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Everything posted by notthebobo
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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. -
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?). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
@Kerbalkraut 1. Planetary logistics is still a thing. It allows you to still use drills and other harvesters to collect resources, and share them with other bases on a planetary body that has a logistics module. This is totally independent of WOLF. It uses the stock resource model, so you have to be in range of a base for the resources to be collected. Once collected, however, they can be used elsewhere when you change focus to another consumer of those resources. WOLF (which I'm convinced stands for "Wow, Off-line Logistics, Finally! ) runs independent of in-game focus. One you have a WOLF harvester going, you have that amount available from a WOLF bin. 2. The final on-planet large item builder is Coming SoonTM. As you point out, the workshop lets you build small things, but at the moment its not possible to attach enough storage to let you build items like the orbital workshops do. Have fun! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
(EDIT: Too slow on my response to help with GameData) Regarding game play, start with the basics: learn what is required for Life Support and Habitation to complete your short trips to the two moons. For trips to the Mun, you don't even need any additional parts if you don't stay too long. For trips to Minmus, you'll need to start worrying about bringing Supplies. From there, start exploring the Ranger parts for first time bases, then move up to Duna and Tundra parts to allow longer stays away from Kerbin. Most of all, have fun with it! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
Thanks, Roverdude. I guess I misunderstood the plan to replace Global Construction with MKS capabilities. I see the orbital Konstruction parts and how they allow building of orbital structures, but are there plans to provide a similar ground component, that allows building large ground structures and deploying them in a desired location? If not, how do you foresee deploying the Atlas parts in game (without using cheats)? If all this is "coming soon(t)" and still in works, I understand. But if it's in the Constellation version, I'm apparently overlooking the mechanic. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
(Not sure if this belongs in the Konstruction or MKS thread, so apologies for cross-posting.) Is there a means to default the storage output for a KF-250 Konstructor to a different part? I'm using the Unstable Release 112.0.1-bleeding-edge.2 Constellation release. I'd like to build WOLF Depots in situ but they require 18kL volume. A 5m Storage Kontainer meets the need, but the KF-250 Konstructor does not see the additional storage and only provides 1.2kL of volume. Reference the demo ship below. Am I using this correctly? -
Still looking for assistance. Reference the demo ship below, when using the KF25 Konstructor, there is not enough space to build a depot, even when extra storage is attached. Am I using this correctly? EDIT EDIT: received response in a different thread:
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Is there a means to default the storage output for a KF-250 Konstructor to a different part? I'm using the Unstable Release 112.0.1-bleeding-edge.2 Constellation release. I'd like to build WOLF Depots in situ but they require 18kL volume. A 3.75 Storage Kontainer meets the need, but the KF-250 Konstructor does not see the additional storage and only provides 1.2kL of volume.
- 1,473 replies
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- parts
- construction
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(and 1 more)
Tagged with:
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
@JPapas, fifth hit in a search for "discord" on this topic shows https:// discord.gg/FNBwUXRgX8 (remove space). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
@PavelKCZ, you may find the table in this section of the Wiki helpful in figuring out what modules are required for different needs. It is a bit of a puzzle. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
From the creator: https://docs.google.com/document/d/1zft2Ka9gubOYQf4CQgvReTxpnP8_LQYNyHouEjQZqjw/edit And the Wiki is a good resource: Walkthrough (needs some updates): https://github.com/UmbraSpaceIndustries/MKS/wiki/WOLF-—-Industry-without-the-part-count Parts descriptions: https://github.com/UmbraSpaceIndustries/MKS/wiki/Parts-(WOLF) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
notthebobo replied to RoverDude's topic in KSP1 Mod Releases
dboi88's USI-MKS-KSPedia Github is still out there if that helps.