RoverDude

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

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22 minutes ago, Gilph said:

I hope not...the drills are a bit OP, I think the MPU is fine for what it does.

The LiquidFuel, Oxidiser and Monoprop (and the upcoming LF-OX) modes (i.e. those that don't have uses in the rest of the MKS chain) will see their production buffed by x10, otherwise the stock ISRU was vastly superior in every way, with zero reason to use the MPU for fuel processing, even on unmanned bases. Processing rates for MKS materials (metals, chems etc.) will remain the same.

16 minutes ago, fritobandito said:

Turns out you only get it if you download MKS from github; the spacedock download doesn't have those parts. Different versions?

The SpaceDock version is 0.50.14, MPUs were introduced very recently in the latest version (0.50.17). @RoverDude needs to update it.

Edited by voicey99

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I just updated MKS with CKAN, and all the Karibou parts disappeared, along with several of my ships using them. Also, none of the regolith sifters work anymore. Is this a bug or a corrupted download?

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10 minutes ago, Laythe Dweller said:

I just updated MKS with CKAN, and all the Karibou parts disappeared, along with several of my ships using them. Also, none of the regolith sifters work anymore. Is this a bug or a corrupted download?

CKAN is being CKAN again. Try downloading manually, I haven't noticed any issues with Karibou parts or converters.

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5 hours ago, WuphonsReach said:

Yeah, I always plan on direct radiators attached to the nukes, then also have some expandable radiators on the vessel so that the radiators run at about 20-25% under full load of everything.

 

5 hours ago, voicey99 said:

Same here-I normally prefer to attach direct radiator panels, since the problem for me is not total cooling, but core heat transfer (max cooling that each radiator can apply to one part). As such, panels are better for high-heat-generating parts, since spamming radiators is easier than TCSs (the small panel draws as much heat from each part as the small TCS and 1/3 as much in total, but weighs 1/5 as much and costs 1/3 as much). TCSs are better for when you have multiple, low-level heat-generating parts spread around the vessel (e.g. small drills).

For landed bases you really shouldn't be using radiators much, the USI heat pump (ranger TCS) is much superior at lower weight.

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Just now, jd284 said:

For landed bases you really shouldn't be using radiators much, the USI heat pump (ranger TCS) is much superior at lower weight.

How effective actually is the thing? The VAB infobox isn't very useful at all nor can I find an explanation of the "more effective during nights and on cooled planets" bit on the wiki.

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28 minutes ago, voicey99 said:

How effective actually is the thing? The VAB infobox isn't very useful at all nor can I find an explanation of the "more effective during nights and on cooled planets" bit on the wiki.

I discussed this some pages back, but it's a lot more powerful than it seems. I've never needed more than one even on my largest bases, easily replacing a dozen of the medium radiators.

Can't say I've noticed a difference with day or night.

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3 hours ago, Gilph said:

I hope not...the drills are a bit OP, I think the MPU is fine for what it does.

Ninja'ed.

Edited by Tarheel1999

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I am getting an RCSSounds Error spamming the log on the launchpad with a stock probe core and several MKS parts. See pics..

Spoiler

1LPx6sr.png

pTZOHr8.png

But not in orbit...

Spoiler

ccEhlZx.png

VyZu3ez.png

So I can't sit on the launchpad for too long testing MKS configurations or I will crash to desktop. Anyone else seen this?

Edited by Aaron Also

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12 hours ago, Aaron Also said:

I am getting an RCSSounds Error spamming the log

MKS doesn't even have an RCSSounds config so you'll have to take this to the RCSSounds support thread.

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5 minutes ago, jd284 said:

MKS doesn't even have an RCSSounds config so you'll have to take this to the RCSSounds support thread.

 

That is well and good, and I'm happy to seek for answers elsewhere. However, my question still stands...  "Has anyone else seen this happening under these conditions; i.e. MKS (or any) parts without RCS causing the RcsSounds ERROR spamming?" 

