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JamesonKerbal

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  1. Using MKS parts you can "perform maintenance" on the nuclear fuel container that you want to move enrU into. I'm not sure about the mechanics of depleted fuel transfers. I've always had depleted uranium storage on my maintenance vehicles so it's always just worked.
  2. Yes, same button. It doesn't care whether you're transferring between things on the ground or in space, the forklift is magic!
  3. Yes. New ships will be spawned outside 200m, maximum transfer range is 250m. If you're spawning a new ship and don't get the ability to transfer consumables using the logistics window, there's something wrong.
  4. The issue here is launching a vessel in KSP. I suspect there's an issue with complex vessels where some cleanup is done between the VAB/SPH and "launching" through the normal KSP means, and that cleanup isn't done when a craft is simply spawned. I've had craft explode before launch due to collisions between parts without the involvement of add-ons.
  5. When this has happened to me I've sometimes been able to get the craft to launch by changing the root part in the VAB/SPH. Sometimes I've managed to get the issue to go away by "launching" the craft (ie: from VAB or SPH, click the launch button). On other occasions it's been a case of pruning the part tree (ie: taking off a part that has other parts attached to it) to find which part of the craft is creating the problem, then building it back piece by piece until you find which component was causing the problem. Sometimes it will be a part that was clipped or rotated, other times it will simply be a mystery that goes away just because you rebuilt that part of the craft. Hope this helps.
  6. Which resources are you using for fund raising? Every time I try to recover vehicles containing mined resources I end up going broke because they end up being worth negative funds.
  7. Yes, it's a bug introduced in KSP 1.11 and still present in 1.12 where KSP is calculating the value of a recovered craft based on its "PREFAB" price, which does terrible things for parts that have been modified using TweakScale, or parts that now have more resources in them than the PREFAB data says they should. The "fix" was a terrible hack packaged into KSP-Recall introducing a new resource called "refunding" which has negative value. The catch is that MKS is a resource based mod that handles resource logistics beyond just transferring stuff between docked tanks, so MKS in combination with KSP-Recall will just cause you endless problems. If you want to fund your space program by mining resources and then recovering the filled mining trucks, you need to stick with KSP 1.10 (or earlier). I addressed the issue by avoiding launching or recovering vehicles involved in resource gathering, and raising funds by carefully selecting missions.
  8. Do you have KSP-Recall installed? That's an addon which gets around part refund costs that would send you broke if you recovered a vehicle that came back home with more mined materials than you launched it with. The "Refunding" resource is the hack used in that add-on to overcome the negative pricing of other resources in KSP 1.11+ You should find other resources being added to Planetary Logistics as the various Kontainers fill up. Note that they'll deposit to Planetary Logistics when inventory exceeds about ¾, then they'll pull from Planetary Logistics when the inventory drops below a similar amount (like ¼ or so). I don't know how the Refunding resource is represented in game, but if it's something that shows up like other resources make sure to fill it back up (and turn off Planetary Warehouse on the kontainer) before you recover the vehicle, otherwise you're in for an expensive return home. I gave up on trying to make money by mining (I found the KSP Recall add-on and read up on how it hacks around the recovered vehicle cost bug and decided not to try living with that kind of hack) and just used Ground Construction which lets me build things on the ground. MKS has orbital shipyards but they will only build things in orbit — I do have some designs for flying or rocket powered descent vehicles to drop rovers from orbit but I figured once I was in space it was cheaper to direct my industrial efforts towards Minmus. I raise cash by carefully selecting the missions that will pay me to launch the rockets I was going to launch anyway: "oh nice, you're paying me to create a new station around Minmus? I'll stick some mining equipment on it and repurpose it as a mining base after satisfying the contract terms!"
  9. Is there any way to automatically set alarms with the "Display onscreen message if the alarm isn't for the active vessel" option? in the UI it's the button with the rocket superimposed on the top right of the envelope.
