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


RoverDude

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3 minutes ago, strudo76 said:

I've been mucking about with TAC llife support. Would the USI one be a better match for this? Not sure yet if the ssd survived the PSU issue, so I might be reinstallling anyway.

I have not used TAC-LS myself, but from what I understand USI-LS is more configurable and requires habitation as well as supplies(TAC-LS separates supplies out into food, water, oxygen, etc, while USI-LS combines them as you always need the same proportions anyway)

USI-LS is also more integrated with USI-MKS and there are some parts of USI-MKS that are not available without USI-LS(generally parts or functions that only affect supplies and fertilizer)

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16 minutes ago, voicey99 said:

Also, is your L key sticky or something?

Opps. My PC is out of action, so using the tablet which is running like a dog for some reason. It does seem odd though that the L key is the only one repeating given it's an on screen keyboard. The double Ls is that post were just the ones I missed. Corrected a bunch before posting.

Edited by strudo76
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2 hours ago, strudo76 said:

Opps. My PC is out of action, so using the tablet which is running like a dog for some reason. It does seem odd though that the L key is the only one repeating given it's an on screen keyboard. The double Ls in that post were just the ones I missed. Corrected a bunch before posting.

...so you made a typo, made a typo in a post about a typo and then made a typo in your correction to a typo in a post about a typo? Priceless.

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5 minutes ago, voicey99 said:

...so you made a typo, made a typo in a post about a typo and then made a typo in your correction to a typo in a post about a typo? Priceless.

Ummm yeah, that does appear to be the case...  Maybe I'm not ready for this mod, Lol.

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4 hours ago, strudo76 said:

 

 

 I've played enough that I can get around the kerbin system pretty well. I tend to play pretty slow, taking my time to do things properly rather than just launching some leviathan. Generally play career or science mode, so I'll come across the parts gradually I assume.

I would say that your playstyle sounds suited to MKS. I've done much the same myself, and now that I feel reasonably confident with basic KSP play I've started an RSS game from scratch with MKS added, and so far so good.

I think MKS is only daunting if you are trying to be really super efficient with it. Me, I just over-engineer everything with plenty of spare capacity and sit back and let it run.

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6 hours ago, strudo76 said:

I'm pretty new to Kerbal. Is this something I should install in a new game, or should I be more familiar with the game before I play with something like this? 

@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.

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@strudo76 I'll do my best to explain MKS as fully as I can-USI-LS is simpler, and hab effects (which fall under USI-LS) are present only if both USI-LS and MKS are installed. Wall of Text time...

 

To new players, MKS evokes a similar response to this OTTD cargo chart:

BWKvfJl.png

It appears as a bewildering mess of parts and resources and transfers, so start basic. You need supplies, so (in the beginning) you mine gypsum to process into fertiliser in the ASM for making supplies in an agmodule or the various nom-o-matics. Great. Now you want MKTs for module inflation-for that, you need metals, polymers and chemicals in an assembly plant. And for them, you need to refine metallic ore, substrate and minerals in an industrial refinery.

Take the rabbit hole one step at a time, and you can eventually tackle higher-efficiency farming and the complex stuff like colony supplies and machinery. Please note all the production and consumption figures on each drill and processing module are per product line/drill bit ('bay'), and their production is cumulative. The same part can process/produce multiple things at once if you set it up to do so.

...and that's just the resources and processing. MKS also introduces a slew of other mechanics like logistics, ratings and new kerbal types.

Logistics is simple (famous last words). MKS processing modules can pull resources from kontainers on other vessels within 150m. A kontainer that fills up will dump half its contents into hammerspace if connected to a logistics-capable part (that is, an MPU or logistics module). An empty kontainer will, if connected to a logistics module manned by a pilot or quartermaster, pull stuff back out of said quantum location into itself. Ensure you have >12h of storage on a vessel to avoid losing stuff before it can get stuffed away, since vessel loading catchup works in 6h batches and each kotainer has a 50% reserve level when pushing to Planetary Logistics. Resource distributor modules simply extend local logistics range when manned by a pilot/qm). Kerbals do not need to be in the modules they are 'manning'.

Ratings are a little more complex. Various kerbal types will contribute to these ratings (base is 100%) all the while they are on the ground (or possibly in orbit) around a body (see this wiki table for which spec does which, FundsBoost = Geology rating, ScienceBoost = Biology rating, RepBoost = Kolonisation rating). As these ratings increase, two things will happen: rewards in the relevant category (skills say it all) will accumulate in Pioneer modules for collection and certain things will be boosted-drills and converters will have their production multiplied by the geology rating as a decimal squared (so a 162% geology rating gives 1.622 = a 2.6244 multiplier-this mod is useful for load breakdowns), agmodules producing organics will have their production multiplied by geo rating*bio rating and hab modules will have their effectiveness (i.e. kermalmonths granted or hab multiplier) multiplied by the kolonisation rating. The kolonisation rating also has another trick-get it over 500% and the minimum habitation time for indefinite habtime is reduced from 50yrs to 1yr for kerbals on the surface (not sure about on-orbit).