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44 minutes ago, Aaron Also said:

 

That is well and good, and I'm happy to seek for answers elsewhere. However, my question still stands...  "Has anyone else seen this happening under these conditions; i.e. MKS (or any) parts without RCS causing the RcsSounds ERROR spamming?" 

As @jd284 suggested, this is really an RCS Sound Effects issue, not an MKS issue, so you should be asking in the RCS Sound thread. Somebody there actually posted a log in December which spams the same message you posted. Another helpful user then posted a possible reason:

On ‎2017‎-‎01‎-‎04 at 8:38 PM, akardam said:

The Part.GetConnectedResources method has apparently been depreciated. Part.GetConnectedResourceTotals appears to have replaced it...

Also, it seems like RCS Sounds hasn't been updated since KSP 1.1.3, so some people have been discussing what they need to do to get it working nicely in KSP 1.2.X. Again, though, this is all from the RCS Sound thread.

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46 minutes ago, Merkov said:

As @jd284 suggested, this is really an RCS Sound Effects issue, not an MKS issue, so you should be asking in the RCS Sound thread. Somebody there actually posted a log in December which spams the same message you posted. Another helpful user then posted a possible reason:

Also, it seems like RCS Sounds hasn't been updated since KSP 1.1.3, so some people have been discussing what they need to do to get it working nicely in KSP 1.2.X. Again, though, this is all from the RCS Sound thread.

Yes, I read that, BUT I don't have RCS Sounds Mod installed. At least I don't think I do, unless it got snuck in or bundled with another mod. I will confirm when I get home from work. My understanding is that the RcsSounds Module is related to the stock game (as of 1.2.x), but I'm not sure why any MKS part w/o rcs functionality would be causing the error spamming. In fact the vessel in the pics does not have any rcs parts. That is why I posted my question here. 

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Anybody notice how fast the MPUs are burning through Machinery? My 5 MPU machine that i posted just burned 1200 machinery in 90 days. They run at 962% load with 2 bays set the same.

This is a bit of a problem. I dont mind landing an engineer to perform maintenance every few months, but I would also need a large tank of Machinery nearby. It's easier to go back to Duna logistics modules with the new drills and small Machinery tanks. Land a Pilot and Engineer; the engineer can perform maintenance and the pilot can pull the machinery from PL.

 

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15 minutes ago, Gilph said:

Anybody notice how fast the MPUs are burning through Machinery? My 5 MPU machine that i posted just burned 1200 machinery in 90 days. They run at 962% load with 2 bays set the same.

This is a bit of a problem. I dont mind landing an engineer to perform maintenance every few months, but I would also need a large tank of Machinery nearby. It's easier to go back to Duna logistics modules with the new drills and small Machinery tanks. Land a Pilot and Engineer; the engineer can perform maintenance and the pilot can pull the machinery from PL.

Each 2.5m MPU uses 0.000013 machinery/sec/bay, which means your 5 MPUs together use 0.00013 machinery/sec, which means that the 1,200 MCH should have lasted you 427 days rather than 90. Their production should not go above 100% load per bay (they aren't supposed to get any bonuses), something is off here.

Edited by voicey99

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18 hours ago, Laythe Dweller said:

Huh, an update just appeared on CKAN that fixed the issue. Thanks Roverdude!

I did nothing - just sounds like CKAN being CKAN and fixing itself...

17 minutes ago, Aaron Also said:

Yes, I read that, BUT I don't have RCS Sounds Mod installed. At least I don't think I do, unless it got snuck in or bundled with another mod. I will confirm when I get home from work. My understanding is that the RcsSounds Module is related to the stock game (as of 1.2.x), but I'm not sure why any MKS part w/o rcs functionality would be causing the error spamming. In fact the vessel in the pics does not have any rcs parts. That is why I posted my question here. 

Obvious questions... what KSP version, what MKS version, and does it replicate in a clean MKS install where it is installed from GitHub?  

