RoverDude

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

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Regarding the efficiency/maintenance discussion: (sorry if this comes off as "so last week")

What if "wear and tear" was no longer a function of a resource (machinery) but instead a timer like habitation for kerbonauts? Maintenance would be a function of resetting/moving back that timer through the workshop just like the colonization module does for hab timer. Resources required could match present requiremts for producing machinery.  When a converter goes beyont its timer, efficiency rapidly decreases until the part "breaks", then a timer reset ("overhaul") would have to be done, just like in the Med Bay...

This could work locally or planetwide, or either by choice, just like PL vs LL.

The risk I see with total loss through failure is the mechanism of forewarning. As I understand it, all functions of base parts are only fully computed once in local range - so to get a reliable warning of coming (or even existing) failures, one would have to visit each and every structure regularly

 

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33 minutes ago, Caliban259 said:

Regarding the efficiency/maintenance discussion: (sorry if this comes off as "so last week")

What if "wear and tear" was no longer a function of a resource (machinery) but instead a timer like habitation for kerbonauts? Maintenance would be a function of resetting/moving back that timer through the workshop just like the colonization module does for hab timer. Resources required could match present requiremts for producing machinery.  When a converter goes beyont its timer, efficiency rapidly decreases until the part "breaks", then a timer reset ("overhaul") would have to be done, just like in the Med Bay...

This could work locally or planetwide, or either by choice, just like PL vs LL.

The risk I see with total loss through failure is the mechanism of forewarning. As I understand it, all functions of base parts are only fully computed once in local range - so to get a reliable warning of coming (or even existing) failures, one would have to visit each and every structure regularly

This was  just the stuff we were discussing in the breakdowns pages. Efficiency dropoffs will most likely not be implemented, since this was to remove the element of falling production introduced by Machinery that made calculations difficult. By the sounds of it, breakdowns will become more of a risk the longer you leave the part and maintenance will repair the part and reset the increase breakdown risk with the resurrected ReplacementParts but the part will also accumulate permanent wear over time that can only be reset with a separate, special maintenance function using MKTs.

Maintenance would most likely be simulated in background, and breakdown chances would be independent of vessel loading so you will get notified of them wherever you are.

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I have MKS and USI-LS installed. From what I can see in the docs, Pilots should be immune to habitation running out turning them into tourists. All my pilots, both veterans and regular, do however turn into tourists as soon as hab timer runs out (they have plenty of supplies left). Is that a bug or intended behavior?

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1 minute ago, Yaar Podshipnik said:

I have MKS and USI-LS installed. From what I can see in the docs, Pilots should be immune to habitation running out turning them into tourists. All my pilots, both veterans and regular, do however turn into tourists as soon as hab timer runs out (they have plenty of supplies left). Is that a bug or intended behavior?

Pilots have to have >1yr of hab to receive this effect to stop them being too overpowered.

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Just now, Yaar Podshipnik said:

Does the same >1yr apply to Scouts or are they completely immune?

Same with Scouts (>1yr).

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On 10.12.2017 at 5:05 PM, BRAAAP_STUTUTU said:

i'm not sure tbh, my water tank attached with the claw seemed to fix my flex-o tube attached water tank for a while but the claws water tank wasnt being picked up by MKS modules (water could be transferred between the two tanks though, but that probably broke the FOT attached one in the process) , its weird anyhow...

It looks actually realy weird for me too.

I have a  Tundra agroponics with a Duna Logistics module on same vehicle woth attached water tank and activated PL. On its own it filled for 10% but Tundra doesn't considered the Water as present "missing Water". I KIS piped a aditional vesel with logistics and water container. This one have pulled water from PL and after i pumped water in the first one the first one pushed 50% in PL but it is still not considered as present.

The one on first is the cilyndrical one and the new one is a sphere. As i write about it i have to test all of the containers and look if this only habit of the cilinder containers.

Edited by Urses

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5 hours ago, voicey99 said:

[...]

Maintenance would most likely be simulated in background, and breakdown chances would be independent of vessel loading so you will get notified of them wherever you are.

Does that mean you can monitor an actual failure even outside vehicle load range or can you only constantly monitor the chances of that part failing?

