RoverDude

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

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So eh, any status on the old WOLF thing?

Edited by QuakeIV

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@RoverDude I just noticed that the GC workshop in the MKS Tundra Assembly Plant is only a Ground Workshop, which means that you cannot use it to assemble kit containers unless you are landed and on the ground. It does not work as a workshop as part of an orbital station. Is that on purpose/by design? I always considered the Tundra parts as intended for both, orbital structures and ground structures. So it would be fitting, in my opinion, if the Tundra Assembly Plant could be an orbital and a ground workshop. If it were a Duna-part, I would understand that it is limited to the ground workshop function.

If you would like to change it, I just tested it and you only need to change this in the Tundra_AssemblyPlant.cfg:

Spoiler

    MODULE
    {
        name = GroundWorkshop
        Efficiency = 3
    }   

to this:

Spoiler


    MODULE
    {
    name = SingleVesselConstructionWorkshop
    workshopType = ORBITAL
    }    
    MODULE
    {
        name = GroundWorkshop
        Efficiency = 3
    }   

Unfortunately, you see "Workshop Window" twice. But I can live with it.

Spoiler

screenshot10r2jcy.png

I understand if you're against that change. This might just be my personal observation and flavor. So, just a thought.

Edited by caipi

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On 1/22/2020 at 2:35 PM, caipi said:

Unfortunately, you see "Workshop Window" twice. But I can live with it.

It doesn't just show up in the PAW twice, the buttons actually open different instances of the workshop UI which can be confusing since one of them will work and the other won't, depending on the vessel's situation. There isn't really a visual cue either as to which workshop window is the "right" one. This isn't really an MKS issue. More of a GC issue. @allista might have some thoughts though on how to allow a single part to serve both roles.

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Fallback would be (and I am not opposed to this) removing the duplicate functionality and redistributing it to avoid confusion.

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6 hours ago, DoktorKrogg said:

There isn't really a visual cue either as to which workshop window is the "right" one.

No, there isn't a visual cue. But Since I added the orbital workhop before the ground workshop, I know that the first one is orbital and the lower button is the ground one. That order doesn't magically change.

By the way, I forgot to mention that the efficiency multiplier, which works for the ground workshop, doesn't work for the orbital workshop. I tried it at first, but removed the line from the code since it had no functionality. Which is why I didn't add it in my example. Not really a dealbreaker though.

@RoverDude Personally, I'd prefer my two buttons with the same label over one button, where only one works at the ground. That was more confusing for me - finding out that the workshop doesn't work in orbital position after having build and assembled my space station. But I understand your point of view. Two buttons with the same label and different functions isn't really intuitive. :/

Edited by caipi

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Are the dimensions for the Kontainers available online? I'm curious if a 2.5m Kontainer fits inside a Mk3 Cargo Bay CRG-50 and if so how much margin there is.

Edit: I don't really need exact measurements, just something relative, like is it as long as X200-32 or a Mk3 Fuel Fuselage?

Edited by Black-Two-

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Anyone have a recommendation for a somewhat current youtube series covering this mod in parts or whole?  Most of what I'm finding is 5ish years old and I'm not certain how out of date that information is.  In particular I'd love to see a series that covers everything necessary to get a self-sustaining base up to building your own off-world crafts.

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6 hours ago, kormer said:

Anyone have a recommendation for a somewhat current youtube series covering this mod in parts or whole?  Most of what I'm finding is 5ish years old and I'm not certain how out of date that information is.  In particular I'd love to see a series that covers everything necessary to get a self-sustaining base up to building your own off-world crafts.

I would look through @RoverDude's twitch history.

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How do you mine asteroids? I also have RoverDude's Asteroid Recycling Technologies mod installed.

This is what I see when returning to one of many of my 'roids in some weird Kerbin orbits. (I capture into SOI and leave alone. Kerbin looks like some weird atom.)

S8E67ew.png

Above is what I see loading my save and going to this ship. Those jaws (highlighted part) are equivalent to the Adv. Grabbing Unit with some additional functionality and part of A.R.T.

The info for this particular asteroid in the save file is as follows:
 

			PART
			{
				name = PotatoRoid
				cid = 0
				uid = 691163593
				mid = 691163593
				persistentId = 1671865090
				launchID = 0
				parent = 6
				position = 0.23336416482925415,-15.98309326171875,0.59729158878326416
				rotation = -0.244546145,-0.155164838,-0.799143553,0.52676177
				mirror = 1,1,1
				symMethod = Radial
				istg = -1
				resPri = 0
				dstg = 0
				sqor = 0
				sepI = -1
				sidx = 0
				attm = 0
				sameVesselCollision = False
				srfN = , -1
				attN = grapple, 6
				mass = 208.408829
				shielded = False
				temp = 244.93118289835979
				tempExt = 244.89512154096647
				tempExtUnexp = 282.34616399197904
				staticPressureAtm = 0
				expt = 0.449999988
				state = 1
				PreFailState = 0
				attached = True
				autostrutMode = Off
				rigidAttachment = False
				flag = 
				rTrf = PotatoRoid
				modCost = 0
				EVENTS
				{
				}
				ACTIONS
				{
					ToggleSameVesselInteraction
					{
						actionGroup = None
						wasActiveBeforePartWasAdjusted = False
					}
					SetSameVesselInteraction
					{
						actionGroup = None
						wasActiveBeforePartWasAdjusted = False
					}
					RemoveSameVesselInteraction
					{
						actionGroup = None
						wasActiveBeforePartWasAdjusted = False
					}
				}
				PARTDATA
				{
				}
				MODULE
				{
					name = ModuleAsteroid
					isEnabled = True
					seed = -65632496
					AsteroidName = Ast. DIA-595
					prefabBaseURL = Procedural/PA_C
					currentState = 1
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidInfo
					isEnabled = True
					massThreshold = 37.513589172363282
					currentMass = 208.40882873535156
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0.134955749
					displayAbundance = 0.110663712
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0.115044251
					displayAbundance = 0.0943362862
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0.121681415
					displayAbundance = 0.0997787565
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0.126106188
					displayAbundance = 0.10340707
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0.132743359
					displayAbundance = 0.108849555
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0.154867262
					displayAbundance = 0.126991153
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0.00999999978
					displayAbundance = 0.00820000004
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0
					displayAbundance = 0
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0
					displayAbundance = 0
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0
					displayAbundance = 0
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0
					displayAbundance = 0
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0.00999999978
					displayAbundance = 0.00820000004
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0.00999999978
					displayAbundance = 0.00820000004
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0
					displayAbundance = 0
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0
					displayAbundance = 0
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleAsteroidResource
					isEnabled = True
					abundance = 0.196902648
					displayAbundance = 0.161460176
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = USI_DynamicTank
					isEnabled = True
					maxCapacity = 0
					availCapacity = 0
					stepSize = 500
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = USI_AsteroidTank
					isEnabled = True
					OriginalMass = 91.088760375976563
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = USI_ModuleRecycleablePart
					isEnabled = True
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
				MODULE
				{
					name = ModuleB9PropagateCopyEvents
					isEnabled = True
					stagingEnabled = True
					EVENTS
					{
					}
					ACTIONS
					{
					}
					UPGRADESAPPLIED
					{
					}
				}
			}

