ObiVanDamme Posted October 13, 2015 Share Posted October 13, 2015 I really like that simplicity approach and will definatley give it a try in a future game. My question is, if MKS Lite is still much simpler than the new Koala modules introduced recently? I already thought those are some kind of step stone towords the MK-3 modules. Is it really just the missing efficiency and crew traits that make this even simpler than MK-5 modules? Link to comment Share on other sites More sharing options...
RoverDude Posted October 13, 2015 Author Share Posted October 13, 2015 MKS-L also has much more powerful resource chains (for example, you get the cultivator out of the gate). So it's the easiest, smallest form factor but tied with modules that are on-par or superior to the UKS variants. That's why the two mods can't really co-exist Which is fine. I think MKS-L has two audiences: Folks that just want stuff that is simple, and they will stick with it, and folks that will use it to learn the ropes of UKS and will eventually step up to that mod.The balancing point right now is going to be keeping the part count low while also respecting that folks just want pretty base parts (especially as there are even more of those in the works).So one thought I am considering is to go down the path of having base part packs, and separate DLLs for MKS-L and UKS (with UKS taking precedence) that interact with said part packs, but that's something for down the line as I have some other fish to fry at the moment. Link to comment Share on other sites More sharing options...
RyanW1019 Posted October 13, 2015 Share Posted October 13, 2015 I don't know if this is a problem with MKS-Lite or USI-LS, but I have Jeb in orbit around Minmus in a ship with no life support. When I click on the Life Support tab, it says "Crew Lost", but Jeb is still smiling in the cabin. I can still fly the ship and EVA like normal. I was under the impression that if they ran out of supplies, they would turn into "tourists" until you supplied them with more food. Am I doing something wrong? Link to comment Share on other sites More sharing options...
goldenpsp Posted October 13, 2015 Share Posted October 13, 2015 I don't know if this is a problem with MKS-Lite or USI-LS, but I have Jeb in orbit around Minmus in a ship with no life support. When I click on the Life Support tab, it says "Crew Lost", but Jeb is still smiling in the cabin. I can still fly the ship and EVA like normal. I was under the impression that if they ran out of supplies, they would turn into "tourists" until you supplied them with more food. Am I doing something wrong?with USI-LS by default the orange suits are not affected by hunger.Which FYI is clearly spelled out in the description for USI-LS in it's threads OP. Link to comment Share on other sites More sharing options...
Supermarine Posted October 13, 2015 Share Posted October 13, 2015 Is there a manual for base building? Link to comment Share on other sites More sharing options...
RyanW1019 Posted October 13, 2015 Share Posted October 13, 2015 Ah, you're right. I forgot about that. Thanks. Link to comment Share on other sites More sharing options...
Badsector Posted October 13, 2015 Share Posted October 13, 2015 First complete mission to DunaJavascript is disabled. View full album Link to comment Share on other sites More sharing options...
RoverDude Posted October 13, 2015 Author Share Posted October 13, 2015 Very cool Link to comment Share on other sites More sharing options...
Gaultesian Posted October 13, 2015 Share Posted October 13, 2015 (edited) So, I finally sat down to set up a Mun colony (had the mod downloaded and incorporated into a new game with the latest version of MKS lite on tap).For some reason, I cannot find any fertilizer. I have checked all of the modules (habitation module, ag module, storage module, etc.), but the fertilizer does not show up at all in any quantities, nor does it have any options in tweaking while in VAB (when I switch to Kontainers options, for example, the title Fertilizer will show up in the top of the tweak window, but no option or anything regarding fertilizer will show up in the tweaking portion (i.e. green bar, with options).I know I must have been adding something wrong, but all of the other MKS-related resources show up (dirt, organics, supplies, mulch), but not the fertilizer. Because of the lack of fertilizer, the whole life support system seems not to work (I have used hyper edit to test things out - adding waste, co2, wastewater, adding some mulch, dirt, etc.....but there is no option to add fertilizer, even in hyper edit).Most strange indeed. Edited October 13, 2015 by Gaultesian Link to comment Share on other sites More sharing options...
