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Everything posted by dboi88
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
This is what i had in my head. Akin to the cargo bays from the karibou and malumute rovers. Awesome, exactly what i was thinking. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude It'd be awesome if you could make a side opening cargo bay version of the central drop kontainer for the new construction rover. I'm thinking about being able to include support for @allista's Hanger and being able to drop in Karibou rovers as well. If there was one that looked like a crewed version i'd probably write myself a patch to make versions for a most of the MKS modules as well. I've got visions of sending an FTT style mother ship with 8 modules and a construction lander that could drop each one onto a body. I could drop 8 modules and connect with flexotubes. -
[1.12.x] USI Core (Reactors and Kontainers)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Personal preference but i prefer to be able to pick one reactor that will cover all my needs than have lots of variables with solar panels. -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Roll, Range, & Torque are the magnet strength settings in those axis. Port Force is the overall magnet strength. When you turn on angle snap the ports won't dock until that angle has been reached. So say you are docking a new 6 way connector and you want your new arms to be at 20 degrees to the other section instead of at a right angle. You set angle to 20 degrees, then when the port magnets pull together the dock won't engage, you can then either rotate your craft yourself, or adjust the roll strength of the magnet and when the angle reaches 20 degrees, it will then dock. This allows you to dock your modules at precise angles without going through the usual 'undock, rotate a bit, dock, undock, rotate a bit dock' procedure when trying to build at exact angles. Sorry, to answer your question, no they don't do anything once docked. They are for use during the docking procedure to enable precise construction.- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Multiweld joins all docking ports, there is a gif somewhere that roverdude put together, it's basically for making ring stations. compress is the normal collapse both docking ports mode, compress (rotate) will rotate the parts to align the two docking ports before collapsing (keeps everything at right angles). Check out the KSPedia entry. I made this graphic for it, and there is some further explanations in there.- 1,473 replies
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OK I've changed the 'craft file to a .zip so that github doesn't force the .txt file type on the downloads. I'd recommend all craft file's being uploaded this way. It's also possible for me to sync the repo, add new images with the same names and then not have to go back and and edit the wiki page. So i guess it'd be easiest for people to just upload their images as they create their page and i'll just replace images as and when i can rather than anyone having to ask and wait for images to be supplied. @DStaal what do you think of the images https://github.com/BobPalmer/MKS/wiki/Example-Craft-Files
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude I'm about an hour through last nights stream, i'm super excited about the new construction rover! I'll admit i was a little skeptical about replacing EL in my career games (i've been using it for years now) but it only took me about 10 minutes to realize but you're new system is going to work in literally the same way i roleplay with EL now and is actually how I've always wished EL worked. I either build craft next to my main base or I use a mobile construction rover based on the karbiou with an EL survey station and a mobile workshop(a re purposed crew cabin with ELworkshop and OSE intergration). The way i explain to myself what is happening in my game is to RolePlay the crew putting together the plans and partially assembling the new craft at my main base where all my engineers and workshops are. Then when complete i fly/drive out to the new base location and then build the base there. I've always felt this craft doesn't feel construction like enough though so i can't wait to get hold of the new parts to make myself a 5m construction rover! Here's a MM patch to add the mobile workshop part if anyone is interested. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Done, #1113 glad you got it working, looks to be something happening that shouldn't, hopefully we'll get to the bottom of it. I'm not aware of anyone doing any work on TCA before the forum thread went missing. So as far as i'm aware, this from the wiki is still completely up to date. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
It's not resource leveling. It only does it with materialkits. No other resources i tested with the same set up transferred. Here's a USI + Stock only save, There is a Kontainer on it's own on the runway full of material kits. There's a pioneer module with a Kontainer attached next to it. The material kits will slowly transfer over to the pioneer module kontainer until 50/50. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Via PS? there is no logistics centre so no access to PL And one kontainer is disconnected. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude I've just been running some tests on the runway with a pioneer module two and two empty kontainer modules for materialkits. If i decouple one and then hyperedit in materialkits they dissapear in chunks every 10 seconds into the kontainer still attached to the pioneer module until they are both 50% full. Seems warehousing is turned on. . . . -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
It really depends on your play style. I always send things like that in the KIS Kontainers and assemble onsite. You need to have 8000 material Kits available across any number of craft within 150m range in warehouse enabled storage. MaterialKits in PL don't count. What do you mean by stockalike? are you using roverdudes Kontainers? if not they are probably not warehouse enabled and therefore cannot be used be the engineer. If they are you basically need to find a way of using the logistics rules to get 8000 kits out of PL. If you can only get 8000 across two kontainers then you are going to need a small 3rd. You can disable warehouse on the two large kontainers and then transfer out of the small one into the two large ones. The small one will keep filling up from PL and the large ones won't dump with warehouse disabled. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
The configs are there so it might be a CLS issue. The parts in question have multiple attachment nodes so it might be that CLS is not properly dealing with that. As i said MKS ships with those configs included and they are there for the parts in question so this won't do anything to help. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Both parts have CLS configs so they should be showing as being passable. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
It's the Inflatable Hab set to Hab-Common that isn't producing the correct effect. It has a multiplier of 5.2 but only increases the hab timer by around 100 days when switched on and off. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
You'll need some material kits storage connected to the Duna logistics module. Then when you push with local logistics to the storage onboard the extra will be sent to PL. Or if you connect using KAS pipes you can turn off the tank with the material kits and it'll send it to PL that way. Edit, sorry misread and though it was only materialkits you were wanting to trasnfer, you'll need storage for the resources you want to transfer as well. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
@Wyzard I've submitted a PR with the fixes, for now you can edit the .cfg's and add the below to the parts that aren't working. (or any other part you want to take part, i've added it to lots of other kontainers and parts) MODULE { name = ModuleWeightDistributableCargo } -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Hmm i hadn't realized the other habs didn't use it, not sure why that is i agree they should all use machinery. Maybe RoverDude has some insight. ColonySupplies are purposefully an endgame resource (very complicated manufactoring process) so that wouldn't work for habs. You could add another named resource but it wouldn't add enough value. It's simple enough that everything uses machinery. You don't need those things to run a smelter but you do need machinery . . -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Ahh ok, i thought that'd would be the issue. I did a pass across the MKS parts and updated a few with this module last release. I hadn't thought to check the Kontainers, i'll do that now and get a PR submitted with the fixes. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
It's not bizzare when you understand the concept. The inflatables are just empty spaces when inflated. MaterialKits are then the structural supports, the floors, dividing walls, storage spaces and worktops and other things like that. Machinery is then the actual equipment and machinery the module needs to run. So in a hab module that would be beds, couches computers, pin ball machines, things that will be consumed and need replacing over time. So the more things like that in a hab the better the rating. A Hab with no machinery would be like a prison cell. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
It disables physics on the child parts and adds the weight to the scout. So no actual limits on the amount it will transfer. Also the button is the correct way around for me. It'll only do this for parts with 'ModuleWeightDistributableCargo' though. What parts have you got attached? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Absolutely i'm sure the missing module was a mistake. -
It's appreciated. I've found the easiest way is to save the file from the web again but change the save file type from text document to all files, and delete the .txt. This should then save as a proper craft file.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Because their usage changed. Tundra replaced OKS which were orbital modules. They're now multiuse. -
change the extension to .craft Looks like github is adding a .txt on the end when you download the file, will have to look into that. We might have to add craft files as .zip's