I've placed a Surface Scanning Module on crafts and they do not see anything in the 'roids. I was thinking about switching parts out.... Narrow band scanner... that also say "planets and moons" in the text. :(

Any ideas? Workarounds? @RoverDude, bug?

Thanks.

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I enjoyed this series - a little old now so he starts building on Minmus painstakingly with KAS one module at a time, but by halfway through he's using Ground Construction. It does pre-date orbital Global Construction & kit assembly, but all the key USI parts are there. He works towards a full-scope base on Duna. The style is entertaining and he, shall we say, learns a lot from his mistakes!

 

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I discovered my problem mining 'roids. Like my scanner problem... the in-game text says "planetary" with the MKS drills. The stock drill has an asteroid module and can mine them.

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Please help me!I dont see pulse drills at any category!What I need to do to fix it

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16 hours ago, Kolya18 said:

Please help me!I dont see pulse drills at any category!What I need to do to fix it

Are you using the Restock mod? If affirmative, take a look on the previous page of this thread as a similar issue was discussed. 

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On 1/30/2020 at 3:54 PM, CateredCarrot said:

Are you using the Restock mod? If affirmative, take a look on the previous page of this thread as a similar issue was discussed. 

I don't use it

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On 1/31/2020 at 5:40 PM, Kolya18 said:

I don't use it

I don’t think I can you much then as I don’t know anything about modding.. the issue with Restock was that it replaced the original drill texture, which is used by the MKS big drills. If you have any mod that modifies this texture, the part will not load at all. 

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Does anybody now if the bigger inline reaction wheel has been removed from the mod. I'm seeing just the one with a ring. (I'm using reestock mod)

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On 12/27/2019 at 9:59 PM, CateredCarrot said:

HI @ISzox. I had the same issue. The reason was the ReStock Mod. After I whitelisted Squad/Parts/Resources/RadialDrill/ the MKS big drills showed up. The link below detalis how to do it.

https://github.com/PorktoberRevolution/ReStocked/wiki/Asset-Blacklist-and-Whitelist

Btw, @RoverDude thank you a lot for this great mod!

Can you provide your cfg file? I'm a noob about programming. 

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12 hours ago, Danilo Coelho said:

Does anybody now if the bigger inline reaction wheel has been removed from the mod. I'm seeing just the one with a ring. (I'm using reestock mod)

MKS doesn't add a reaction wheel but FTT does.  The 5m was a part mashup so no idea if Restock is affecting it.... *grumbles about how mods should do no harm...*

 

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1 hour ago, RoverDude said:

MKS doesn't add a reaction wheel but FTT does.  The 5m was a part mashup so no idea if Restock is affecting it.... *grumbles about how mods should do no harm...*

 

I just realized it. After looking my ksp log, i've seen that i lot of the mks constelation mod's parts aren't beeing compiled because restock prevent the loading of stock textures. I'm still looking for a easier fix than whitelisting all the parts.

 

Edited by Danilo Coelho

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30 minutes ago, Danilo Coelho said:

I just realized it. After looking my ksp log, i've seen that i lot of the mks constelation mod's parts aren't beeing compiled because restock prevent the loading of stock textures. I'm still looking for a easier fix than whitelisting all the parts.

 

Ask the Restock devs not to screw with other mods? ;)  Or alternatively, I happily take pull requests if they want to do the whitelisting for my mods.

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2 minutes ago, RoverDude said:

Ask the Restock devs not to screw with other mods? ;)  Or alternatively, I happily take pull requests if they want to do the whitelisting for my mods.

I already did do so a few weeks ago so you should be good to go.

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Just now, Poodmund said:

I already did do so a few weeks ago so you should be good to go.

Excellente!  Thank you good sir

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3 minutes ago, RoverDude said:

Excellente!  Thank you good sir

No worries, always happy to help with interoperability between mods.

1 hour ago, RoverDude said:

 *grumbles about how mods should do no harm...*

Pedantic semantics but it only affects vanilla assets and not modded assets. At least it's not affecting parts that are created by mods... catch all solutions are a fallacy but they can be good with a little bit of elbow grease work. :D

If you come across any more issues between the mods please let me (us... ReStock team) know and we can hash out PRs if necessary.

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