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Everything posted by alphaprior
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Ok I guess I have to look further outside CRP.
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For some reason forum changes mona-zite to mopedantte!
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Is there a guide for all resources? There are some which I have zero information like mopedantte, borate, fluorite and spodumene which I can convert into lithium and then what? mopedantte
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
alphaprior replied to IgorZ's topic in KSP1 Mod Releases
They are 2 different modules will be landed on Mun separately so I can't use stock pipe. I'll have to use RTS-1 although I'd like something smaller or at least re-texture something other than red/white stripes. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
Mining at one location depletes it? Because at 100 ore units production slows down. This complicates things a lot and I should design some vehicle to move around for mining. As for the black tanks I know but I used Kontainer attached to them so it should work and it did the miner Kontainer was sending ore directly to black tanks on Karibu. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
alphaprior replied to IgorZ's topic in KSP1 Mod Releases
I'm trying to connect 2 tanks with KAS. The only parts that seem to do the job are the RTS-1 Resource Transfer Station that connects to JS1-Joint socket. I dislike the RTS-1 isn't other way to connect sockets? In a youtube video I've seen a bigger pipe from CC-R2 connector port, is this still available? Because video is from 2015. I see no other parts apart some cables, hook, tow bar, pylons and winch. I'm near the end of tech tree (CTT). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
No matter what I do, I follow descriptions, I read the wiki, the local warehouse doesn't work. Here is a test I did with ore production with a Kontainer as a local warehouse attached. Next to it a karibu with MPU consumer for ore and another Kontainer local warehouse on or off doesn't work. I found that I can transfer ore from miner module to Karibu using Kolonization Dashboard. But this should be done automatically like I've seen in videos with flow priority. It was not available in my game untill I've read somewhere that I need to switch on Advanced Tweakables! Another option... they never end... Now how does this work because extra confusing on top of MKS. Tanks with more positive numbers get empty faster. But when I play with them nothing happens unless I transfer ore from black tanks to Kontainer using alt+click. Then resources start to flow (alt+click)Black Tanks>Kontainer on top>Black tanks on Karibu. Kontainer did not get any ore untill black tanks were full. I'm not sure what to do to set it in auto mode mining and pulling resources from mining module to karibu MPU. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
Hmm ok that's what it meant in the wiki. I thought container would want to consume it fill up. So I need a converter connected to the other tank to consume it. A: Drill produces ore stores in attached tank B: Big ore tank not needed? C: MPU needs ore so consumes it from drill's tank and fills the attached fuel tank. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
Ok I did as described in wiki. I've built a module with 3x MEU-500-A, equipped with a Kontainer tank - flat which it has planetary/local warehouse option. Nearby there is a triple big tank also equipped with Kontainer tank. Both modules have a basic probodyne so I can control and switch between them. No crew. Drills are working untill the attached tank is full. The other nearby tank doesn't work, switching local warehouse on/off does not change a thing. I tried both Kontainers no change. Apparently there another thing missing in the equation. And btw, at first the tank was filling fast but around 90% it slowed down. I have noticed that before, mining is very efficient but shortly after it goes down. Local depletion? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
Sure it's gonna be under 150m but logistics give a 2km coverage or not? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
Hmm ok 2km is more than enough then. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
I want to build a fuel production base, just ore and a converter so I only need a drill and MPU and of course tanks for ore and fuel. From what I understand while they are in close range under 150m I don't need connections right? But what happens when I want to expand my base with logistics center etc. since flexotube is not working anymore. How I'm gonna connect the modules? There are other non flexible tubes but it's gonna be a nightmare connecting them on the ground. I've been looking youtube videos but all of them use flexotubes and they are pretty old. -
[1.12.x] Freight Transport Technologies [v0.6.0]
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
Ok I did a test without CTT and all parts were available in VAB. I installed again and they were gone. Looking in CTT.cfg I find them hidden in "experimental aerodynamics", "orbital megastructures" and some others I have to unlock yet. Thanks anyway u seem to be always around to answer my questions. -
[1.12.x] Freight Transport Technologies [v0.6.0]
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
I use community tech tree, I've seen the Orca in tech tree but I don't remeber anything else from FTT. Community tech tree is a requirement for Interstellar Fuel switch. -
[1.12.x] Freight Transport Technologies [v0.6.0]
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
I'm on KSP 1.11 and near the end of tech tree 800-1100 RPs. I don't see any part from FTT (except honeybadger nuclear reactor) in VAB. I have all USI stuff installed via CKAN. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
sure KAS is installed and my mistake... I meant KAS not KIS -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
Nope it doesn't work no options other than light. I downloaded a flexotube.cfg I found on a github post but got errors from KIS and I couldn't exit the game I had to manually close it. I hope it gets fixed soon either in MKS or KIS... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
Does FlexOTube work now? I see no option but to turn light on. I've read they don't work anymore because of KAS. -
Hmm ok for the moment it's good that I use TAC LS because I have 2 long missions Eve & Duna, they are already huge ships with command modules and a lab, comforts was not an option. When they return I will have lots of tech points and will get better techs then I can move to USI life support.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
@notthebobo I will read this too, though I got how it works now. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
The wrap around worked well altough I did not test it for long time, I will use a thermal solution at max 1000Kw as you suggest. I always test on launchpad especially on something new. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
Thanx Kielm finally I got it. It's very confusing. My logic says input = output, MPU says LFO => Liquid Fuel. I did a test drive and was able to produce both Liquid Fuel and Oxidizer. So no I only have to send it to the Mun and start producing. Btw what about heat, for the test drive I installed 2 Thermal Radiators wrap around full. What would be an optimal option? Thanx TheSuMa too. A very good example. I will use it and probably will help others too. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
I know it's the first thing I checked and started testing it. I see the 2 swappable bays I can make them both do the same thing or something different, 1st button changes input 2nd/3rd button change output. Just no ore! I'm wondering maybe there is another mod that prevents MKS from working properly... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
Well I tried.... no matter what I do no ore anywhere! I did what you said next/previous bay and I get no ore. When 1st button says Silicon => LFO I can change to: crusher/smelter, metals, fertilizer, liquid fuel, monoprop., chemicals and polymers nothing else. And whatever other combination I try I see no ore option. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
alphaprior replied to RoverDude's topic in KSP1 Mod Releases
Thanks that's what I had in mind. But as I said testing MPU it did not have any ore option. Only Silicon, Chemicals, Fertilizer etc. plus crusher & smelter option (what they do?) I just tried to test MPU but no ore option, There are 3 buttons for 2 of each bays, first button for example says Silicon => LFO, or Crusher => Smelter but no ore anywhere.