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


RoverDude

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Just now, gamerscircle said:

That is a thing in KSP?  I that with the new MKS skills, as I haven't really used them...  Just trying to get the basics of MKS and getting a foot hold understanding of what I need.. then, trying to branch out to a little to refine what I have in place.. is a challenge.
 

ie, I have an 'okay' infrastructure on the Mun, but it got to where I had to do supply drops to my drill sites almost every 30 days.. [I have to Agi mods making supplies] , then someone suggested that I include the small recycler at the drill sites. and "wham" I get over a year vs ...  Then a suggestion to start converting the mulch to supplies... [this I thought I understood, but one step at a time.. as I need to swap out the current drill sites]

It's a thing in MKS. Open the Kolonization tab, and you should see kolonization bonuses for different planetary bodies.

https://github.com/BobPalmer/MKS/wiki/The-Kolonization-Dashboard

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41 minutes ago, gamerscircle said:

okay, I have that same issue with the stock deployable as well.  About the only time I see them really attract heat, is when I land a craft anywhere near the structure. 

The radiator is the stock large TCS, and the base is manned. Here it is, Minmus MO "Bergenite":

vVMI1J0.jpg

It's from a few versions ago and now consists of 8 ME-100s running at 283% capacity and a refinery at 38% (since I forgot to put much machinery in it) powered by a 1.25m with a 1-star engineer on board. Even with the massive buff, a large TCS should be able to handle that-the reactor is slightly overloaded, bit the TCS should still cool it-the TCS is well below capacity (12%) and when the engineer is removed from the base (which still has a pilot on board) it stops cooling the drills at all. I've had this problem before where stock TCSs don't cool USI parts properly, but radiators do. Looks like I'm going to be screwing some radiators on-I might be decommissioning the Berg soon anyway, given how manned drilling bases have somewhat lost importance.

And yes, the three kolonisation ratings are a thing, and increase over time depending on how many kerbals of the various specialisations you have on board. Kolonisation buffs converters, Botany buffs supplies production (I think) and geology buffs drills (but not the automated versions). For drills, it seems to be base efficiency+geology rating, as my geology rating is 183% and the drills are running at 283%.

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4 minutes ago, voicey99 said:

Sssssssh. I can imagine RD rubbing his fingers together at the idea.

Well, since there is MKS-Lite, there can probably be MKS-Xtreme, with radiation, melting reactors and kerbals dying of age and diseases. 

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3 hours ago, RoverDude said:

Right.  As I explained.... Kerbalism does a wholesale update of one of the core stock mechanics - converters.  Which is about 90% of what MKS does.  So when you override all of this behavior and cut bits out, it is going to break stuff that depends on those stock functions existing.

True, but I do like your modeling of ur modules, in MKS, and I like how u can change the textures colors. :( The modules are like deep space travel eye candy <3 <3 <3

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I seem to have an issue with pulling Machinery, and only Machinery, from the Planetary Logistics. I have a good deal of it in the PL system, I have a Pioneer module with pilots, "Ranger" Inflatable storage things, see screenshot.

Is this a bug, or am I doing something wrong?

As always, thanks in advance!

A60E41147915910DF3BE8D60BECD44BF0FFC579A

Edited by Shawarmakriger
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@voicey99 - please do!

34 minutes ago, Shawarmakriger said:

I seem to have an issue with pulling Machinery, and only Machinery, from the Planetary Logistics. I have a good deal of it in the PL system, I have a Pioneer module with pilots, "Ranger" Inflatable storage things, see screenshot.

Is this a bug, or am I doing something wrong?

As always, thanks in advance!

Can you confirm which MKS version you are on?

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3 minutes ago, Laythe Dweller said:

Hey, anyone know why this disappeared from CKAN? All the other USI mods are there, but MKS is missing...

CKAN just hasn't updated yet, give it a day or two, as has been said multiple times.

And @RoverDude should the heat production values be low to reflect the MPUs' low processing rates or higher for balance?

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So does 50kW for the 1.25m, 100kW for the 2.5m and 200kW for the 3.75 sound about good to you? They might also need a serious buff to compete with the stock ISRU since, when the stock 2.5m is up to temperature, it is faster than even the 3.75m automated one by at least a factor of 10-even when unmanned.

Edited by voicey99
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