After outgrowing the small structure of the PackRat Rover, I decided to give this mod a try! However, I ran into a couple of issues with my first construction - primarily, empty Karibou parts (i.e. lacking supplies, fuel, etc) had a negative cost value, and would give funds on launch. After a bit of research, this bug seems to stem from FSfuelSwitch tank costs needing to be the value of the max resources it can hold for each tank type, which was also an error with Kontainers/MKS that was partially fixed. (https://github.com/BobPalmer/MKS/issues/665)
I did up a 'dirty patch' to fix the fuelswitch issues with the Karibou rover parts, by calculating the tank costs via an excel sheet with unit costs I grabbed from the CRP cfg. The values should be correct, and could be copied over to the respective part cfgs. All costs assume that the cost = X value in the parts cfg file was intended to be the 'dry' value of the part.
In addition, it seems that the FSfuelSwitch module is overriding the intended ElectricCharge resource in each Karibou part. I suppose one way to fix it is to add ElectricCharge to every FSfuelSwitch tank option, but perhaps there is an easier/cleaner way to do this?
As for Kontainers, the change on Jan 18th seemed to have fixed most of the issues, but MaterialKits still seem to cause negative values in all Kontainers, and some other Kontainers and OKS/MKS modules with resource storage have incorrect tank costs as well.
Edit: Forgot to mention, the Karibou parts list 'EnrichedUranium,DepletedUranium' as a resource tank type, whereas all other USI mods seem to use 'EnrichedUranium,DepletedFuel', hence the resource type listing fix in the above patch.