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PetMat

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  1. Yes as I said - idea is very nice - running everything in background And of course I used correct receipts and WOLF planner. My only complaint was that I have to put all of those modules (except harvesters) in one big vessel in order use 'Attach to depot'. So as I already wrote to RoverDude: Either one monster rocket or multiple launches and re-assembling on Mun surface in order to start everything...
  2. OK - easy parts first. I am using CKAN, so assuming I have latest version. KSP 1.12.3.3173, MKS/OKS 1.4.1 And correct, harvesters are crew-less - so let's skip them for now. So let's start - I have depot on Mun's Crater, so I have only 5 power now. Chemicals Maintenance MaterialKits Metals Polymers Power Minerals Metalic ore Substrate Crew WOLF Fabricator Module Material Kits -1 -1 5 -2 -2 4 WOLF Refinery Module Chemicals 1 -2 5 -2 -2 3 -5 WOLF Refinery Module Metals 1 -3 5 0 -2 2 -5 -5 WOLF Refinery Module Polymers 1 -4 5 0 0 1 -5 -5 -5 -7 WOLF Maintenance 1 21 4 0 0 0 -5 -5 -5 -11 So now - looks I am fine for - apart of harvesters (which can be deployed separately) and need support for 11 crew. So I still can not ply this part to mun and attached it to depot -> got error message about missing crew. Now for crew support: Fertilizer Food Lab Maintenance MaterialKits Oxygen Power Water Crew WOLF Habitation 3 -1 -11 Wolf Life support -1 2 -1 -2 -5 -11 WOLF Extractor Oxygen -1 -1 20 2 1 -3 -10 -11 WOLF Agriculture Module Farm -2 9 -1 19 2 1 -4 -15 -12 WOLF Extractor Module Fertilizer 0 9 -2 18 2 1 -5 -15 -12 WOLF Science 0 9 18 17 2 1 -6 -15 -16 8x WOLF Extractor Water 0 9 10 9 2 1 -14 1 -16 WOLF Power 0 9 10 8 2 1 41 1 -17 so I need 17 crew (differnet occupations) and harvesters for Dirt 25 Hydrates 40 Metalic Ore 5 Mineral 5 Substrate 5 I can choose between low efficient harvester, which does not need precious Power or the 'big guy' it is all according to planner for barren biome of Mun :-( Of course I can consider shipping water, food and oxygen from KSC - there are veins for it, but the cost will be even higher with transport tickets - cheapest I can get from KSC to Mun surface is ~50 transport tickets..... Do your math..... Finally how to get there with so many modules. Either some really monster rocket (NASA's Artemis 1 could help :-) ) or multiple launches and connecting all modules on surface of Mun with lot of precise landing and shuffling.... and again it is for 2 material kits on Mun surface or is my math wrong? and btw: original idea was to build small fuel extractor rig on Mun surface, so I can refuel my shuttle busses within Kerbin SOI. but for fuel extractor you need maintenance, and for maintenance you need material kits....
  3. The WOLF system was quite thrilling when I first read about it. Once I tried to start designing simple fuel extractors on Mun from scratch I hit this monstrosity https://imgur.com/gallery/YhmBpIp Almost 140 tons, 58 parts (combination of harvesters, extractors and refineries), 19 crew required. And result ? Net 2 material kits. Cherry on top - I have to move it to Mun and attach it to depot in one shot, otherwise I keep receiving errors about missing resources.... Seems like WOLF is not that much useful....
  4. Are PDomes compatible with 1.7? I like the look and feel, but my CKAN is not willing to install....
  5. After little experimenting with versions: KSP 1.6.1 + KAS 1.1 + MKS 1.1 - works well in old way - FlexTube has Link in popup menu, which pick up the tube (like any other pipe in KAS) and 'move' it. Then 'Link' on target FlexTube will dock 2 vesels together. KSP 1.6.1 + KAS 1.1 + MKS 1.2 - by picking the source FlexTube - all possible target tubes are highlighted (no longer needed to walk to target Flextube). After establishing link, the connection is visually rendered correctly, but 2 connected vessels are not docked - they are connected like 'Undocked' pipes in KAS KSP 1.6.1 + KAS 1.2 + MKS 1.1 (or 1.2) - looks like the FlexTubes not working at all - no Link context menu available - the tubes behave just like attached parts. Finally I tried KSP 1.7.3 + KAS 1.4 + MKS 1.2 - works perfectly well. Source FlexTube has 'Attach" popup menu, which highlights possible target tubes. By selecting target tube, 2 vessels/bases are docked - they behave as one vessel. Hope that helps.
  6. After upgrading from version 1.1 to 1.2 of MKS, I can no longer use FlexOTube to connect new module(e.g. pioneer module) to existing base. The connection is made - and rendered correctly. But module is not part of base - the module is still treated as independent vessel. In previous version - the module has become part of base vessel. Was that change intentional or is there any other way how I can flex-connect module to my existing base?
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