

voicey99
Members-
Posts
1,347 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by voicey99
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
You what? What's the difference? Two at the top front, two on the sides and three on the bottom front with a bubble dome in the centre. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
You do realise the SEV and LER are exactly the same thing, right? That one you linked has just got panelling on one side instead of two airlocks- you can see both variants side by side in this picture. For a better look, Top Gear drove one a while back. Also the first pic has a guy in the bottom dome so they evidently can take 3+ people. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I haven't seen that film so it must be somewhere else as well. It is fairly generic rover, though. I'm thinking some videogame (at first I thought one of the Red Factions but that was...a red herring. Sorry). @beta546 how do you add (attributed) quotes when editing a post? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The Malemute is designed as a standalone mod, the Karibou is heavier-duty and designed as an ancillary mod to MKS etc (it used to be standalone before integration with MKS). On a side note, the Malemute's design constantly gives me déjà vu when looking at it, like I've seen it before but can't quite remember where. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The Karibou is its own self-contained folder within the USI directory, just delete everything else in there. Do NOT move it into GD by itself as that WILL break all the texturepaths (unless you feel like cutting out the /UmbraSpaceIndustries part in every cfg file), and you will probably get some errors thanks to the absence of the DLL coding for several modules in the cfgs, but it should work by itself. You would also need the Community Resource Pack if you want to actually be able to carry stuff with it. If you're going with rovers then why not use the sister USI rover mod Malemute? It's less geared towards supporting other USI mods, so their not being there won't ground you with useless parts. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Also, aren't the fuel converter modes on the MPUs supposed to have an equal mass I:O ratio? If so, then there might be an extra decimal place that snuck in since the I:O mass ratio is 10:1. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Going through the wiki and I'm updating the Processing page but I've noticed-are ALL the machinery values wrong in the tables? This is an especially egregious error in the case of the MPUs, since they are down as using over 3 orders of magnitude less machinery than they do. This makes me wonder if the values got accidentally changed at some point, if they were once much lower? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
You only need the DLL so if you don't want the part spam delete everything else. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
What about Firespitter? The DLL (not parts) is supposed to come bundled with MKS as that's what lets you switch loadouts. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Do you have the Community Resource Pack installed? That's what provides all the resource definitions. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
You what? Do you mean switch the kontainers to hold another resource? To do that, you need to go up to it with an engineer on EVA. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The Orbital Logistics feature from old versions will be making a turbocharged comeback in the future (so you will be able to to do base↔base, base↔station, station↔station and even planet↔planet transfers), but this is an under-construction feature and won't be making an appearance for a while. Hopefully it'll be done in time for the next big version update (1.4), but RD only has so much time and I'm not holding my breath. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Then that means your production or consumption is jumping around as well, and your equations will add up to a different total every time. If you insist on production formulas, here they are. Multiply the end result by their VAB-stated values to get /s rates for cnsmptn/prod. These are what I remember, I'm away until sat so they may not be correct. DRILLS [0.05 + 0.2 * (lvl of most skilled miner/engineer on board + 1)] * [local resource abundance] * [thermal multiplier] * [geology rating as a decimal squared] * [num bays set to resource]. CONVERTERS [0.05 + 0.2 * (lvl of most skilled technician/engineer on board + 1)] * [machinery level as a proportion of full] * [thermal multiplier] * [governor] * [efficiency part bonus¤] * [geology rating a a decimal squared¤¤] * [num bays set to resource]. ¤Explained here. ¤¤Supplies or Organics production uses [geo rating * botany rating] instead -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Why not use the stock resource panel? It tells you your net balance per s, so if you have a net gain of 0.7/s (disp. as -0.7), you need a minimum of 0.7*60*60*12=30,240 units of space. There's no complex formula involved outside of individual production but the panel collates it all for you, rendering chalkboard-filling maths unnecessary. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It isn't, assuming you have a scientific calculator on hand. It's MKS, it's complex-that mod just makes it easier to understand. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Use the MKS Explainer mod to display true per-part production and the vanilla resource panel for net resource gain or usage/s. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The formula is basic maths. Prod per s*60*60*12=storage needed. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Are you saying it makes the whole thing physicsless? Does it do aero forces as well, or just mass? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Take 12h of storage if you're using PL as kontainers only empty down to half full when pushing. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Careful doing that. When it's out of physrange, it won't be actively generating resources to send to your base so you will have to check back regularly to trigger catchup and build up the buffer. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Updating an old wiki page on power mechanics, what's the default receive/transmit (if applicable) range on ModulePowerCoupler (or is it the range of the distributor) and do they send power as well? I don't really understand the 'spaghetti explanation' currently on the page nor do I know if it's still correct. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I'm currently in the process of updating the wiki with more precise mechanics, I'll add it while I'm at it (note: I'm away from tomorrow until friday so you might not see it for a bit). On a side note, if you want to make something else into a PL module, use this cfg line: MODULE { name = ModulePlanetaryLogistics PushOnly = true // include if it's to be push-only, otherwise it's push/pull (if manned) } -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Only the MPU is push only, other than the logistics module with no pilot/QM. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Probably. MPUs and designated logistics modules can push to it at all times, but the only way to pull back from it with a manned logistics module. I also went looking in the wiki and from what little is there it looks like a rover can act as a central transfer hub for multiple resources and vessels (not needing to be attached to either the source or destination but requiring storage for the resources on board). Basically, it can take resources from any vessel under 2km from it and push them to any vessel under 2km from it (while this would make the max effective range 4km it's realistically 2.6km i.e. physics range since unloaded bases don't transfer). In doing this it gives you snappy logistics over greater distances than scavenging while not requiring a logistics module on every base or losing stuff in transit like the not-infallible PL. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I don't understand that either, maybe LL is scavenging but with the range extended?