MKS adds a set of new kerbal types-the chart says which skills each one has (the new types are meant to be cheap, monoskilled seat-fillers you can pack off to kolonies while leaving your expensive P/E/Ss available for the high-profile missions). The formula is the same as that of vanilla, the production multiplier is 0.05+level of most skilled relevant kerbal*0.2 (Zero-:rep:=lvl 1):

AgronomySkill is the required skill for working with organics (think engineers and ISRUs) production

BotanySkill is the skill for working with supplies production.

ConverterSkill is the skill for working with all other MKS converters and vanilla ISRUs

DrillSkill is the skill for working with, wouldn't you know it, drills (both vanilla and MKS).

ExplorerSkill means the kerbal has indefinite habtime when it's over a year to begin with

Funds/Sci/Repboost mean they contribute to their respective ratings

GeeForceTolerance means their KO threshold multiplier is fixed at 0.75 (like tourists)

LogisticsSkill means they can operate resource distributor modules and enable the LogMod to pull from Planetary Logistics (aka hammerspace)

MedicalSkill means they can operate the medbay, used to un-grumpify kerbal with colony supplies after their habtime has expired, if you are using a colonisation module to lengthen it

RepairSkill means they can repack chutes, fix wheels etc. and refill machinery in parts (how full it is acts as a production governor, so if it's half full production is multiplied by half) on EVA or in a workshop

 

...don't forget to enable the ground tether on your bases, lest the Kraken eat them. It is a vanilla bug, but Tundra-series parts are especially vulnerable to what I call the Flopping Fish Kraken-you can guess what it makes bases (and stations too) do. Also note that the automated parts (autodrills and mobile processing units) do not use the specialist production formula, meaning they always operate at 100% relative specialist efficiency (slightly slower than that their manned counterparts with a 4:rep: kerbal)

Edited by voicey99
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I don't know what it is this time but MKS is nullrefing again. I'll post a log when I catch it quick.

Yes, I am on 0.52.0-pre

EDIT: Here's the log. I'm guessing it's the Orca again

EDIT 2: It's actually the CommLab, for whatever reason.

EDIT 3: It's the Akademy as well. The error refers to the MKSModule, and neither of them have a BonusEffect specified. Is this the cause?

EDIT 4: Derp, didn't see the new release again. It doesn't help that GH marks all the pres as being from 20d ago.

Edited by voicey99
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1 minute ago, Matou1612 said:

How does the flex-ô-tubes work? i have KAS and KIS, but every time i right click, the only option is Disassemble part. Also, i'm trying to attach them with an engineer, so its maybe with an other class. Thank you in advance!

The flexotubes should work with any class. Are all your mods up to date (download the Constellation if not)?

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1 hour ago, Matou1612 said:

How does the flex-ô-tubes work? i have KAS and KIS, but everytime i right click, the only option is Disassemble part. Also, i'm trying to attach them with an engineer, so its maybe with an other class. Thank you in advance!

Most common reason for this problem is accidentally attaching the tubes backwards.  Worth double-checking.  :wink:

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16 minutes ago, DStaal said:

How does the flex-ô-tubes work? i have KAS and KIS, but everytime i right click, the only option is Disassemble part. Also, i'm trying to attach them with an engineer, so its maybe with an other class. Thank you in advance!

Also you have to get much closer to see the tube specific buttons appear, than for Disassemble.

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perhaps I am confused, or simply missing a step.  Can someone please let me know if the following SHOULD work?

landed on one side of Min

  • vessel a) unmanned dril filling an ORE container that has the Planatary logistics button pressed, 
  • Vessel b) within 50m of Vessel a.  a logiisticis duna module, manned.

landed 1/2 around the Min

  • Vessel C) a Tundra Logisitics mod, a pilot, and empty ORE tanks. with all the logicics buttons enabled.

looking at the Planatary Logicisits menu icon, nothing is diplayed. it is simply blank

the other options do work as expected , Local logiistics works, live support etc.  but the plantary page is always blank.

Am I missing something obvious?

