modus
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
You can get the latest version here: https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases/tag/2021.03.12.01 I never played with EPL but did play with GC. I like the new solution a lot more, in short because the focus lies on gathering the resources (you're gonna want WOLF for that) instead of on constructing (and waiting). -
Whatever Scott Manley told me to build as the first craft (started in career right away).
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Yeah I noticed this too. You will probably see the alloys and synthetics in the route planner, so you will be able to ship them. -
For me that will all depend on KSP2. and ofcourse
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Kopernicus works fine with 1.11.2. I'd suggest using the stable branch
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First of all hats off to benjee for this great mod! So I finally found some time to play with your patch @Grimmas, though not as much as I would like. - I think overall, it works fine. For me it really feels like my MKS game is extended with some very good looking parts, which is as it should be imo. My base had some MKS stuff in the background making supplies and stuff, feeding my amazing looking habitats. Everybody happy. - As you say balance-wise there maybe are improvements to be made (i think some hab timers are a little generous if I remember correctly), but I expected it worse than it was Haven't had the time to look at all the details sadly. Definitely a thumbs up from me!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
I can confirm this, you can delete folders in the umbra folder. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
modus replied to Nertea's topic in KSP1 Mod Releases
Look at the title of this thread... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
If you scroll up a bit and read some earlier posts you will see that because so -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
And also, mining, as in with drills and converters (because that's maybe what you mean when you say 'mining operation'?) is good old MKS, not WOLF. In WOLF you harvest stuff, but if the stuff you want isn't listed as a harvestable resource, it isn't there. If it is a harvestable resource but there is 0 available, you're all out. -
clackety clickety
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
for documentation I would recommend the MKS wiki https://github.com/UmbraSpaceIndustries/MKS/wiki, search for WOLF and check out the 'bleeding edge' page (BTW thanks @Tacombel!) So yes, as the others said: when you establish or connect to a depot, everything vanishes. It is an offering to WOLF. You say a little WOLF prayer afterwards. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Nothing. For transfer routes (or credits) you don't need any kerbals. The thing is you don't have to send ships full of matkits, you make a route and send matkits (and other stuff if you want) trough there. The setup for a continuous supply of matkits from A to B is much much easier with WOLF. EDIT: oh, I see what you mean: "To make TCs, you need Pilots and Quartermasters. To make routes, you need TCs, unless you can make zero TC routes." yeah you're right. I do have to say that I find the whole transfercredit system the hardest part in WOLF. (It's the only part where I cheated a bit after a while, for some of my routes I edited my vessel to a location to have a free route.) Having no TC at all would be too easy perhaps, but yeah, it's not the most rewarding, as you say. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Lol. Your Jeb can join my Jeb in Kerboheaven. All good points, I too enjoyed discovering all this stuff. Wiki on my phone, KSP on screen, good times. I have some pretty big MKS bases/colonies in my current save but 2 things make/made it a bit frustrating sometimes: part count: causes lag and Kraken attacks. To make a deep MKS chain you're just going to need a lot of parts in the end, which is fun and all but makes my potato cry. micromanaging: I really enjoy planning my bases, constructing them, landing new rovers, connecting stuff, ...but the thing is that when it's finished...it's not finished You have to do regular checkups to keep everything going (which can be frustrating with the high part count and it's effects). So sometimes it became a bit of a chore, you know? So as you can imagine I really like WOLF It took me quite a lot of gametime to get everything started (I wanted chains for MatKits, SP, alloys, robotics, synthetics, electronics, prototypes,...), which I didn't mind at all for the most part. The only thing that was a bit "frustrating" were situations like 'damn I need some extra synthetics to make robotics, ok let's make them. Oh to make them I need extra ExoticMinerals, ok let's transfer those because I don't have them as harvestable resources. Oh I don't have any transfer credits left, ok let's make them. Oh to make them I need fuel .Oh I just transferred that to somewhere else.....Wait, what did I want to make again in the first place?' But once that was all done it was so worth it. I have scrapped a lot of parts on my bases and fed them to replaced them with WOLF, I don't have to go check all the time because everything runs in the background. I also think the orbital construction stuff is awesome, personally I like it a lot more than GC, where building took sooooo much time. Damn it, I invested a lot of my time to set up my production chains, I want my vessels to be built instantaneously! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
And, at least for me, updating didn't break my save at all, so I would also recommend it. -
Nah I just click.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Can confirm. Totally forgot about MKS chains -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
Yeah it's fixed in the latest version for 1.11.x. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
you don't have to make them, you can also just buy them. I think the answer is yes. Not 100% sure, but I think I have docked new and old ports. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
modus replied to RoverDude's topic in KSP1 Mod Releases
I haven't used it al lot but as far as I can tell it depends on the craft you want to build. Only MK isn't going to be enough I think, (think you also need SP) but you don't always need alloys and the other 'special' stuff. Maybe someone else has a more precise explanation. The fact that you need to make alloys, robotics, and so on, and the construction chain(s) behind them, makes WOLF really cool for me. It also makes me cry sometimes. Damn you, exotic minerals and rare metals!