
}
@PART[KA_Jet_PropFan_01]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
//KAE-750R Radial Propfan Engine
{
    @TechRequired = experimentalAerodynamics
}

@PART[KA_Jet_PropFan_02]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
//KAE-UHB Aft-Mount Propfan
{
    @TechRequired = experimentalAerodynamics
}

@PART[KA_Jet_PropFan_03]:NEEDS[CommunityTechTree]:NEEDS[Karbonite]:FINAL
//KAE-UHB Fore-Mount Propfan
{
    @TechRequired = experimentalAerodynamics
}

 

@PART[Konstruction_Orbital_Shipyard_250]:NEEDS[CommunityTechTree]:NEEDS[MKS]:FINAL
//KS-250-O KonStructor – Orbital Shipyard
// Not sure if this will work as this part has a localized name!!!!
// Code is "#LOC_USI_Konstruction_Shipyard_250_Title"
{
    @TechRequired = metaMaterials
}


@PART[LS_Tank_375]:NEEDS[CommunityTechTree]:NEEDS[LifeSupport]:FINAL
//Life Support Tank (3.75m)
{
    @TechRequired = logistics
}

@PART[Fert_Tank_375]:NEEDS[CommunityTechTree]:NEEDS[LifeSupport]:FINAL
//Fertilizer Tank (3.75m)
{
    @TechRequired = logistics
}

 

 

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I have a quick question about the Astronaut Complex with MKS. Obviously courage and stupidity have no effect in stock - and I've read in a few places that MKS doesn't make them mechanical either.

So my question is: why do Courage, Stupidity, and BadS affect the hiring cost with Customize Kerbals turned on? Is this purely for flavor, or am I missing something?

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2 minutes ago, modus said:

@RoverDudeor @DoktorKrogg I noticed in the new prerelease that the Konstruction ports and stock docking ports are once again seperate parts.

Is that intentional? If I'm not mistaken they were made one in the previous prerelease (which was great).

(Is there a way to undo this?)

Unintended consequences of having them be the same part.  Holding off any changes until we do an upcoming Konstruction revamp.

 

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On 8/21/2021 at 2:21 PM, cosmickalamity said:

Wait, is NF not supposed to work with Kerbalism? I run all the NF mods with Kerbalism and it seems to be doing fine

NFE doesn't work with Kerbalism, and the reactor mechanics are different. Ditto for System Heat. The rest of NF works fine with both Kerbalism and USI.

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On 8/23/2021 at 3:34 PM, modus said:

@RoverDudeor @DoktorKrogg I noticed in the new prerelease that the Konstruction ports and stock docking ports are once again seperate parts.

Is that intentional? If I'm not mistaken they were made one in the previous prerelease (which was great).

(Is there a way to undo this?)

There were some complaints about this change so we reverted it and added it as an optional patch in GameData/UmbraSpaceIndustries/Konstruction/Patches/ConstructionPorts.cfg instead. If you liked the new behavior, you can re-enable it by uncommenting the code in that file.

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I've been trying to dock two vessel together with the Construction Ports and using the "Compress (Rotate)" button to fix my awful flying. But I think its rotating along the complete wrong axis. 

 

jOXOAuU.png Wz3GC4k.png 

 

It should have been docked to the left side there, not the Antenna :o

I have been using the Fix Stock Docking Nodes, though I am unsure if that matters. Using KSP 1.12.2, and latest version of all Mod, MKS (Excluding Firespitter, just Core), USI-LS, FTT, Karbonite. Should be no other important Mods but here is my List.

 

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@RoverDudein the latest prerelease (used on 1.12.2) I notice that the nodes on the 5m SAS are quite far from the top and bottom of the actual SAS, leaving quite the gap when you want to attach something to it.

I don't think I saw this in the previous version, where the 5m SAS was a lot...fatter:D Is it supposed to be like this?

CL6qtWP.png

 

 

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Heya - I'm planning to update the MKS tutorial I put together a while back - 

 Basically, I want to include some sections about the new advanced resources (alloys, electronics, etc), rocket building, WOLF stuff, and some fleshing out of what's already there and corrections where required (e.g. ground tether now works perfectly for me)

Some questions before that though!

* The legomatic ( KF-250 Fabricator) - converts Ore into Material Kits directly - is this a permanent thing or just happened to be in the pack when I downloaded it - it seems a bit of a cheaty shortcut to getting Material Kits, that's all!  Any other parts that provide the ore -> material kits functionality ?

