RoverDude

[1.3] - Modular Kolonization System (MKS)

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Just now, Space_Coyote said:

So wait....

 

"Constellation" is the New MKS or js t the old one upgraded to 1.5 with a few new bells and whistles?

I'm kind of confused about "Constellation"

Space_Coyote

A Constellation release, is a bundle of all of Roverdude's mods packaged together for a single easier install.

There is nothing different from the standard MKS, USI-LS, Sounding Rockets, Malemute, etc, etc -- other then instead of shipping as separate awesome stars they're made available as a single Constellation bundle. The individual mods will also be available. Thr constellation bundle is not updated as frequently, as the individuals as its extra work.

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14 minutes ago, Space_Coyote said:

So wait....

 

"Constellation" is the New MKS or js t the old one upgraded to 1.5 with a few new bells and whistles?

I'm kind of confused about "Constellation"

Space_Coyote

Constellation is a collection of all the MKS and related mods.  You can download the constellation as a single file, and then pick out the mod directories you want to use.

This constellation is 1.5 compatible, but does not have the new features.

A new constellation with all the new features will be coming soon. (this is the one that can break your saves)

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23 minutes ago, Space_Coyote said:

So wait....

 

"Constellation" is the New MKS or js t the old one upgraded to 1.5 with a few new bells and whistles?

I'm kind of confused about "Constellation"

Space_Coyote

The constellation is the latest build of all of my stuff compiled for 1.5 but does not include the converter update yet.  It's there for folks to kick around if they are on 1.5.x

 

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On 10/21/2018 at 5:54 PM, RoverDude said:

The constellation is the latest build of all of my stuff compiled for 1.5 but does not include the converter update yet.  It's there for folks to kick around if they are on 1.5.x

Is there a forum thread for Constellation? My search-fu is failing me

 

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24 minutes ago, MisfitMarius said:

Is there a forum thread for Constellation? My search-fu is failing me

 

No,

Why would there be?  It is not a mod, it is just all of the USI mods in a single zip file.

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On 10/21/2018 at 8:44 AM, RoverDude said:

So a quick heads up!

There's a new release being bundled up

Is this 1.4.5 or 1.5?

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45 minutes ago, dlrk said:

Is this 1.4.5 or 1.5?

Did you skip the rest of the thread?  1.5

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@goldenpsp

Uh, whoops.

Roverdude said he was bundling a new build, then said there was a 1.5 pre-release coming. It seemed ambiguous to me if these were the same or different.

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9 minutes ago, dlrk said:

@goldenpsp

Uh, whoops.

Roverdude said he was bundling a new build, then said there was a 1.5 pre-release coming. It seemed ambiguous to me if these were the same or different.

Yes, but all of his replies are post 1.5 release.  You have been here longer than I have.  When has @RoverDude ever released an update for the now previous version of KSP?  (hint, never).

Edited by goldenpsp

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Hi everyone, it's been a long long time. I need help.

My KSP MKS 1.4.5 playthrough has now finally reached the point where I want to go on a Grand Tour and turn Kerbals into a multi planetary species.

For that I want to set up a Karborundrum farm on EVE to fuel my not-at-all-oversized mothership. The goal are autonomous miners with 4 Automated Industrial Strip Miners on them and a orbital logistics setup to get the Karborundrum into space. I can't for the life of me figure out how to cool the Automated Industrial Strip Miners from USI.

I've tried

- attaching the Strip Miners to Kontainers and then Radiator Panels to the Kontainers (both the Radiator Panels and the Thermal Control System (large))
- attaching the Strip Miners to various other parts and then Radiators to those => the type of part the Strip Miners are attached to doesn't seem to make a difference. I've now settled on attaching the miners to TweakScaled structural fuselages for ease of attachability / weight.
- having a Miner without a Nuclear Reactor since I thought the 1000k core temperature of the reactor maybe affects the 500k optimum of the Strip Miners but that is not the case. They overheat just as fast when my power comes through Microwave Power Receivers.
- with the reactor back on the mining vessel I tried insulating it from the rest of the craft with a Heat Shield (long shot, but again asuming the reactor core temp affects the rest). Again this doesn't help, not that I expected it to.
- Using the 'Ranger' Thermal Control System (lots of them) instead of the stock radiators but they're simply not transfering enough heat and they're somewhat hard to attach to the kind of layout I have on the miner.

By now I'm running out of ideas.

