voicey99
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Which mod is the 3D printer from, anyway? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Derp, I forgot inflatable habs use machinery. Probably because I don't use them for being too cumbersome. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
No, it isn't. I'm not even sure why the Ranger hab has a maintenance button, (as far as I know) maintenance is just for restocking machinery in a processing module. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It also has KerbNet survey functionality. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
As I said, if the container is a USI-LS tank it shouldn't participate in local logistics and if its an MKS kontainer or tank, disable local logistics in the part rightclick menu. If the buttons to do that don't show up, your USITools is probably out of date. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
No, it has to be local. Just turn off PL for the base storage (use a second PL-enabled kontainer to transfer to the first). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Converters and USI-LS containers do not participate in logistics, only kontainers and tanks from the Kontainers sub-mod of MKS do-look for "USI_Module Resource Warehouse" in their VAB infoboxes. (If you didn't know already, which I guess you probably do, for them in turn to participate in planetary logistics (push/pull), either an MPU or a Logistics Module (Duna or Tundra) must be present to push to PL, to pull stuff back out of it requires an LM with a Pilot or Quartermaster in it). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
As @sh1pman said, there is a button to disable the relevant kontainer/tank participating in PL or LL-PL is disabled by default while LL is enabled by default. Regarding the machinery, you should just be able to manually pump it over (with alt-click) or (if refilling a module) EVA over to it with an engineer or mechanic and click "perform maintenance" to pull from all containers on the vessel plus any <150m away. -
The latest release isn't on CF (is it still uploading?). Also btw in the OP changelog it gives the V4 release date as 2016-03-09. EDIT: It's there now, guess I was too impatient.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
When did the converter bonuses become geology rating2? I don't remember them being so ludicrous before, unless I simply haven't experienced the full force of runaway efficiency (except in 0.50.12) before. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
The other mode the habring has is Habitation mode, which requires LS. Even Greenhouse is useless without LS, as the resources it boosts production of (Supplies and Organics) only have uses within LS-it's just bling without LS, really. If you insist on using it, you will need 4K EC and 46K materialkits on your vessel to expand it in flight. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I'm guessing the geology rating is supposed to represent the kolonists learning more about the local mineral deposits, where the best ones are and the optimum depths, drill rates, bits to use etc. to mine them, in which case it feels appropriate to apply to remote drills as well. For me, to balance the drills, the automated drill should have 10x the production of its vanilla crewed counterpart with no engineer on board (slightly more than the latter with a 1-star engineer), and both auto and vanilla drills should benefit from Geology bonuses (I could have a go at doing that...). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
[didn't notice the page had turned over, derp] -
I've noticed some of the tanks can be configured to carry Plutonium-238 from MKS, which is pointless, as Pu-238 has no uses at all apart from the Ranger-brand RTG, and can't be transferred in/out of any container or part anyway. Could this be removed from the list as a redundant resource (will PR if needed as its just deleting a couple of words)?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I was looking at the cfg for the Ranger_PowerPack (the RTG) by mistake, not the Ranger_BatPak (the batto). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Again, this doesn't seem to add up. As a test I left 9 kerbs with the FundsBoost trait (an assortment of engineers, technicians and miners) on Moho (which was unkolonised) for exactly 100d (2160000s) with a ship containing 7 MKSModules (6 Ranger batts and a 3.75m kerbitat). By your formula, I should have got 100+(SQRT(7*9*2160000))/10000=216.653% rating, but I actually ended up with 144.010%. Seems like the MKSModules in Ranger batteries don't contribute (remove them from the equation and use just the Module from the kerbitat and it checks out perfectly)-EDIT: STOP PRESS!!! I was looking at the cfg for the Ranger_PowerPack, not the Ranger_BatPak. Derp. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