* Do rovers still work for the purposes of extending local logistics?   Basically, instead of having a pioneer or logistics centre, which extends local logistics out to 2km rather than 150 metres, you could have one of RoverDude's rovers at the base instead of the Pioneer/Logistics centre.  However, I only ever did this a couple of times and it was a few versions ago (having since  used a logistics centre instead) - do they still work?  Do they need to be permanently manned to function?  Do they need wheels to work (I'm sure I tried just sticking a malemute cab on a non-wheeled base and it didn't work).

* Wolf parts - I think I understand them (basically, they're just a 'virtualized base' with the outputs going to hoppers on a 'real' base, along with some additional faffing around transport routes, which should ultimately help hugely with regards to part count and general lag).  Have their models been updated recently - when I compare the ones in my install to the ones in the Wiki guide, mine are all boxes, whereas the ones in the wiki all look like Tundra modules.  If so, I'll update MKS again before taking any screenshots to add to the guide.

* Any tips on playing without KIS - i.e. using the stock EVA construction mode.  I realise that e.g. Pioneer can help in terms of contributing to mass limits, but I'm more concerned on size limits - I can't seem to move anything beyond a certain size (and the parts that I do want to move are all above that size).  I've reinstalled KIS on my local install, but if there's a way to move/attach larger parts without it, I'd love to know how.

* Have the weldable docking ports (used to require KAS) been deprecated?  Any replacement if they have?

* What are the mass / size limits for the orbital constructors?

 

PS.  Love the new domes, they look gorgeous.

 

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1 hour ago, bigcalm said:

* Wolf parts - I think I understand them (basically, they're just a 'virtualized base' with the outputs going to hoppers on a 'real' base, along with some additional faffing around transport routes, which should ultimately help hugely with regards to part count and general lag).  Have their models been updated recently - when I compare the ones in my install to the ones in the Wiki guide, mine are all boxes, whereas the ones in the wiki all look like Tundra modules.  If so, I'll update MKS again before taking any screenshots to add to the guide.

* Any tips on playing without KIS - i.e. using the stock EVA construction mode.  I realise that e.g. Pioneer can help in terms of contributing to mass limits, but I'm more concerned on size limits - I can't seem to move anything beyond a certain size (and the parts that I do want to move are all above that size).  I've reinstalled KIS on my local install, but if there's a way to move/attach larger parts without it, I'd love to know how.

* Have the weldable docking ports (used to require KAS) been deprecated?  Any replacement if they have?

* What are the mass / size limits for the orbital constructors?

 

PS.  Love the new domes, they look gorgeous.

 

For WOLF

https://github.com/UmbraSpaceIndustries/MKS/wiki/WOLF-—-Industry-without-the-part-count

https://github.com/UmbraSpaceIndustries/MKS/wiki/WOLF-—-some-useful-tips

For base assembly now I don't use KAS or KIS anymore. Check this for the latest changes https://github.com/UmbraSpaceIndustries/MKS/wiki/Bleeding-Edge:-new-and-modified-things.

 

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Thanks Tacombel,

I've been trying to answer my own questions -

* Using Stock EVA Construction instead?

- It's possible, but you can't move any parts above a certain size (essentially, the part needs a ModuleCargoPart module entry on it in the save file).  Apart from the inflatables and small parts, hardly anything in MKS has this module tag - so you can't move a small Kontainer, a Duna module or small processor.  Given that these are things that I tend to forget, I personally will likely stick with KIS going forwards, though if anyone whips up a module manager patch to apply ModuleCargoPart module to larger parts within MKS, I'd be very interested.

* Weldable construction ports

- The standard docking ports now have the weld option (yay!)

* Wolf

This looks... enormous.  I thought initially that I could use it to maybe do something like mine all the raw materials without needing any physical infrastructure except a hopper the results out (yay, less lag).  But whew, just to do this you need an awful lot of modules - you need extractors to get the raw materials, but to power the extractors you need a power module, but this needs crew (and other bits) which means I need life support, food generation and maintenance, so I need agriculture modules, a maintenance module and likely some other bits.  After putting together a 50+ ton monstrosity that wasn't anywhere near finished (and also, had nothing apart from wolf modules), I abandoned it, because what I was attempting to replace could mine 8 resources, and was 43 tons including de-orbit engines and fuel.

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15 minutes ago, bigcalm said:

Thanks Tacombel,

I've been trying to answer my own questions -

* Using Stock EVA Construction instead?

- It's possible, but you can't move any parts above a certain size (essentially, the part needs a ModuleCargoPart module entry on it in the save file).  Apart from the inflatables and small parts, hardly anything in MKS has this module tag - so you can't move a small Kontainer, a Duna module or small processor.  Given that these are things that I tend to forget, I personally will likely stick with KIS going forwards, though if anyone whips up a module manager patch to apply ModuleCargoPart module to larger parts within MKS, I'd be very interested.

