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notthebobo started following [1.12.x] - Modular Kolonization System (MKS)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
I'm getting back into KSP1, and am fascinated by the WOLF system. I finally took the time to look at it, and created a tutorial for using WOLF on Kerbin in the MKS Wiki to setup a station that can build and resupply ships in orbit. If anyone has an opportunity, please let me know if it's helpful or needs modifcation/clarification. I agree with @modus, the Wiki is a good place to start. I recommend looking at the Kore Design page first to understand what the mod is about. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
@Tokamak, this may not be it, but where are you controlling from? Make sure you have the front cabin set as the controller, not the small dome on top when driving. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
They should connect automatically if they are with range of each other. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
@TV4Fun Wiki can be found here. -
notthebobo started following Nate Simpson
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notthebobo started following Dev Diaries
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
@JamesonKerbal, you have provided a fantastic resource. I linked to your walkthrough on the Wiki Tutorials page. Edit: After starting your the tutorial, I've realized I've been thinking way to small in my WOLF build-outs. Why build a small cargo transport when I can connect multiple 5m Kontainers together? Why have one hopper on a station when I can have many? WOLF really lends itself to full resource chain build outs and expansion stations to build the next planet out. This is a game changer, and if I had to guess, probably similar to what KSP2 might offer. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
WOLF is really designed to work in the background so that you don't have visible part counts. There's a good overview on the Wiki. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
The FAQ on the Wiki has a good entry on how this control works. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
The Example Stations and Bases wiki page may give you some ideas. For a first base, keep it small, focus on habitation and ship your supplies in instead of trying to be self sufficient from the start. The Duna-class dropship example shows how you can land an initial base core. MKS uses stock construction now to connect parts, and the shipping containers can carry a lot, so you can have a pretty compact launch and landing vehicle that contains the parts needed to build out a substantial site. But again, start small. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
The MKS Wiki is still pretty relevant. Some pages need revamping, but for the most part, still a very good resource. Start with the Base Construction page and the Base Strategies under the Kore Design page for starting pointers. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
Just in case that was a cut paste, Konstruction is misspelled on the first line "Kosntruction". -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
The wiki has a table in the Modules section that shows which modules produce which resource. These are based on Roverdude's original diagrams. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
@Xtra, I should have referred you to this more obscure link in the FAQ. You're not the first one to stumble on this mechanism. Its due to a limitation in the out-of-the-box controls available on the converters. Good luck! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
@Xtra this Wiki page may help -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
@Cynblue, this MKS Wiki page should be helpful. Unfortunately, there is no way to get a Kerbal into this part to use the workshop. It may be helpful as an enhancer to other manned workshop parts, though. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
Great question about the orbital shipyard planetside, I haven't tried that. I believe logistics module is only required for pull, and it needs a Kerbal at the helm (pilot?).