Badsector Posted October 13, 2015 Share Posted October 13, 2015 (edited) So, I finally sat down to set up a Mun colony (had the mod downloaded and incorporated into a new game with the latest version of MKS lite on tap).For some reason, I cannot find any fertilizer. I have checked all of the modules (habitation module, ag module, storage module, etc.), but the fertilizer does not show up at all in any quantities, nor does it have any options in tweaking while in VAB (when I switch to Kontainers options, for example, the title Fertilizer will show up in the top of the tweak window, but no option or anything regarding fertilizer will show up in the tweaking portion (i.e. green bar, with options).I know I must have been adding something wrong, but all of the other MKS-related resources show up (dirt, organics, supplies, mulch), but not the fertilizer. Because of the lack of fertilizer, the whole life support system seems not to work (I have used hyper edit to test things out - adding waste, co2, wastewater, adding some mulch, dirt, etc.....but there is no option to add fertilizer, even in hyper edit).Most strange indeed.Fertilizer definition is missing in resource.cfgFor now you can solve on this wayfertilizer_fix.cfgRESOURCE_DEFINITION{ name = Fertilizer density = 0.001 flowMode = ALL_VESSEL transfer = PUMP unitCost = 5 isTweakable = true} Edited October 13, 2015 by Badsector Link to comment Share on other sites More sharing options...
Gaultesian Posted October 13, 2015 Share Posted October 13, 2015 Thanks - worked like a charm...now my poor Mun Kerbals will not starve to death . Link to comment Share on other sites More sharing options...
RoverDude Posted October 13, 2015 Author Share Posted October 13, 2015 heh looks like I need to add that in - I occasionally miss TAC-LS stuff when doing this Link to comment Share on other sites More sharing options...
Fraz86 Posted October 14, 2015 Share Posted October 14, 2015 Best bet is to just mess with Efficiency and add a decimal place Smaller is less efficientThanks for the tip. It looks like "Max outputs" remains "1.00/sec" regardless of Efficiency (or other values). Is that working as intended? Link to comment Share on other sites More sharing options...
Supermarine Posted October 14, 2015 Share Posted October 14, 2015 Hello, and thanks for those marvelous mods. I just started using MKS Lite and have tons of questions Here is my base. I wanted to try first a prototype in a controlled environment and the experimentation phases are taking place in Kerbin's grasslands.Considering this design...- Even when there are some solar panels, the whole base is not getting any energy. Does this mean that it is not a true base, and some parts are disconnected? from each other?- The mini-lab is attached to the sifter, and the only way to make this work is with a scientist inside? Will I need an engineer inside another lab attached to the power cores to make them work too?- The Hab section is completely disconnected from everything. Even when a kerbal is inside, it counts as a different "base". Is this intended or am I doing something wrong?- The only place with cool lights is the Hab. These lights do not seem to consume any power. Is this correct?- What is all that ISRU stuff? I have also installed USI Life Support and there's no Oxygen needed.- How can I access the now extremely high command module hatch?- Where can I attach the small fertilizer, mulch and supplies packs, in order for them to actually connect to the base and use the resources?I'm sorry, I'm totally clueless here Link to comment Share on other sites More sharing options...
RoverDude Posted October 14, 2015 Author Share Posted October 14, 2015 @Fraz - more context and screenshots please Link to comment Share on other sites More sharing options...