I do have a working MaterialKit / Machinery farm on Mun with perfectly cooled MEU-500-A Pulse Drills so I believe I do understand the basic mechanics.

With the Karborundrum miner I can run it with one separator on each of the four drills and it won't overheat. Activating the other separators makes it go above optimum temp. The "cooling" readout on the radiators is constant at around 16%, no matter how many separators are active or if the Strip Miners are running at all -- there's a change of around 0.2% in the cooling percentage readout but it doesn't seem to reflect the actual heat output of the Strip Miners.

All tests were done with the Strip Miners configured for dirt and on the KSC launchpad. Environment is KSP 1.4.5, Karbonite 0.12.0.0, MKS 0.55.0.0.

If anyone has working Miners I'd love to see them, or a general explanation how the cooling is supposed to work. For reference, my current variant of the craft file is public. Other than the USI mods, you'll need TweakScale, probably nothing else. Control group 1 activates all the things.

Many thanks in advance. o7

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15 hours ago, MrOnak said:

Hi everyone, it's been a long long time. I need help.

My KSP MKS 1.4.5 playthrough has now finally reached the point where I want to go on a Grand Tour and turn Kerbals into a multi planetary species.

For that I want to set up a Karborundrum farm on EVE to fuel my not-at-all-oversized mothership. The goal are autonomous miners with 4 Automated Industrial Strip Miners on them and a orbital logistics setup to get the Karborundrum into space. I can't for the life of me figure out how to cool the Automated Industrial Strip Miners from USI.

/snip

If anyone has working Miners I'd love to see them, or a general explanation how the cooling is supposed to work. For reference, my current variant of the craft file is public. Other than the USI mods, you'll need TweakScale, probably nothing else. Control group 1 activates all the things.

Many thanks in advance. o7

This is how the drills are designed.  You can run a single drill converter at max load, or you can run multiple converters at reduced efficiency.

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Kontainer PartVariants:

  • Aluminum
  • Gold
  • Copper
  • Steel
  • Rubber
  • Carbon Fiber

3G4anSf.jpg

Spoiler

@PART[C3_FlatRnd_*] {
	-MODULE[FStextureSwitch2],1 {}
	MODULE,0 {
		name = ModulePartVariants
		baseVariant = Aluminum

		VARIANT {
			name = Aluminum
			
			TEXTURE {
				materialName = Crinkle_gold
				shader = KSP/Bumped Specular (Mapped)
				_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_Green
				_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_Green
				_BumpMap = UmbraSpaceIndustries/Kontainers/Assets/CrinkleFoil_NRM
				_Shininess = 0.9
			}
			TEXTURE {
				materialName = FlatTanks
				shader = KSP/Bumped Specular (Mapped)
				_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/FlatTanks
				_Shininess = 0.75
			}
		}
		+VARIANT[Aluminum] {
			@name = Gold
			
			@TEXTURE,0 {
				@_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_gold
				@_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_gold
			}
		}
		+VARIANT[Aluminum] {
			@name = Steel
			
			@TEXTURE,0 {
				@_BumpMap = UmbraSpaceIndustries/Kontainers/Assets/cloth_NRM
				@_Shininess = 0.5
			}
		}
		+VARIANT[Steel] {
			@name = Copper
			
			@TEXTURE,0 {
				@_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_copper
				@_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_copper
				@_Shininess = 0.9
			}
		}
		+VARIANT[Steel] {
			@name = Rubber
			
			@TEXTURE,0 {
				@_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_rubber
				@_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_rubber
				@_Shininess = 0.1
			}
		}
		+VARIANT[Rubber] {
			@name = CarbonFiber
			
			@TEXTURE,0 {
				@_BumpMap = UmbraSpaceIndustries/MKS/Assets/fabric_N_NRM
				@_Shininess = 0.75
			}
		}
	}
}
@PART[C3_RTank_*,C3_Tank_*] {
	-MODULE[FStextureSwitch2],1 {}
	MODULE,0 {
		name = ModulePartVariants
		baseVariant = Aluminum

		VARIANT {
			name = Aluminum
			
			TEXTURE {
				materialName = Crinkle
				shader = KSP/Bumped Specular (Mapped)
				_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_Green
				_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_Green
				_BumpMap = UmbraSpaceIndustries/Kontainers/Assets/CrinkleFoil_NRM
				_Shininess = 0.9
			}
			TEXTURE {
				materialName = Shared
				shader = KSP/Bumped Specular (Mapped)
				_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Shared
				_Shininess = 0.75
			}
		}
		+VARIANT[Aluminum] {
			@name = Gold
			
