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KSP2 Release Notes
Everything posted by Wiseman
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Wiseman replied to RoverDude's topic in KSP1 Mod Releases
What parts increase the efficiency of refining of basic materials (Chemicals, Metals, Polymers)? I've got a setup with what I thought was just about everything, including several Ranger parts set to [Smelter] and [Crusher], but my Assembly Plant with several [Workshop]s is scaling dramatically faster than the basic materials can keep up. More specifically, I have a two TIRs with one of each of the basics running at 300% each, while my two-bay Material Kit producing Assembly Plant runs as high as 4800%. Adding MPUs set to [Smelter] or [Crusher] didn't seem to have any effect. Any ideas on what I'm missing? -
Welcome to Eeloo! I hear there are tasty rare elements all the way out here? Wait, we forgot what?! Also in this episode, a checkup of our crews on various bases and ships in flight, and a ceremonious finish to the KSC!
- 108 replies
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Warning: There's a spreadsheet in this episode! This time, we get our GeoRover landed on Duna, and talk through how we chose the landing site.
- 108 replies
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We've finally got our queue of missions cleared out, so it's pretty much all Duna all the time! In this episode, we discover we've had a lander heading out to Duna this whole time! Also, improvised aerobraking with the Ascent/Descent vehicle!
- 108 replies
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We've spent a long time playing in the embrace of Kerbin, dropping things on Minmus and the Mun and getting a feel for MKS. Now it's time to really get started on that whole "multiplanetary species" part of the title! In this episode, our communications network arrives at Duna!
- 108 replies
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In this episode, we wrestle an asteroid into Kerbin orbit! And a bug irritates me so much I swear never to do it again. Also, a neat trajectory demonstration!
- 108 replies
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Thanks, I appreciate the kind words! And now, the next episode! The asteroid shenanigans continue! In this episode, we try to accelerate production with engineers everywhere - on the shipyard and on an asteroid hurtling towards Kerbin.
- 108 replies
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Lots of little things in this episode, as we get underway! We begin heavy duty manufacturing at the shipyards, and begin resource utilization at our first asteroid!
- 108 replies
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In this episode, we find out what happens when you fly a collector probe within a few million kilometers of the sun! (Hint: it's the same thing that happens to everything else.) Also, we take another shot at asteroid resource harvesting!
- 108 replies
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Karborundum is on Eeloo. Eeloo is generally about a 4.5 year journey away. But with space-magic, we can lop off 4 years! Also this episode, the obvious happens to that probe we launched at the sun.
- 108 replies
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In this episode, I fumble mightily with the Ground Construction mod! I also spend a lot of time complaining and pondering the best way forward, because the next big thing is planning the Duna trip! Also, mushrooms?!
- 108 replies
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We've spent months waiting for this moment, and I've chattered on about it endlessly. Let's finally flip the switch and get the assembly lines rolling!
- 108 replies
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Before we set up the production lines on the Minmus Shipyards, we'll need a crew! In this episode, I play with Transfer Window Planner, and have just the best time trying to get Exotic Minerals landed safely on Kerbin.
- 108 replies
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In this episode, we finish the majority of the construction of the Minmus Shipyards! This may mostly just be me finagling storage and rambling, though. In the search of moar profit, we also send out our Commodity Return Vehicle v2!
- 108 replies
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Finally! I've been hyping up the construction of this base for what feels like forever, and apologizing for delays for twice that long. We get large amount of the building done this time, plus some insight into my planning methods.
- 108 replies
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In this episode, we send the last bits of hardware flipping and sailing through the low-gravity space around Minmus to their final destinations. This is mostly due to me not planning my rovers very well.
- 108 replies
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Let's get some hardware installed! In this episode, we land the three core sets of modules for the Minmus Shipyards. I also go off on a wild tangent into Space Ore Trucking Simulator 2017!
- 108 replies
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I'm back! After a weeks away, I'm raring to go! So let's start building the final piece of our Minmus colonization test platform - the Minmus Shipyard!
- 108 replies
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Episode 50? What the heck, how did we get here so quick?! Anyways, our career marches on! In this episode, we expand the Mun base we built, deliver enough kerbals to double the crew, and check in on our other flights!
- 108 replies
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Kind of a weird episode, bear with me! This time, we land our first 12 kolonists on the Mun, then put our new base together from start to finish. Base modules bouncing into space? Check! Critical components rolling downhill? Check! Forgetting materials and needing another launch? Double check!
- 108 replies
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The colonization of the Mun continues! In this episode, one full mission from start to end, how strange. We launch, transfer, and land the majority of our base modules! I just hope I remembered to pack enough fuel...
- 108 replies
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My old intro/outtro files were deleted by some doofus (it was me), which provided an excellent excuse to recreate new ones. Now then, time for a Mun base! In this episode, we decide on a landing location, and start shipping out the materials needed to construct our kolonist hab.
- 108 replies
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Tying up loose ends, landing a bounty of science, and making plans for the future.
- 108 replies
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Refueling and trajectory planning for our trip to Duna! Also, Bill encounters a design flaw on his return trip!
- 108 replies
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Let's assemble our mission to Duna! In this episode, docking and refueling in preparation for the trip.
- 108 replies