 

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1 hour ago, Fyrem said:

perhaps I am confused, or simply missing a step.  Can someone please let me know if the following SHOULD work?

landed on one side of Min

  • vessel a) unmanned dril filling an ORE container that has the Planatary logistics button pressed, 
  • Vessel b) within 50m of Vessel a.  a logiisticis duna module, manned.

landed 1/2 around the Min

  • Vessel C) a Tundra Logisitics mod, a pilot, and empty ORE tanks. with all the logicics buttons enabled.

looking at the Planatary Logicisits menu icon, nothing is diplayed. it is simply blank

the other options do work as expected , Local logiistics works, live support etc.  but the plantary page is always blank.

Am I missing something obvious?

Vessel B needs storage for ore.  Local logistics can pull ore to it, but as far as I understand PL requires *attached* storage.

I sometimes manually initiate the local logistics transfer to the vessel doing the push to PL as well - If there's no demand on that vessel for the resource, automatic local logistics won't kick in.

I might actually just attach a KAS pipe between vessel A and vessel B, if it were me.  Simpler all around.

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59 minutes ago, DStaal said:

Vessel B needs storage for ore.  Local logistics can pull ore to it, but as far as I understand PL requires *attached* storage.

I sometimes manually initiate the local logistics transfer to the vessel doing the push to PL as well - If there's no demand on that vessel for the resource, automatic local logistics won't kick in.

I might actually just attach a KAS pipe between vessel A and vessel B, if it were me.  Simpler all around.

thanks , I have tried the KAS pipe as well. ... I will spin up a new game and just drop these specific ships and see if I can reproduce the issue.

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7 hours ago, RoverDude said:

@voicey99 - glad you got it sorted :)

Not all sorted, the TCS is still spewing nullrefs-it's a different error this time though. I've had to quarantine it in a KIS container.

[EXC 22:16:43.506] NullReferenceException: Object reference not set to an instance of an object
    USITools.ModuleHeatPump.FixedUpdate ()

Edited by voicey99
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12 hours ago, Fyrem said:

perhaps I am confused, or simply missing a step.  Can someone please let me know if the following SHOULD work?

landed on one side of Min

  • vessel a) unmanned dril filling an ORE container that has the Planatary logistics button pressed, 
  • Vessel b) within 50m of Vessel a.  a logiisticis duna module, manned.

landed 1/2 around the Min

  • Vessel C) a Tundra Logisitics mod, a pilot, and empty ORE tanks. with all the logicics buttons enabled.

looking at the Planatary Logicisits menu icon, nothing is diplayed. it is simply blank

the other options do work as expected , Local logiistics works, live support etc.  but the plantary page is always blank.

Am I missing something obvious?

 

 

10 hours ago, DStaal said:

Vessel B needs storage for ore.  Local logistics can pull ore to it, but as far as I understand PL requires *attached* storage.

I sometimes manually initiate the local logistics transfer to the vessel doing the push to PL as well - If there's no demand on that vessel for the resource, automatic local logistics won't kick in.

I might actually just attach a KAS pipe between vessel A and vessel B, if it were me.  Simpler all around.

When you say vessel B is manned, is it a pilot? The pilot is required to push to PL if you are using the Logistics module.

As of this version, the easiest way to have a remote drilling site push resources into PL is with a MPL. All you need is a vessel with the -A drills, a container with PL enabled, power, and a MPL.  The drills fill up the container and the MPL will push to PL. Note that the PL has two separate functions: an automatic push function and a resource conversion function. You actually do not need to use the resource conversion if you don't want to.  I had that case recently, so I used the smallest MPL, took the machinery out to make it lighter, and things got pushed to PL just fine.

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2 hours ago, strudo76 said:

If I go with the constellation install will that play nice with SETI Rebalance and SETI Unmanned before manned? That's what I've been playing mostly.

The constellation install is simply all the USI mods rolled into one. I don't know about SETI compat but I don't think there are any special arrangements.

1 hour ago, Gilph said:

When you say vessel B is manned, is it a pilot? The pilot is required to push to PL if you are using the Logistics module.

As of this version, the easiest way to have a remote drilling site push resources into PL is with a MPL. All you need is a vessel with the -A drills, a container with PL enabled, power, and a MPL.  The drills fill up the container and the MPL will push to PL. Note that the PL has two separate functions: an automatic push function and a resource conversion function. You actually do not need to use the resource conversion if you don't want to.  I had that case recently, so I used the smallest MPL, took the machinery out to make it lighter, and things got pushed to PL just fine.

You do not need a pilot/QM to push with an LM, only to pull. The autodrills are actually best for manned bases if the highest-skilled engineer/miner on your base has three stars or less.

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On 5/23/2017 at 5:11 PM, voicey99 said:

The flexotubes should work with any class. Are all your mods up to date (download the Constellation if not)?

Each time i launch it says "USI tool update! You have 1.17 and 1.18 is out". Would that matter?

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