Parmenio
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Thanks, I'll stop messing with them then. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Ok, I've tried searching for this, but not finding anything. Somewhere I missed when the RGB sliders were added to the MKS modules and moving them seems to have no effect on the appearance of my modules. Is there something else I need to do to make those useful? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
You can still completely fill a kontainer from PL if the PL module has a smaller kontainer, such as an ISM, connected to it. That's how I fill/empty my cargo ships on Minmus and Mun....use LL to fill my cargo ship from an ISM attached to a Duna Logistics module...the ISM auto-fills from PL and keeps filling the cargo ship kontainer...reverse for emptying a cargo ship into PL. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Sorry, @Gilph. I'll just claim senility on that one. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Believe it was @Glyph who had an issue with doing uranium maintenance. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
I haven't actually tried doing maintenance with uranium, so not sure. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Why does anyone need a malfunctions mod? I do that just fine with my rocket designs. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
My advice would be just do randoms until you get what you want, and, if you feel like you're losing money unnecessarily that way, refund yourself through the cheat system. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Recruit them using the Kolonization menu. Believe it is 250k for base professions, 10k for the specialists. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Is the Kolonization bonus simply the value you see when opening the Kolonization tab? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
I believe @RoverDude has stated that he thinks the stock one was sufficient to obviate the need for him to design an MKS module. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Should be able to transfer Machinery into PL, correct? PL module and quartermaster in the structure that is manufacturing Machinery, should push the Machinery into planetary logistics. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Machinery cannot be transferred using local logistics. Have to either send out an engineer to perform maintenance or have an engineer in a workshop. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Glad those will help. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Ok, after playing around with some of the config files (and I'm sure @RoverDude can verify this), it is the module that determines if that structure will scavenge. The MKS modules are defined as ModuleResourceConverter_USI, which means they know to send out Kerbals to scavenge the needed goods. The stock ISRU module for converting ore to LFO (which is what I'm using) is just the stock ModuleResourceConverter...it doesn't know about scavenging and just sits there doing nothing although there's ore in the nearby resource tower. Changing that converter module to ModuleResourceConverter_USI gives it the ability to put in a scavenge order and bring in ore to the attached ISM. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Those might be from one of the Near Future packs. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
I put some structures between the modules to prevent clipping. May not matter, but looks better that way, I think. Thinking about redesigning this with a power distribution module and maybe some solar panels at the top. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
I'll tinker around with the config files tonight and hopefully not break anything. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Something must be telling a MKS manufacturing module to pull resources, correct? Even if it doesn't have internal storage for those resources. Or am I missing some understanding of how this works? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
I would classify that as very cheesy....and I love it. Although even better might be to just do that to the ISRU module. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Actually, that was from the wiki FAQ. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
How can I replenish machinery and enriched uranium in disconnected bases Over time moving parts will begin to break down and even the PDU will start to run out of fuel. New machinery and enriched uranium can be shipped from Kerbin or can be made on site with the Fabrication module and the Nuclear Processor respectively. If the base is disconnected, the items can't be installed by the pilot manning the logistics rover. An engineer will have to EVA to the module in need of maintenance. Right click on the part and choose perform maintenance and machinery (or enriched uranium) will be pulled from storage in range and added to the part. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
Okay, thanks, guys. Will try that tonight, have a couple things that I didn't send with machinery and hadn't figured out how to fill them yet. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
One of the few problems I have now is that non-MKS modules will not pull resources...have a fuel refinery structure with ISRU's that won't pull ore (although I might be able to trick it into doing so using a Tundra Ag Support module attached...or just attached a PL module). Also, @RoverDude, don't seem able to transfer machinery via local logistics...not sure if this is a bug, a deliberate choice by you, or something wrong in my setup. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Parmenio replied to RoverDude's topic in KSP1 Mod Releases
What I put at every base is a resource tower, which is a Duna Logistics, Pioneer, and Colonization module stack with ISMs connected, set to the 11 possible configurations. With a quartermaster, this gives me storage and control over almost every resource in the game, both push and pull. I then simply abuse the crap out of planetary logistics. Everything extra gets pushed to the tower. In Minecraft terms, this is like having an ender chest at every base. If you know ahead of time what you are going to consume/produce at a base, you can tailor the resource tower to only hold those resources, or just turn off/collapse those ISMs that aren't needed.