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[1.1.3] MKS Lite - A lighter, friendlier colonization mod from USI [0.4.4]


RoverDude

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I really don't understand... please be specific.

And in general I am keeping the parts on this super light. Because once you figure this out you should really upgrade to the full UKS version :)

I mean the EPL version parts. Yeah, the main reason I got this is because MKS is just too confusing. And also really really part-heavy. Because if you download one USI mod, you have to download all of them. I just wanted to be able to build spaceships at home... (your definition of home applies.)

Yep, upgraded to standard. Now it's more annoying and confusing, I think I'm gonna remove the brains of life support and make it so I don't have to do all this.

Edit: Makes my computer run too loud and too hot. Getting rid of Karbonite... Again, I only wanted to be able to build spaceships in my colonies. FTT I can handle, but I really really prefer MKS-L...

Edited by Tangle
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So was up waaaaaay too late and hit DasValdez's twitch stream.

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All those engines and tanks ... to launch to a hab to duna! :D

EDIT: And when RoverDude quit working due to lack of NOMS ... well ... it wasn't pretty. I distinctly recall him saying "to get back to work or else!".

This is all in good fun. Please don't take it seriously.

~M~

Edited by Mynar Moonshadow
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I mean the EPL version parts. Yeah, the main reason I got this is because MKS is just too confusing. And also really really part-heavy. Because if you download one USI mod, you have to download all of them. I just wanted to be able to build spaceships at home... (your definition of home applies.)

I have to strongly disagree with the "download one USI mod, you have to download all of them" part. Each mod can stand alone on it's on design. You don't need USI-LS to make UKS work. You don't need Karibou to make UKS bases. You don't need Karbonite to make a UKS base. You don't need Karbonite Plus to make the Karibou work. Each mod has the parts needed to make them work standalone. Do they all interact well with each other? Definitely ... they are designed to do so. Required? Not hardly.

Yep, upgraded to standard. Now it's more annoying and confusing, I think I'm gonna remove the brains of life support and make it so I don't have to do all this.

Not really sure what you mean here. Install only the parts you want to have, and don't install anything you don't want. They are LEGO's .... mix and match to your hearts' content.

Edit: Makes my computer run too loud and too hot. Getting rid of Karbonite... Again, I only wanted to be able to build spaceships in my colonies. FTT I can handle, but I really really prefer MKS-L...

"Makes my computer run too loud and too hot" ... I'm at a loss to understand why this is relevant to this specific mod? If all you want to do is build spaceships at your colonies, you certainly don't need FTT. EPL on its' own can do that with stock parts ... without using any USI mods. Your computer running too loud and too hot is more a matter of how many mods you have installed and its' ability to handle the load you are throwing at it vs a particular mod. You don't need Karbonite or FTT to use UKS with EPL if that is your choice.

~M~

Edited by Mynar Moonshadow
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I mean the EPL version parts. Yeah, the main reason I got this is because MKS is just too confusing. And also really really part-heavy. Because if you download one USI mod, you have to download all of them. I just wanted to be able to build spaceships at home... (your definition of home applies.)

Yep, upgraded to standard. Now it's more annoying and confusing, I think I'm gonna remove the brains of life support and make it so I don't have to do all this.

Edit: Makes my computer run too loud and too hot. Getting rid of Karbonite... Again, I only wanted to be able to build spaceships in my colonies. FTT I can handle, but I really really prefer MKS-L...

The Scout pod of MKS-L already functions as an EPL survey station (the most common way people build ships on other planets/bodies). For orbital construction I would recommend just using the EPL orbital parts, since you have to install EPL anyhow and MKS-L doesn't have the OKS parts so matching the look/feel is moot.

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Hi all. I'm having a problem with dirt. I built the Minmus base that RoverDude created on his live stream and I'm not getting dirt. Ore builds up, but not dirt. Is there a step I'm missing somewhere?

Silly question but did you scan for dirt to ensure that you have it at your location?

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Roverdude,

I'm attempting to modify the Sifter such that it is much less effective at harvesting ore. Could you give a brief explanation of Efficiency, EfficiencyBonus, SpecialistEfficiencyFactor, and SpecialistBonusBase in ModuleResourceHarvester?

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That would defeat the entire purpose of this mod, because these already encapsulate all of that functionality :)

This is meant as a stepping stone - work with a simplified set of parts and mechanics, then when you're ready, transition to the main mod. hence why a lot of the analogues are being kept.

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Honestly... my brain is already taxed with school right now, and even when school wasn't a problem I still couldn't work out the complete MKS system. I just wanted to get the structural parts for my base. Stepping stone this mod may well be but, for those like me, it's more of a final destination.

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If you just want the structural parts, then nothing is stopping you from using the main UKS mod - they work just fine as cosmetic parts.

And the complexity is highly overrated, especially given the changes post-1.0

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I was amazed at how long an aeroponics module, a Kerbitat, a few solar panels and some efficiency parts can stretch a Karibou cab worth of supplies.

Personally, what I found most off-putting about mainline UKS is the whole crew efficiency business (which can elegantly be sidestepped by spamming efficiency parts) and the decaying load capacity through machinery wear (which is not really as bad once you notice how slow the decay is and that it only matters after decades).

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Pic of your base please

- - - Updated - - -

I was amazed at how long an aeroponics module, a Kerbitat, a few solar panels and some efficiency parts can stretch a Karibou cab worth of supplies.

Personally, what I found most off-putting about mainline UKS is the whole crew efficiency business (which can elegantly be sidestepped by spamming efficiency parts) and the decaying load capacity through machinery wear (which is not really as bad once you notice how slow the decay is and that it only matters after decades).

It's that latter bit that catches people. The point of the machinery chain is more about building bases that supply other bases, not about having every single base have every single module... but I think people just played UKS Pokemon :D

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It's that latter bit that catches people. The point of the machinery chain is more about building bases that supply other bases, not about having every single base have every single module... but I think people just played UKS Pokemon :D

Well - there is something appealing about having a base that is completely and forever self-sufficient. It is like a completed project which you can just forget about for a while and then come back to later if you want to. Might be a bit disappointing to find your base dying due to missing maintenance while you were focussing on an 8-year Eeloo round trip.

By the way, I prefer the Duna modules over the Scout/Koala modules a lot. Sleeker looks, Karibou integration, choice of landing gear and I even think the MK-V modules look better on it. But hey, more incentive to upgrade to full MKS. Speaking of which, I think I might borrow the "dirt" resource for some private modding. Making pilots the specialists as well, as shovelling dirt seems like a brawn over brains job. It is certainly not rocket science.

Edited by Fat D
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