 

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4 hours ago, bigcalm said:

- It's possible, but you can't move any parts above a certain size (essentially, the part needs a ModuleCargoPart module entry on it in the save file).  Apart from the inflatables and small parts, hardly anything in MKS has this module tag - so you can't move a small Kontainer, a Duna module or small processor.  Given that these are things that I tend to forget, I personally will likely stick with KIS going forwards, though if anyone whips up a module manager patch to apply ModuleCargoPart module to larger parts within MKS, I'd be very interested.

The pre-release version of Konstruction also includes some parts that increase the weight limit for stock EVA construction. This is a replacement (in addition too??) the KIS weight bonus that has been baked into the Konstruction parts for a while.

 

KoS

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I'm just doing my own resource flowcharts - they still need quite a bit of work (and I likely need a 'combined' one) but I'm hoping to do ones that are sufficiently good that the wiki can be updated as well to include the new 'advanced' resources.

https://drive.google.com/file/d/1G8QKslpC_dN5PNtkkJUgEpcKuxmmSYaL/view?usp=sharing

https://drive.google.com/file/d/1tenYvvzflqYIO0H5DqQBKE7up1vvMEWq/view?usp=sharing

https://drive.google.com/file/d/1-SwLaVginHPzGj27mRVaqzAdfJ0B5jzF/view?usp=sharing

https://drive.google.com/file/d/1yAsxd3cMeSvJTUsQG3wjwX6ANRGyLcMU/view?usp=sharing

---

I've also got a bit further with WOLF stuff - it looks like the power module I was trying to use was set to its "High" setting which means it required crew (and all the many many complications that leads to).  Setting it to it's "Low" setting means that I don't have to crew it and thus I can set up a basic WOLF mining base without too much trouble - it'll still be 90+ tons payload to match the 'physical' thing I have there that's 40 tons, but that's ok, I'm prepared to put in the extra effort to reduce part count on the final base.

---

That KSP Part Volumes mod looks awesome - and kind of required if you want to replace KIS with the stock EVA construction.  It looked from your videos Tacombel that you only ever small or inflatable parts on EVA construction - whereas I tend to forget stuff (e.g. forgetting to add a substrate Kontainer) that can't currently be moved.  The weight-assist of the pioneer (and other konstruction pieces) is great, but the size was the big blocker to using EVA Construction.  I'll try that mod out and see if it fixes the issue.  Part of the joy of MKS is that because of the complexity, you do forget stuff but there can be a solution as well - I think KSP is at it's finest when something goes *slightly* wrong and then working out a way to fix it without having to wait for another transfer window.

Edited by bigcalm
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43 minutes ago, bigcalm said:

That KSP Part Volumes mod looks awesome - and kind of required if you want to replace KIS with the stock EVA construction.  It looked from your videos Tacombel that you only ever small or inflatable parts on EVA construction - whereas I tend to forget stuff (e.g. forgetting to add a substrate Kontainer) that can't currently be moved.  The weight-assist of the pioneer (and other konstruction pieces) is great, but the size was the big blocker to using EVA Construction.  I'll try that mod out and see if it fixes the issue.  Part of the joy of MKS is that because of the complexity, you do forget stuff but there can be a solution as well - I think KSP is at it's finest when something goes *slightly* wrong and then working out a way to fix it without having to wait for another transfer window.

I can't be quite sure because of so many different saves, but I think that I moved things like whole labs using EVE construction and, in orbit, added and removed engines.

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In the CTT patch for WOLF, there's a typo where
 

@PART[WOLF_Transporter]:NEEDS[CommunityTechTree]
{
	@TechRequired = advlogistics
}

should be advLogistics, as it's case sensitive. I've been losing my mind trying to figure out why the transporter computer won't show up in my game, finally found it.

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1 hour ago, danfarnsy said:

In the CTT patch for WOLF, there's a typo where
 

@PART[WOLF_Transporter]:NEEDS[CommunityTechTree]
{
	@TechRequired = advlogistics
}

should be advLogistics, as it's case sensitive. I've been losing my mind trying to figure out why the transporter computer won't show up in my game, finally found it.

I had the same problem, found the solution, and then saw there was already an issue open on github for it. There is also a problem reported for one of the Atlas harvesters in the CTT patch.

https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/issues/18

https://github.com/UmbraSpaceIndustries/MKS/issues/1532

Edited by Arrowmaster
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