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Everything posted by RoverDude
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Workshop boosts are cumulative. But if all you have is efficiency parts, nothing gets done - i.e. you set one to the production chain, the rest to efficiency parts. All it really does is give you the same results if you had multiple simultaneous converters rolling - it's there to give a use to the lower tier parts once upper tier bits are available. -
I really don't think that would stop the complaints.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I don't know what half of those mods are, so what you trim is really up to you As soon as I get the configs written, a texture touched up, and we confirm the pre-release is good. So pretty soon. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Orca is in FTT. Looks like you're running out of RAM. Show us your GameData folder. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
In orbit, no. On the surface, you can get self sufficiency but never closed loop. Also - you might want to let us know which life support mod you are using Folks tend to assume USI-LS, but better to check. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Given the water issue is a KAS/KIS issue... probably not -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Also the usual caveats. If you use a pre-release, you are going to have to do manual updates when the final version comes out. Also... this is a pre-release. Report issues, and (more importantly) confirm nothing broke -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Have to do some of my Squad work today, but plan on doing configs during streaming tonight. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Constellation Pre-Release is up. This is a pre-release, and includes a large number of bug fixes for USI-LS, MKS, etc., as well as the new warp drive update, orbital logistics, and other goodness. New models are not included but will be ready for the final date. Tossing this out so folks can have a chance to kick the tires, and let us know if we managed to break anything else while making this Some highlights.. USI-LS containers now support USI warehouse logistics Various Optimizations around swappable converters Fixed an issue where habitation time would have unpredictable effects when entering/leaving shared life support range Added antennas to the Karibou (Thanks Voicey99!) Fixed the fuel cell water output patch (Thanks Wyzard256!) Updated Kolonization Monitor to reflect crew count with booster traits (Thanks jd284!) Normalized Tundra decal orientation (Thanks Doktorjet!) Increased drill cost to balance with stock drills (Thanks Wyzard256!) Added LH2 boiloff for Karibou tanks if CryoTanks is installed (Thanks Wyzard256!) Removed duplicate resource from the Karibou short wheelbay (Thanks wile1411!) Fixed the Habitation capability of the Karibou Crew Cab (Thanks voicey99!) Orbital Logistics are back! Both Tundra and Duna Logistics Modules can now initiate transfers. Both sending and receiving vessels require a logistics module to be present. Major Changes to the Warp Drive thanks to Helaeon (see the Warp Drive Updated changelog for details) CryoTanks compatibility for better interop and consistency (Thanks Wyzard256!) Multiple kontainer amount/cost fixes (Thanks Wyzard256!) The Akita Cab now has ground tethering (Thanks sh1pman!) Fixed a bug that caused inconsistencies in habitation bonus as vessels would enter or leave shared life support range of other vessels. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Both Orbit to Surface and Surface to Orbit are supported in MKS, expect a pre-release of the constellation tomorrow. (Also probably better to keep the discussion to this mod to avoid confusion). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep! Just finished a couple of bug fixes -
Well your issue is not @Nertea (NFE) since he's following the rules, and is one of the original CRP curators
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That is a very, very, very bad idea. And as noted, the current resource use (at least as far as CRP is concerned) is the agreed to convention. If modders are adding other resources, then that's an issue to take up with the mod makers.
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Enriched U is not a CRP resource, and I am unfamiliar with Solaris Hypernautics, so I would point that mod author to CRP if they want better interop. DepletedUranium was deprecated when the folks involved decided to standardize on DepletedFuel, and I don't see that standard changing.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sounds about right. Otherwise you get resource deprivation on the source vessel. So deep battery banks help. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Would need more specifics, but couplers work on a percentage basis, and only every several seconds (this prevents resource thrashing) whereas a KAS pipe makes it a single vessel, so apples and oranges. Odds are you need to adjust your battery storage to account for the slack. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
For those not following Twitch... here's our new surface harvester These are pretty massive parts that go with the 10m and 20m 'Atlas' series domes. The largest surface harvester is just over 10m square (6m square for the smaller one shown below). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yes, but still 5%. And imagine the gif below represents complex manufacturing with Kerbals present.. Now imagine how bad it is without them. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You're going to have to do some serious part spamming, since the 5% is there by design for more complex operations. You will probably find it more efficient to do the life support chain first and send Kerbals, or drop off a ton of MatKits. Fix what? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Contributions are awesome. Rants, not so much. Rock on. Yep, enable this myself. Even then, enough engines and enough fuel can overcome anything, given the smaller scale of the Kerbol system -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
If you have a Kerbal on-site (with the right resources) then it is a non-issue (same way it is today). They can perform maintenance as needed. You may even decide, for some vessels and missions, that it makes more sense to stockpile replacement parts, since all of this will be both configurable and predictable. If you choose not to maintain your stuff (examples would include temporary bases or unmanned mining stations), then there will be a reasonable and predictable operational lifespan, and also a warning when the breakdowns start to happen. Based on your nearest Kerbals, you may even be able to fix stuff before it goes completely south, or choose to shut it down till you can get a repair crew out there (since the worse off it gets, the more expensive it will be to overhaul). Or, you can just milk as much as you can from the base and abandon it when it breaks down. Also note that those pretty 20m domes come with some really nice advanced resource chains that simplify things.. but will also require certain kolonization levels to drop in place. I have absolutely launched stuff like this before without having to change settings -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yes, you are. Since there are no more examples in MKS Land, we can take one from the early days. Water. People would get kerbals killed because water was both a life support resource, and also a resource used to grow food. Mulch had a similar issue in USI-LS... it was being gobbled up by fertilizer converters and also gobbled up by greenhouses... so bad things happened. Thus, there are no longer any potential conflicts (or at least not ones that can cause serious base issues). You've been answered on this already... but to be honest, your post became kinda a rant, so I tuned the rest of it out. I would not use the term 'necessary evil'. Take a step back, and consider the level of tech required to build the infrastructure required for a rocket launch on the moon, starting with only what you can fit in an Apollo capsule. This is the space equivalent of that guy who spent six months and $15,000 making a chicken sandwich. It is not even remotely realistic (same way that a 100% closed life support system is unrealistic). Now, using local materials to build out a portion of said installation makes a lot of sense (and is pretty much how NASA, etc. plan on making all of this happen. So to put a bow on it. Send up the infrastructure to harvest resources for fuel and life support. Send all of the equipment (at a 100% mass cost - so not cheap!) to build basic infrastructure. Send the next wave of larger, more complex stuff at 30% or so of the mass, since you can build the basic bits now. You now have everything you need to maintain the stuff you have in place, and only need shipments for stuff to the tune of maybe 5% of the mass. There has always been a very clear progression where you bootstrap the next phase. Probably the only thing that will (eventually) change will be with the GC updates for on-site building, but that's still at the very tail end of the progression above. -
No longer true. Only Mulch+Fertilizer->Supplies conversions exist now.
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Blender. It's free, and there are numerous tutorials widely available.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Except that machinery and replacement parts use combinations of tier 2/3 stuff you already have. It's not a mining concern (by the time you hit this, you're already mining everything). But what it does do is prevent resource conflicts - which is a significant issue, and why all of the chains are designed to prevent unpredictable resource contention.