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


RoverDude

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4 minutes ago, RoverDude said:

And no idea what the heck Kethane has to do with any of this as I have not supported Kethane in years.  

TIL Kethane still exists. I thought that dropped out of development long ago at the release of 1.0, seems I was wrong - though it is somewhat of a backwater mod nowadays as Karbonite seems to have largely assumed its role.

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1 minute ago, Abpilot said:

There is something quite buggy with the mod being that I cannot plant a flag at all but when i do the kerbal whacks out some pretty wicked dance moves. I tried planting a flag without the mod and it was fine.

I can pretty much guarantee that your issue is not this mod.

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On 11/14/2017 at 4:27 AM, Daveroski said:

So that's a 'no' then.

As I tend to get more of the regular crew than I can reasonably use from 'rescues' and the specialised types don't provide anything over and above it seems a bit pointless forking out for the other guys.

 

Actually, I find it worthwhile to hire Kolonists.  They have no skills relating to colony operation, but they do count as pilot+engineer+scientist when it comes to the colony bonuses.  Especially for the temporary habitation bases(something RoverDude suggested for the  early game as an alternative funding source to missions).  

Aside form any operational needs(like engineers for drills), I have been filling up those bases with as many Kolonists as are supported by the life support production facilities.
In addition to letting me bump my Mun Kolonization bonuses, temporary bases let me stockpile ore, LFO, Gypsum, and Fertilizer for future use.

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As a point for the kolonial job diskussion. I think the "quartermasters" are supposed to do pilot logistics work without the pilot skill. But as workplaces strictly are defined as "need pilot" this don't work as supposed i think?

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5 hours ago, Terwin said:

temporary bases let me stockpile ore, LFO, Gypsum, and Fertilizer for future use.

I tend to make as much use as possible of the Planetary Logistics so I don't have any large stockpiles at bases.

I aim to make the bases as automated as possible with as little need for personnel as possible.

I still don't really understand these 'bonuses' how do they work?

 

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4 hours ago, RoverDude said:

Logistics should work with either QM or Pilot

I have to Apologize, messed up logistics with scavange range enlargement. After you wrote logistics... i would go and bite in my keyboard now. Sorry for noise:blush:

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15 minutes ago, Daveroski said:

I tend to make as much use as possible of the Planetary Logistics so I don't have any large stockpiles at bases.

I aim to make the bases as automated as possible with as little need for personnel as possible.

I still don't really understand these 'bonuses' how do they work?

The "ratings" are three scores each planet has that your crew (those that are landed - I'm not sure if orbiting kerbals do this as well (they might, but slowly) or whether they need to be in an MKS part) will accumulate over time (see this table for which specialisations generate which points (RepBoost = Kolonisation, ScienceBoost = Botany, FundsBoost = Geology)). The generation of points in these scores will also generate resources (see prev bracket) that can be collected from a Pioneer Module. Anyway, I'm beating around the bush hear, since these ratings will have an impact on the functioning of parts. You convert the % rating into a number to use as a multiplier - drills and all resource converters except agriculture modules will use the kolonisation rating squared as an efficiency multiplier (e.g. if you had a geology rating of 180%, it would give a production multiplier of 1.82 = 3.24), agriculture modules will use geology rating times botany rating as a multiplier and kolonisation modules will use kolonisation rating squared (I think it's squared, anyway) as a multiplier to how much habitation time they provide. All ratings are capped at 500% to stop these bonuses becoming even more crazy (so max multiplier is 25x), and a kolonisation rating of 500% will also grant all kerbals on the planet infinite habitation time if they have at least 1yr of habtime already (this applies to pilots and scouts at all times anyway). The full production formula is given here, and MKS Explainer provides some very useful production breakdowns:

(Speaking of that, could this mod be included in the OP @RoverDude?)

Edited by voicey99
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3 minutes ago, santiagokof said:

https://imgur.com/a/FwMVG

mooring!? xD DOCKING!

If you want to see a feature, make sure to open an issue on GitHub as a feature request.

I do see a point though, in that kontainers don't marry up to anything and so there'e no way to include them smoothly inline. Near Future Construction adds an octagonal docking port and structural aspects that are in the same shape but the wrong sizes, though they are better then having an octagonal kontainer in a cylindrical ship.

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OK, I anticipate that the answer will be to file an issue on github, but before I get distracted and forget (this is quicker, I've barely used github so it will be a learning experience), I just wanted to check and see if anyone else is seeing wrong fuel levels in the MKS inflatable storage module when set to ore/fuel/oxidizer.  It looks like the liquid fuel and oxidizer amounts got flipped around.

Then again, this could be intentional for balance reasons (so that people like me don't try to use them as fuel tanks on large interplanetary craft, for example).

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5 hours ago, santiagokof said:

yeah, sorry.... can i try one more time?
 

https://imgur.com/a/FwMVG

On the topic of kontainer docking: awhile back I made a prototype model for an idea I had, a 3.75m part that can hold up to four 2.5m kontainers in "sockets" around the sides:

IFdnq4S.jpg

The idea is that this can support the MKS "weight transfer" feature (like on the Scout lander module) to keep your CoM aligned even if the kontainers aren't naturally balanced, and the "sockets" can be designated as KIS mounting points for the 2.5m kontainers, so that any kerbal (not just an engineer with a screwdriver) can attach/detach them.  Plus, the center pillar is wide enough for a 1.25m crew tube, so it can be "passable" for people who use ConnectedLivingSpace.  But when I tested it, I found that KIS seems to have bugs with multiple mounting points on a single part, which makes the idea a bit less useful than I'd hoped.

Along the same lines, a shorter 3.75m cylinder can nicely fit four 1.25m kontainers in "sockets" oriented horizontally.  Imagine a similar part holding these:

gHvmtqg.jpg

Also, a 2.5m cylinder nicely fits four 3.75m crates around its outside (not embedded in "sockets"), so I can imagine a part that's a 2.5m liquids kontainer tank with external mounting points for big solids kontainers — and, again, the "weight transfer" feature to balance them.  Same goes for 5m crates around a 3.75m cylinder.

(I'm not actively working on these parts right now, though, and I've only prototyped the first one, and I'm pretty slow and inexperienced at making models.  I'm interested in finishing them and contributing them to MKS at some point, but it probably won't be anytime soon.  I just wanted to put the idea "out there" since it seems kinda similar to what @santiagokof was looking for.)

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16 minutes ago, Wyzard said:

On the topic of kontainer docking: awhile back I made a prototype model for an idea I had, a 3.75m part that can hold up to four 2.5m kontainers in "sockets" around the sides:

I love this idea and would love to see it, or something like it, get released.  I'm always struggling with mounting kontainers in an aesthetically pleasing way.

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5 hours ago, goldenpsp said:

Stop dreaming and start doing.  It's how modders are born.

(Links removed for space reasons)

@goldenpsp Thanks for posting these links! It's all likely to be a bit over my head at the moment, but I have bookmarked them. I am going back for a second bachelors in computer science this spring, and have been wanting to learn to mod KSP for a couple side projects!

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