			@TEXTURE,0 {
				@_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_gold
				@_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_gold
			}
		}
		+VARIANT[Aluminum] {
			@name = Steel
			
			@TEXTURE,0 {
				@_BumpMap = UmbraSpaceIndustries/Kontainers/Assets/cloth_NRM
				@_Shininess = 0.5
			}
		}
		+VARIANT[Steel] {
			@name = Copper
			
			@TEXTURE,0 {
				@_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_copper
				@_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_copper
				@_Shininess = 0.9
			}
		}
		+VARIANT[Steel] {
			@name = Rubber
			
			@TEXTURE,0 {
				@_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_rubber
				@_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_rubber
				@_Shininess = 0.1
			}
		}
		+VARIANT[Rubber] {
			@name = CarbonFiber
			
			@TEXTURE,0 {
				@_BumpMap = UmbraSpaceIndustries/MKS/Assets/fabric_N_NRM
				@_Shininess = 0.75
			}
		}
	}
}

@PART[C3_LqdTrussTank] {
	-MODULE[FStextureSwitch2],1 {}
	MODULE,0 {
		name = ModulePartVariants
		baseVariant = Aluminum

		VARIANT {
			name = Aluminum
			
			TEXTURE {
				materialName = Crinkle_gold
				shader = KSP/Bumped Specular (Mapped)
				_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_Green
				_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_Green
				_BumpMap = UmbraSpaceIndustries/Kontainers/Assets/CrinkleFoil_NRM
				_Shininess = 0.9
			}
			TEXTURE {
				materialName = Shared
				shader = KSP/Bumped Specular (Mapped)
				_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Shared
				_Shininess = 0.75
			}
		}
		+VARIANT[Aluminum] {
			@name = Gold
			
			@TEXTURE,0 {
				@_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_gold
				@_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_gold
			}
		}
		+VARIANT[Aluminum] {
			@name = Steel
			
			@TEXTURE,0 {
				@_BumpMap = UmbraSpaceIndustries/Kontainers/Assets/cloth_NRM
				@_Shininess = 0.5
			}
		}
		+VARIANT[Steel] {
			@name = Copper
			
			@TEXTURE,0 {
				@_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_copper
				@_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_copper
				@_Shininess = 0.9
			}
		}
		+VARIANT[Steel] {
			@name = Rubber
			
			@TEXTURE,0 {
				@_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_rubber
				@_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_rubber
				@_Shininess = 0.1
			}
		}
		+VARIANT[Rubber] {
			@name = CarbonFiber
			
			@TEXTURE,0 {
				@_BumpMap = UmbraSpaceIndustries/MKS/Assets/fabric_N_NRM
				@_Shininess = 0.75
			}
		}
	}
}
@PART[RadialLqdTank] {
	MODULE {
		name = ModulePartVariants
		baseVariant = Aluminum

		VARIANT {
			name = Aluminum
			
			TEXTURE {
				materialName = Crinkle
				shader = KSP/Bumped Specular (Mapped)
				_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_Green
				_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_Green
				_BumpMap = UmbraSpaceIndustries/Kontainers/Assets/CrinkleFoil_NRM
				_Shininess = 0.9
			}
		}
		+VARIANT[Aluminum] {
			@name = Gold
			
			@TEXTURE,0 {
				@_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_gold
				@_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_gold
			}
		}
		+VARIANT[Aluminum] {
			@name = Steel
			
			@TEXTURE,0 {
				@_BumpMap = UmbraSpaceIndustries/Kontainers/Assets/cloth_NRM
				@_Shininess = 0.5
			}
		}
		+VARIANT[Steel] {
			@name = Copper
			
			@TEXTURE,0 {
				@_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_copper
				@_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_copper
				@_Shininess = 0.9
			}
		}
		+VARIANT[Steel] {
			@name = Rubber
			
			@TEXTURE,0 {
				@_MainTex = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_rubber
				@_SpecMap = UmbraSpaceIndustries/Kontainers/Assets/Crinkle_rubber
				@_Shininess = 0.1
			}
		}
		+VARIANT[Rubber] {
			@name = CarbonFiber
			
			@TEXTURE,0 {
				@_BumpMap = UmbraSpaceIndustries/MKS/Assets/fabric_N_NRM
				@_Shininess = 0.75
			}
		}
	}
}

 

Instructions:

  • Create a new file in GameData named something.cfg
  • Copy and paste the above contents and save the file
Edited by Electrocutor
  • Like 7

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23 hours ago, Baladain said:

This is how the drills are designed.  You can run a single drill converter at max load, or you can run multiple converters at reduced efficiency.

