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


RoverDude

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25 minutes ago, dlrk said:

Is MKS still in dev? Tbh, I'm really hoping on some better planning info to see the effect if agriculture and converters

While development is ongoing for new parts and features, I am not aware of any additional planning aids that are expected to be incorporated into the mod.

I believe there are some external tools(and possibly a mod) that can help with this, but if you prefer integrated aids, know that RoverDude accepts Pull Requests.

 

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On 4/16/2020 at 5:55 PM, dlrk said:

Is MKS still in dev? Tbh, I'm really hoping on some better planning info to see the effect if agriculture and converters

This was a great add-on for a while, but it's fallen out of update for a while now. Beyond my ability to pick up but linking here in case it catches the eye of someone who can...

 

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32 minutes ago, LTQ90 said:

Hi ! I don t believe this mod is down. RoverDude made streams some months ago about a new feature called "wolf" iirc.

Just be patient :)

 

@Such isn't talking about this mod.  he is talking about MKS explainer that he linked.

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HI,

Basic Question to anyone - Im searching for the Ground Construction DIY container to allow off world builds but cant find it.  I also cant find it in research tree.  what am i missing?  Im running KSP 1.9 and latest version of USI 1.3

 

Thanks

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6 hours ago, Jayad said:

Basic Question to anyone - Im searching for the Ground Construction DIY container to allow off world builds but cant find it.  I also cant find it in research tree.  what am i missing?  Im running KSP 1.9 and latest version of USI 1.3

That is part of the Global Construction mod(previously ground construction):

 

 

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  • 2 weeks later...

I'm having difficulty finding how to move EnrU with a level 3 engineer, perform maintenance doesn't come up and can't move the resource between two tanks next to each other. I've exhausted all searches and I don't know whats legacy or whether this feature needs additional mods.

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10 hours ago, MosinNagant233 said:

I hope MKS can support Tantares series.:)

In what way?  As far as I can tell Tantares is just a stockalike parts pack.  MKS doesn't really do anything special with stock parts.  All of MKS's power is in the MKS parts.  So there isn't really anything necessary to "support" tantares.

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On 4/28/2020 at 2:10 PM, protoz said:

I'm having difficulty finding how to move EnrU with a level 3 engineer, perform maintenance doesn't come up and can't move the resource between two tanks next to each other. I've exhausted all searches and I don't know whats legacy or whether this feature needs additional mods.

I know it isn't an approved method but so you can continue playing until you figure it out you could go into the community resource config and change it to PUMP so you can transfer it like all other resources. Just to get you going because I've had to do that when I couldn't figure out the problem.

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On 4/30/2020 at 10:04 PM, goldenpsp said:

In what way?  As far as I can tell Tantares is just a stockalike parts pack.  MKS doesn't really do anything special with stock parts.  All of MKS's power is in the MKS parts.  So there isn't really anything necessary to "support" tantares.

Well. I mean to add Habitation/Life Support Mode to  Tantares ship parts. Tantares contains parts like orbital modules and research modules, and currently MKS cannot add Habitation/Life Support Mode to them. 

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4 hours ago, MosinNagant233 said:

Well. I mean to add Habitation/Life Support Mode to  Tantares ship parts. Tantares contains parts like orbital modules and research modules, and currently MKS cannot add Habitation/Life Support Mode to them. 

Well technically you are in the wrong thread.  Lifesupport/habitation is part of USI-LS not MKS.

Secondly, I doubt @RoverDude would be adding support anytime soon, as I've never seen him interested in using Tantares.  However he does take pull requests.

Oh and lastly, given that the configurations are added to the parts, it could be argued that these changes should be made to the tantares mod.

Either way, it can all be handled via MM configs which are pretty easy once you get the hang of it.  So it is certainly something you could step up and contribute to if you wanted.

Edited by goldenpsp
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2 hours ago, MosinNagant233 said:

Ok, I'll try to write a config. Anyway, thx a lot.

