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PetMat

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Posts posted by PetMat

  1. 2 hours ago, modus said:

    Also, 

     2 material kits in your depot. Forever. That's not the same as having 2 units of MK.

    Have you tried making MK without WOLF? And then, doing stuff with those MK, like making colony supplies? Talk about monstrosities, lagging your game. 

    The (imho very cool) thing with WOLF is that you can set up huge mining bases, all running in the background. Yes, sometimes you have to make weird looking big things*, and yes, setting up a WOLF base off Kerbin can be hard and maybe a bit of a grind, but in my experience it's totally worth the effort. 

    *It's very much possible to build WOLF stuff in pieces, you just have to make good use of the planner, like @RoverDudesaid. Don't try to do everything in one go.

    You have to look at the 'recipe'. If you want to fabricate MK, the fabricators recipe has to be MK. To change the recipe, click on 'next recipe' untill it says what you want:)

    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. 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.... 

  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. 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.

  5. 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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