  10. I had no problem connecting things to the nodes of other Duna style modules, but I was using things other than flex-o-tubes. I avoid those because of kraken. I've previously built fancy rovers to carry modules for me -- check out Mark Thrimm's SSTO Space Program for some inspiration on the tools to manipulate base components. Note that many of the Duna and Tundra components are not able to be manipulated in stock EVA construction. I've tried modifying save files to add the ability but the modules obstinately refuse to be picked up. The cargo frame that Mark Thrimm uses in his main base construction vehicle has been quite useful for putting base pieces where I need them. Also avoid using the PAL lifter components from USI Konstruction, they're useful if you intended to launch that component into orbit using a trebuchet though. Use KAS winches instead. You can even skip the fancy complicated base building vehicle and put the winches on the base and just tow pieces into position and glue everything together using the Konstruction docking ports. There was an addon out there somewhere that allowed welding craft together using stock docking ports. Also remember to use save games prolifically because of kraken attacks. I've ended just building base components in one piece and dropping them from orbit: Note the four vertically mounted 2.5m tanks in the "middle". Each of those has a Wolfhound engine underneath, and under that 3.75m Tundra module is a 3.75m SAS module. These engines and the SAS were adjusted to be under the centre of mass of the whole structure and landing was pretty easy. Note the application of struts between all the extremities to stop things wobbling. This experiment is working better than my previous iterations which were more "traditional" landers: Note the PDU sitting to the side, because that module refused to be moved by anything. Ground tether wasn't turned on, the legs weren't deployed, there were no extra pieces attached to it, but I couldn't move it. The original plan was to replace the nuclear reactor on top of the right-hand rocket by moving it up to the top of the right rear pillar (you can see the missing nose cone) and then up on top of the Konfabricator module. As you can see the PDU is still on the ground Other learnings from this experience: You can never have enough power. A 1.25m nuclear reactor is simply not enough to power a single Assembly Plant -- mine was boosted by four Ranger smelter modules, and it was hitting about 300% capacity with a 3-star Engineer operating it. With two large radiator panels you can see on the PDU to the right, they are glowing red all the time as that PDU is providing power to this assembly plant and another attempt offscreen to the right. The ship on the left is a Refinery and consumes most of the output of the PDU stuck on top and even with four radiator panels they will be glowing red all the time. You can never have enough heat sinks. Shortly after this attempt I added large 2 large Thermal Management Systems (the triple-wide deployables) to the left-hand lander and that wasn't enough to handle the heat from the PDU. You need to have enough spare capacity in storage containers to handle one day of production. This means if you're using Planetary Logistics each container needs to be about two to three times larger than you expect. Thus the large round containers attached to the side of the right hand rocket. Also you can have too many containers, witness the rocket on the left with all those stow-packs close to the ground. If you have multiple containers it just makes things slower. You can have too many logistics modules. If you have multiple vessels in one physics space, ensure that only one of them has planetary logistics turned on. Otherwise you end up with one ship pushing stuff into planetary logistics, and a second one pulling stuff out to fill that ship that just put stuff in. Not only does this cause extra load but it wastes resources because there's a "tax" on pulling stuff out of Planetary Logistics. I was producing 100-odd Material Kits per day but losing 3 Material Kits per second to out-of-control logistics hubs. Anyway sorry about the surprise TED talk.
  11. AFAIK the resources required to build a part or vessel in MKS are calculated based on part mass, tech level, number of modules, etc (it's not in a config file that you can change). You might be able to use the MKS infrastructure to provide metals, but I don't know if Extraplanetary Launchpad uses the same resource types that MKS uses. It might be worth investigating Ground Construction which is directly compatible with MKS. MKS also has its own ship construction system using orbital shipyards, and MKS supports building the DIY kits produced by Ground Construction.
  12. Yes, but it's complicated. You'll need the WOLF Terminal building (there are two, one is a 3.75m part with room for 6 arrivals, the other is a dome with room for 12), and then you'll need to increase the biome abundance by 1 Habitation, 1 Life Support and 1 Colony Supplies for each economy seat capacity in the route you want to build. Then you need to build the route using WOLF Crew Kontainers. When you start the route you'll reduce the abundance of habitation, life support and colony supplies at the starting biome. Then you fly to the destination biome, make sure you're close to a terminal at the other end, and connect to destination depot. When you want to send kernels from one place to another you just make them physically present at the terminal, add them as passengers to a passenger flight (accessed through the plane-taking-off icon in the toolbar) and launch. After some time passes you can disembark at the destination terminal, but if you only have 6 arrival seats and 12 kerbals in the flight you'll have to disembark 6, move those kerbals out of the terminal to other seats in the station, then disembark the other 6. Then your passenger route UI will be borked until the next time you restart the game as the first passengers you disembark from any flight will have their names permanently stuck in the passenger list for every flight (only a display bug). Hope that helps? Ultimately I ended up shipping my kerbals around in rockets because passenger routes are just too much like hard work.
  13. Ground Construction is no longer included in MKS. It's still maintained separately so you can use it in addition to MKS. The parts you're looking for in MKS are the KonStructor 250 and KonStructor 500 which are orbital shipyards in 2.5m and 3.75m variants. There are practical differences between the two, but they are similar in operation : Get the KonStructor to orbit Deposit Resources (in the Part Action Window) KonStructor 250 takes 4000 Material Kits KonStructor 500 takes 27,000 Material Kits With stocks of Material Kits, Specialized Parts, Alloys, Electronics, Prototypes, Robotics and Synthetics available: "Open KonStructor" from the part action window (aka right-click menu) Select the vessel to build Build it! The newly constructed vessel will appear in space within 200m of the shipyard and control will be shifted to that new vessel You must load the vessel with all consumables, though it starts with 100% electricity There are also various parts which behave as "3D printers" where you can build individual parts and then use the stock game construction tools to assemble new vehicles piece by piece.
  14. G'day, just popping by to say thank you to everyone who contributed to this add-on, it's my favourite visual enhancement (even including Scatterer and EVE) because of how much it improves my immersion given the tiny budget of CPU/GPU it sips while doing so.
  15. Please forgive me if I'm trying to teach you stuff you already know but you might want to review Mark Thrimm's tutorial videos about MKS. I keep going back to them again and again because there's always something new to learn. The episode on Logistics shows a bunch of examples of craft on the Mun using scavenging, resource distribution, planetary logistics, and orbital logistics. Being able to see the craft that Mark Thrimm built with how the inventories behave over time might help you like it helped me.
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