PetMat
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Posts posted by PetMat
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2 hours ago, RoverDude said:
Something is off then.
Harvesters are (relatively) easy to drop, and have crewless options. Use the planner, leverage transport routes, etc. and you will be fine. Also make sure you're on the latest version.
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.... -
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/YhmBpIpAlmost 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.... -
Are PDomes compatible with 1.7?
I like the look and feel, but my CKAN is not willing to install.... -
On 8/20/2019 at 3:42 AM, goldenpsp said:
Would need more information. Between MKS 1.1 and 1.2 there were major game breaking changes made to the KAS mod. Flexotubes are basically reskinned KAS pipes. Presumably there were fixes in 1.2 for the KAS changes. So for one it would be important that you upgraded those mods in conjunction with the MKS upgrade. Also I have no idea how things work as I haven't tried it yet (on vacation).
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.
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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?
[1.12.x] - Modular Kolonization System (MKS)
in KSP1 Mod Releases
Posted
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...