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9 hours ago, Caliban259 said:

Does that mean you can monitor an actual failure even outside vehicle load range or can you only constantly monitor the chances of that part failing?

It would still act as though the part is running in the background and cause it to fail even when you're not looking at it, and notify you when it happens. Assuming it follows a binomial distribution, it would still do coin-flips in the background.

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On 12/10/2017 at 4:38 PM, voicey99 said:

Ground Construction is its own mod (it's bundled with MKS with some minor integration changes) and has its own thread, where the people might know more. I believe DIYKits have arrows pertaining to orientation.

Thanks very much will check that out. Another thing is does it matter how many Kerbals of each specialist type there are? In other words, will more than one of the same type increase the efficiency further, or just the same? 

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30 minutes ago, techgamer16 said:

Thanks very much will check that out. Another thing is does it matter how many Kerbals of each specialist type there are? In other words, will more than one of the same type increase the efficiency further, or just the same? 

Are you talking about MKS? If so, no - they only use the highest level of the relevant specialist (note the kolony types can also provide specialist bonuses to some parts for each spec).

If you're talking about GC, I don't know. I think having more kerbals will increase speed, but don't quote me.

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4 hours ago, voicey99 said:

Are you talking about MKS? If so, no - they only use the highest level of the relevant specialist (note the kolony types can also provide specialist bonuses to some parts for each spec).

If you're talking about GC, I don't know. I think having more kerbals will increase speed, but don't quote me.

MKS I mean yes, so it doesn't matter how many Kerbals there are, its the skill level that matters. Thanks.

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6 hours ago, techgamer16 said:

MKS I mean yes, so it doesn't matter how many Kerbals there are, its the skill level that matters. Thanks.

well, it's (number of kerbals * skill)... ie, if you have 2 level 4 engineers, that's "8 skill" as opposed to 1 level 4 engineers which would be "4 skill".

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8 hours ago, ss8913 said:

well, it's (number of kerbals * skill)... ie, if you have 2 level 4 engineers, that's "8 skill" as opposed to 1 level 4 engineers which would be "4 skill".

That's.....not how converters work. It just uses the highest ranked one once, so if you have 4 3-star kerbals and 2 4-star ones you have 4 stars worth of "skill".

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Oh, I thought we were talking about konstruction... for building stuff, what I said above is exactly how I've observed it to work.  Yeah, converters are different.  :)

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3 minutes ago, RoverDude said:

Konstruction does not use Kerbal skills in any way :)  You are probably thinking Ground Construction

yes,... yes, I was.

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Is there any way to get the old OKS parts and the old logistics modules?I think they are better for ground Stuff than the new Tundra modules.The Tundra Modules are a more for space stations or interplanetary superspacecrafts(from the looks).

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Found a little bee in the Last Constelation prerelease.

The on rail mining don't work as supposed.

Tested with automatic drills on clean USI Constelation install.

If you switch from active vehicle the drills stops and you have no income on ressources.

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5 hours ago, Dragonking said:

Is there any way to get the old OKS parts and the old logistics modules?I think they are better for ground Stuff than the new Tundra modules.The Tundra Modules are a more for space stations or interplanetary superspacecrafts(from the looks).

You can just download an old (pre-0.50) version of MKS, but this will only run on 1.1.3 and before. The configs in the parts are are also very outdated, so it is unlikely they would work in the newest version. The Ranger and Duna modules look more base-y.

3 hours ago, Urses said:

Found a little bee in the Last Constelation prerelease.

Speaking of bees, I found a minor one as well. For all bases that were constructed before the new logistics were implemented, you have to visit them all before they show up in the list of available locations.

Edited by voicey99

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Is there a way to use USI life support as it acts without MKS so it is easy to make a closed loop but still have the MKS parts? If I use this with snacks will it then just act as parts as it will not interact with life support?

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3 minutes ago, TachyonGMZ said:

Is there a way to use USI life support as it acts without MKS so it is easy to make a closed loop but still have the MKS parts? If I use this with snacks will it then just act as parts as it will not interact with life support?

There is no way to make a closed loop for USI-LS, with or without MKS.

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