If you look at the cfg files for a similar Mks part to a tantarus part you could pretty much copy paste the usi-ls sections and try it out 

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On 5/1/2020 at 5:18 PM, mekaerwin said:

 

I know it isn't an approved method but so you can continue playing until you figure it out you could go into the community resource config and change it to PUMP so you can transfer it like all other resources. Just to get you going because I've had to do that when I couldn't figure out the problem.

Ya I figured it would be an outside source or changing lines of code. I'm playing with Ground Construction so building PDUs without a means to transfer fuel is pretty useless.  So I just include a nuclear fuel plant in a Eve ocean sifter which requires a lot of power. Is that what you meant by figuring it out?

jl1V486.png

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I'm sure that I'm overlooking an obvious answer, but hunting around in the wiki has not helped me. So sorry if this is a silly question:

I know that specialties like farmer or miner give various bonuses to activities in MKS. What do I actually do to train my kerbals in those specialties?

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16 hours ago, protoz said:

Ya I figured it would be an outside source or changing lines of code. I'm playing with Ground Construction so building PDUs without a means to transfer fuel is pretty useless.  So I just include a nuclear fuel plant in a Eve ocean sifter which requires a lot of power. Is that what you meant by figuring it out?

jl1V486.png

I've recently taken to Hyperedit to deal with issues like this (ditto Vessel Mover for rover physics hijinks) and positioned a photo of my primary school head teacher above my monitor to keep me honest. 

 

10 hours ago, Tokamak said:

I'm sure that I'm overlooking an obvious answer, but hunting around in the wiki has not helped me. So sorry if this is a silly question:

I know that specialties like farmer or miner give various bonuses to activities in MKS. What do I actually do to train my kerbals in those specialties?

You hire them as separate individuals with those specialities from the astro complex - they are much cheaper than pil/sci/eng. Probably not your question but you can also train up their *s using the Akademy (a farmer that's been on a Jool 5 can train up other farmers).

 

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On 5/4/2020 at 8:23 AM, Such said:
Quote

You hire them as separate individuals with those specialities from the astro complex - they are much cheaper than pil/sci/eng. Probably not your question but you can also train up their *s using the Akademy (a farmer that's been on a Jool 5 can train up other farmers).

Ah, gotcha. I thought that was just a high level better way to train them, not the main mechanism. Derp. Thanks!

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@Tokamak

Also keep in mind that Scientists and Engineers can perform all the duties of their sub-classes.  They cost more to hire, sure, but if you have a spare one, put them to work.  Biologist, Farmer and Medic are sub-classes of Scientist while Miner, Geologist, Mechanic and Technician are sub-classes of Engineer.  Pilots can also act as Quartermasters and have the Scout's extended habitation time.

Edited by overkill13
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Just doing some tests on an industrial complex base I plan on deploying to Minmus that has tundra refineries and tundra assemblers doing the primary work with 3.75 ISRUs and Ranger workshops for boosting purposes.  I was able to get everything balanced out well and am now trying to figure out how to crew the vessel for additional bonuses.  It would seems that I am running into two unexpected behaviours: It seems that the bonus jumps when I add the first engineer or technician, but every additional one I add does nothing.  In reading through many posts and the wiki, I could not find where it explicitly stated that it should stack in some way, but in looking at the formulas that have been posted in the past, it looks like they should.  The other issue, is that the wiki specifically says that the scientist role "Gives bonus to Workshop efficiency module",  but when I added a scientist to the vessel (and even move him to the workshop), no bonus was given.  It seemed a bit odd to me that a scientist would give a bonus in the workshop, and I know the wiki is old, but I don't know if this changed or is broken or what.  Does anyone have any thoughts on these issues?

Thanks in advance!

UPDATE: So I found in the wiki on this page that the specialist bonus uses the "lvl of most skilled relevant specialist on board"... I did not catch that detail because later in that section it says "As long as the specialists are on the same vessel, they will affect the load of ALL the related processors/extractors" which makes it sound plural to me.  So it seems mystery #1 is solved, but the jury is still out on the scientist one.

Edited by SkyPunch
Found a partial answer to my question
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