Is there documentation that states this? Does not appear on the wiki in any case.

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16 hours ago, Tybot said:

Is there documentation that states this? Does not appear on the wiki in any case.

Wiki is community editable :)  And yeah, a drill's output can be distributed between multiple converters, but the total is constant.

1 hour ago, Novak said:

Thanks for this great mod RoverDude!

You are welcome!

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On 10/27/2018 at 8:50 AM, RoverDude said:

Wiki is community editable :)  And yeah, a drill's output can be distributed between multiple converters, but the total is constant.

You are welcome!

Yeah, I think I misunderstood the original question, still thinking in terms of cooling rather than throughput. Thought there was some hidden mechanic I wasn't aware of.

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7 minutes ago, I likeOxidizerrfuel said:

Is this updated to 1.5.X.?

Yep - but grab it from the constellation install for now.  Wrapping up a few things for the official release.

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Can someone tell me if this is a bug or if I'm doing things wrong?
I build a simple craft and put straight on the launch pad. It has nuclear plant to power itself. It has storage for fertilizer.

Setup 1:

- It has 2 drills - one mining gypsum and one mining minerals. These go into two different storage tanks.
- I have the 2.5 MPU (Mobile Processing Unit) with 2 separators. One separator convert gypsum to fertilizer, the other converts minerals to fertilizer.

Execution on setup 1:

- First turning gypsum conversion on, I mine ~0.07 fertilizer per second when time warping x 50
- Then turning mineral conversion on, I mine ~0.14 fertilizer per second when time warping x 50

 

--

Setup 2:

- It has 1 drill - one mining gypsum
- MPU, both separators set to convert gypsum.

Execution on setup 2:

- Turn things on, I mine ~0.07 fertilizer per second when time warping x 50

Expected on setup 2:
- Mine DOUBLE of ~0.07. A single slot == 0.07, so now I'm using two, why not double?

Please mind that I have enough gypsum coming in, it increases steadily at higher rate than fertilizer is produced. I've tried flooding with more gypsum to no avail. It's not trying to use it all. Also, I have full EC/power.

Even more, when trying to set any of the MPU's and the ranger crusher to [Crusher] for added effect, it does nothing at all. I've tried every conceivable combination, with/without engineer onboard etc. No difference made.
Also, this kind of means that the efficiency part bonus explain here does not really apply, which is where my troubleshooting began.

Any ideas?

 

Edit: Sorry, took me a while to read through the last 10 pages of this thread.
Would it be a fair guess that the upcoming version will fix issues regarding multipliers from multiple bays?

Also, will that only be for 1.5.* players? Will I have to update from 1.4.5?

@RoverDude - I downloaded the Constellation zipfile just to see if I could spot some diffs between what I have now, to figure out if new version changes bay multiplier bonus behaviors/similar (I didn't succeed).
While doing so, I noticed a folder you might've accidentally put there (or forgot to rename?):
GameData\UmbraSpaceIndustries\MKS\Parts\New folder

Edited by TackleMcClean
now has more info!

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I haven't had much chance to play recently - how well do the flex tubes work with the new KAS?  (Since the old-style KAS has been depreciated and not updated to 1.5.)

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2 hours ago, DStaal said:

I haven't had much chance to play recently - how well do the flex tubes work with the new KAS?  (Since the old-style KAS has been depreciated and not updated to 1.5.)

As far as I know, that depends on KIS, not KAS.

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7 minutes ago, infinite_monkey said:

As far as I know, that depends on KIS, not KAS.

The Flex tubes are essentially re-skinned KAS pipes.

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18 hours ago, RoverDude said:

Yep - but grab it from the constellation install for now.  Wrapping up a few things for the official release.

Any chance on a 1.4.5 backport?

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4 minutes ago, dlrk said:

Any chance on a 1.4.5 backport?

If history is any guide, no.  @RoverDude IIRC has never released a new version for both the current and previous version of KSP.  He has an awful lot of mods and it would be a good bit of extra work to do 2 version builds and try to maintain them.

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It was just a question. No need to reply for Roverdude, he can decline himself.

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