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4 minutes ago, voicey99 said:

Each 2.5m MPU uses 0.000013 machinery/sec/bay, which means your 5 MPUs together use 0.00013 machinery/sec, which means that the 1,200 MCH should have lasted you 427 days rather than 90. Their production should not go above 100% load per bay (they aren't supposed to get any bonuses), something is off here.

True, but that is at 100%.  With the bonuses, each bay runs at 481%, which matches your math above. I did not account for the higher load.

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51 minutes ago, Gilph said:

True, but that is at 100%.  With the bonuses, each bay runs at 481%, which matches your math above. I did not account for the higher load.

Are you using one of the MPUs as an efficiency modifier or are the bonuses from elsewhere (because they shouldn't be getting specialist, kolonisation etc. bonuses)?

EDIT: I checked, and apparently they do get Kolonisation bonuses, but these bonuses are massively larger than they should be getting.

Edited by voicey99

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40 minutes ago, voicey99 said:

Are you using one of the MPUs as an efficiency modifier or are the bonuses from elsewhere (because they shouldn't be getting specialist, kolonisation etc. bonuses)?

Nope, all of the ten bays are set to Chemicals. I have a 3 MPU and a single MPU in different places on Minmus. and all of them are running at higher loads with no efficiency parts..  I guess that's the issue?

BTW...thanks for the responses.

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Looking at the efficiency mults, the end efficiency seems to be a pretty bizarre number that I can't find a decent formula of with relation to the Kolonisation bonus-A 2.5m MPU on Minmus making chems has an apparent efficiency of 682% from a base of 200%, despite the Kolonisation rating being only 177%. How odd.

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Separate topic...is Agroponics/greenhouse included in catch up processing? When I return to my main kolony after many days, I am hip deep in mulch, which is kinda gross.  Even the base that has the big agroponics  Tundra part has mulch in the local tanks, and that should never happen.

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29 minutes ago, Gilph said:

Separate topic...is Agroponics/greenhouse included in catch up processing? When I return to my main kolony after many days, I am hip deep in mulch, which is kinda gross.  Even the base that has the big agroponics  Tundra part has mulch in the local tanks, and that should never happen.

If you are producing supplies in the fertiliser method, each 1 fertiliser and 10 mulch will produce 11 supplies, which means you are always making 10% more mulch than you are using-unless you are putting supplies into PL, your mulch tanks will always fill up eventually.

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14 minutes ago, voicey99 said:

If you are producing supplies in the fertiliser method, each 1 fertiliser and 10 mulch will produce 11 supplies, which means you are always making 10% more mulch than you are using-unless you are putting supplies into PL, your mulch tanks will always fill up eventually.

But my rate of mulch conversion far exceeds my mulch production. With the base active, I can process all of the mulch in 3 hours that accumulated in 20 days.  If catch up processing included agroponics, I should never have the amount build up to that level.

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2 minutes ago, Gilph said:

But my rate of mulch conversion far exceeds my mulch production. With the base active, I can process all of the mulch in 3 hours that accumulated in 20 days.  If catch up processing included agroponics, I should never have the amount build up to that level.

Check your supplies level. It may be that catchup simulates the supplies tank filling up (and the mulch tank filling up as a consequence) before the supplies tank has a chance to empty to PL-assuming you are producing supplies for PL, that is. A screenshot with the mulch and supplies levels would be useful.

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5 minutes ago, voicey99 said:

Check your supplies level. It may be that catchup simulates the supplies tank filling up (and the mulch tank filling up as a consequence) before the supplies tank has a chance to empty to PL-assuming you are producing supplies for PL, that is. A screenshot with the mulch and supplies levels would be useful.

Ahhh, that's a good idea.  I'll play around with reducing the supplies resident locally to see if that's the issue, although I dont really see that behavior in any of the other resource conversions.

I'll try and record numbers.  it would be about 7 big screenshots.

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