It's one of the three Kolonisation stats (visible from the kolonisation dashboard applet), and increases over time depending on how many people you have with the FundsBoost attribute (check kolonists.cfg). In respect to the formula, this is used as a decimal e.g. a geology bonus of 173% would be used as 1.73 (the base stat for all bodies is 100%). Miners are not the only ones who can drill, vanilla engineers do it as well. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Geologists are the MKS replacement for the Engineer, but they only have DrillSkill. If you want the Engineer's RepairSkill, ConverterSkill or GeologySkill you will need a Mechanic, Technician or Geologist respectively. The formula for stock drills is [base efficiency]*[(0.2*[no of stars of the highest-lvl engineer/miner+1])+0.05]*concentration. For MKS converters and drills, it's [prev equation result]*[number of bays]*[geology bonus as a decimal (e.g. 120%=1.2)]2 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I don't have a clue either when it comes to C# (or indeed any form of code), but I have enough logic IQ points to work out that geoBonus=PlanetaryBonus(), so the end result is indeed efficiency part bonus*geology bonus2 I tested this, and the maths doesn't check out. I have 0.7114 tonnes of MPU providing a smelter bonus to 11.031 tonnes of refinery (on the pad), so you would expect the bonus to be 6.39%-but it's actually 4.83% (using the dry and totally full masses doesn't work either). Something, quite literally, doesn't add up. -
I managed to smash the back end of my plane into the Runway, only to find that the remainder not only flew, but flew better than the original (there's a reason I called it the "Junk Jet")! After a few minor modifications, hours and hours of R&D have just been bested by... the FLYING WING: It actually flies better than it looks, having a ridiculously low takeoff speed of ~30m/s (meaning it can take off and land on a microdime pretty much anywhere, anytime), a top speed of >500m/s and a range of ~1300-1500km at optimum cruising altitude. I'm actually astonished that I managed to create something so good (for me, anyway) at all, let alone by complete accident through totally intentional high-stress test flights.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
My suggestion would be to take it up in this thread: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Nope, the MTO is full and Metals storage is empty. I said the vessel was the exact same both times-as in revert to VAB, launch immediately again. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
Converters and drills will also be buffed by having a high Geology rating (final load=initial load*[geology rating as a decimal, e.g. 135%=1.35]2). Certain converters set to the same type of efficiency module (the bay options in the []s) as the converter you wish to boost (it tells you its converter class in the VAB) will boost production-by how much, I don't know as I haven't been able to produce any meaningful numbers out of field testing-the bonuses granted to the producing module will apparently vary according to its size relative to the efficiency part buffing it. The closest I've come to the result from random toying with the numbers is (base load+200/[part multiplier, usu. 13.34]) when using the Ranger parts on Tundra modules, for MPUs you roughly halve the bonus. RD has never revealed the exact formulas for this stuff, I might be be able to tell it from KolonyTools but the decompiler refuses to translate the relevant section. On the topic, I've run into a rather strange piece of mechanics. When I have an Industrial Refinery sitting in the pad processing metals with all three bays, its load is 135%. However, sometimes on launch (with the exact same vessel and exact same crew) theis sometimes 255% instead despite nothing changing from last time. Why is this? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I believe the "part temp" bit is the maximum times hotter than the cooling target it can be (so it can cool parts 1/4 of the temperature of the radiator), not sure about the transfer rate. Ask RD, he wrote this stuff. And with Kolonisation bonuses, efficiency parts and those with DrillSkill on board, 2000% load is very much a realistic prospect. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
voicey99 replied to RoverDude's topic in KSP1 Mod Releases
I've had this issue with MKS before (even without NFE), it seems the MKS reactors quite often just don't play nice with deployable radiators. I find the best solution is simply to use fixed radiator panels on the reactors as the reactor is the only thing they would be able to expend their cooling on (note: req'd cooling is how much heat a part generates at 100% load, max cooling is the highest amount of radiator capacity it can consume (i.e. if it is overheating and you switch another radiator on), max cooling is the maximum heat a radiator can draw in total and core heat xfer is the max heat a radiator can draw from a single part).