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  1. Strongly recommend the Vessel Mover mod as a way to quickly catch and restore krakened bases when returning from tracker or warp.
  2. Loving the series, though trying to avoid spoilers as I'm not caught up - please could you post an updated mod list for any extras you're using? Particularly grateful for the confirmations of what's working for you in 1.8. (Or point me to one I've missed, in which case apologies.)
  3. Also check your Aerobee isn't failing due to 'vapor in feed lines' - it needs ullage ie ignite on the ground or while accelerating. In short, make sure you stage before the Tiny Tim extinguishes.
  4. Unfortunately not 'actively' in the background. The KSP mechanism is to rapidly run a 'catch-up' process when you return to the vessel i.e. return after 100 days and you'll get 100 days of mining, production, supply usage, etc. all in a rush. In the context of MKS this works pretty well. You just need to visit your bases/outposts on each body in the right order to get things into planetary inventory, so raw materials first, then users of those products, then top-tier last. The catch-up mechanism works in 6-hour chunks so you need enough local storage of every resource to capture that amount - and because planetary logistics only pushes/pulls to 50%, you need at least 12 hours worth of local storage for anything going to/from planetary inventory - I generally aim for 13+ hours for a little buffer. Use the Kolony Inventory window during a KRASH sim to calculate. Remember production will go up with increasing bonuses / down with decreasing machinery. There are some stock bugs around electricity generation and heat management during catch-up which can cause serious trouble for a complex base, so I suggest always quicksaving before you do a round of visits. On your specific outpost, note that Duna/Tundra logistics modules require a pilot or quartermaster to access planetary logistics. Only the automated MPUs can push uncrewed - designed for this use case. If you turn off machinery in the MKS settings and turn all the life support & habitation impacts to nothing in the USI-LS settings, then you basically have a parts pack right here. I think so, though the best place is probably on Github itself - I've not ventured into that myself yet.
  5. There are specific orbital workshops, one to build kits from sp and one to build craft from kit+mk, just like on surface. You might need these rather than regular workshop. There are also different kit parts for surface and orbit, though I'm not sure if you're prevented from using each in the other scenario (orbital has docking port both ends). I'm assuming you have latest version etc. Note that Global Construction is a separate mod which is integrated into MKS - you may get a better response on that thread.
  6. Have a look at Global Construction or Extraplanetary Launchpads for off-world building - I don't know that there are any RO configs but ought to work except with Kerbalism.
  7. Re supplies, one more thing to check is that you have a starting stock. The conversion is: 10 supplies -> 10 mulch 10 mulch + 1 fertiliser -> 11 supplies Without the initial supplies, your Kerbal produces no mulch, and without mulch you can't do agroponics. You have this right in your Duna ship. Also note the Farmer specialist is for Organics production (advanced production, needed for Colony Supplies), you want a Biologist for agroponics. As for the kolony inventory, that looks like a bug. Noting the 10+yr supply it seems it has your level correct; it's somehow miscalculating capacity. (That is a lot of fertiliser, by the way - note that gypsum/minerals -> fertiliser is one of the first processes you can get going at a proto-colony, just requires a drill and a crusher plus a small storage unit tacked onto your lander.) Edit: have a watch of Justin Bright's series - he works his way through a lot of these issues.
  8. Hm well maybe it's just that because the rest of Kerbalkind apparently live in a blissful ecotopia, you're having to fully fund Moore's law yourself.
  9. I've recently taken to Hyperedit to deal with issues like this (ditto Vessel Mover for rover physics hijinks) and positioned a photo of my primary school head teacher above my monitor to keep me honest. You hire them as separate individuals with those specialities from the astro complex - they are much cheaper than pil/sci/eng. Probably not your question but you can also train up their *s using the Akademy (a farmer that's been on a Jool 5 can train up other farmers).
  10. I've been following the recommendation to generally unlock parts in the VAB (in the relevant GUI for eg engine or avionics, accessed via the PAW), not R&D, and that seems to consistently give sensible prices.
  11. This was a great add-on for a while, but it's fallen out of update for a while now. Beyond my ability to pick up but linking here in case it catches the eye of someone who can...
  12. Ah thanks once again. I've just been reflying on an A9.
  13. Oops thanks for the warning. I've got lucky five times... I won't stretch to grab the 85km contract just yet, then. I tried with propellant cheat in the sim (take-off also pretty dicey fully fuelled), but could only reach the altitude at a very high velocity - unless there's also a throttle/restart cheat somewhere?
  14. First ever RO orbit! Woo! (Probably a little unorthodox as I've only just reached Basic Rocketry - XLR43 first stage unguided, S2.253 with Able avionics to give control for latter part of burn, followed by AJ10-27 unguided final stage. Just WAC-Corporal telemetry payload.) While I'm here: @Tyrannus huge thanks for Squad folder clearance tip - that was necessary for RO/RP1 on 1.8.1 to load on my laptop. Could that be part of the standard installation instructions, if you're not using additional parts mods (some of which presumably reuse resources)? @hargn I can verify that Kerbals will survive to around 85km in the upgraded X-1, as long as its a fairly steep trajectory - they pass out by 80km but don't die and come around in time to pilot the plane back to runway! An X-1 heading an A9-with-wings could probably breach Karman from an airlaunch but I didn't have the heart to push it that far. And a related question - is there a way to airlaunch within KRASH yet, please? I couldn't see an option, hence not being able to test the above. It's a fantastic addition as it is, so not complaining!
  15. I enjoyed this series - a little old now so he starts building on Minmus painstakingly with KAS one module at a time, but by halfway through he's using Ground Construction. It does pre-date orbital Global Construction & kit assembly, but all the key USI parts are there. He works towards a full-scope base on Duna. The style is entertaining and he, shall we say, learns a lot from his mistakes!
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