Fraz86 Posted October 14, 2015 Share Posted October 14, 2015 (edited) @Fraz - more context and screenshots please Sure, no problem!Here is my current patch for the Sifter:@PART[MKSL_Sifter]{ @MODULE[ModuleResourceHarvester]:HAS[#ResourceName[Ore]] { @Efficiency = 0.1 }}And here is the info displayed for the Sifter in the VAB, which is the same with or without the above patch:It seems that "max output" = "1.00/sec" regardless of what changes I make within ModuleResourceHarvester. I'm trying to figure out if I'm doing something wrong, or if this is expected behavior. Edited October 14, 2015 by Fraz86 Link to comment Share on other sites More sharing options...
obi_juan Posted October 14, 2015 Share Posted October 14, 2015 Several things...1) I like the simplification of this mod... And also I think that it help me to understand the more complex mod (MKS/OKS)2) I will join in the pledge for a OKS Lite3) I made this first base, but I don't know why is not working correctly.Because I didn't have organics I started the farms to produce it... The two subsystems of the habitats did not start yet. 4 greenhouses working but It don`t produce any organics? I am using the last version of TAC Life Support v0.11.1.20.4) But thanks to this mod I was thinking on come back to (MKS/OKS) now I see it more easy, because I know that it not necessary to build a complete base on the first try, I can start with a simple base, and grow it with time. Link to comment Share on other sites More sharing options...
RoverDude Posted October 14, 2015 Author Share Posted October 14, 2015 Hello, and thanks for those marvelous mods. I just started using MKS Lite and have tons of questions Here is my base. I wanted to try first a prototype in a controlled environment and the experimentation phases are taking place in Kerbin's grasslands.Considering this design...- Even when there are some solar panels, the whole base is not getting any energy. Does this mean that it is not a true base, and some parts are disconnected? from each other?- The mini-lab is attached to the sifter, and the only way to make this work is with a scientist inside? Will I need an engineer inside another lab attached to the power cores to make them work too?- The Hab section is completely disconnected from everything. Even when a kerbal is inside, it counts as a different "base". Is this intended or am I doing something wrong?- The only place with cool lights is the Hab. These lights do not seem to consume any power. Is this correct?- What is all that ISRU stuff? I have also installed USI Life Support and there's no Oxygen needed.- How can I access the now extremely high command module hatch?- Where can I attach the small fertilizer, mulch and supplies packs, in order for them to actually connect to the base and use the resources?I'm sorry, I'm totally clueless here http://images.akamai.steamusercontent.com/ugc/574565690951352170/01FE051F2E76E0BA1AE92538CABD988AA52014AD/- Well, looks like the bits are physically connected - so odds are you're just running out of power. That's not a lot of solar...- Scientist has to be in the same vessel to provide the sifter's efficiency bonus. The engineer presence is only for transmitting to nearby disconnected bases.- I don't see it physically disconnected - is it? That's what is confusing me about your image vs what you are asking.- Lights do consume power. If other bits are missing their lights, your release may be out of date.- I don't understand what you mean RE Oxygen vs ISRU...- Access the upper hatch with a ladder- Attach them anywhere on the base and they will count.Several things...1) I like the simplification of this mod... And also I think that it help me to understand the more complex mod (MKS/OKS)2) I will join in the pledge for a OKS Lite3) I made this first base, but I don't know why is not working correctly.http://i.imgur.com/97ZPuLK.pngBecause I didn't have organics I started the farms to produce it... The two subsystems of the habitats did not start yet. 4 greenhouses working but It don`t produce any organics? I am using the last version of TAC Life Support v0.11.1.20.4) But thanks to this mod I was thinking on come back to (MKS/OKS) now I see it more easy, because I know that it not necessary to build a complete base on the first try, I can start with a simple base, and grow it with time.There was a goof where the fertilizer resource was not defined - someone posted a fix earlier, or just borrow the resource definitions from USI-LS Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted October 14, 2015 Share Posted October 14, 2015 - Well, looks like the bits are physically connected - so odds are you're just running out of power. That's not a lot of solar...- Scientist has to be in the same vessel to provide the sifter's efficiency bonus. The engineer presence is only for transmitting to nearby disconnected bases.- I don't see it physically disconnected - is it? That's what is confusing me about your image vs what you are asking.- Lights do consume power. If other bits are missing their lights, your release may be out of date.- I don't understand what you mean RE Oxygen vs ISRU...- Access the upper hatch with a ladder- Attach them anywhere on the base and they will count.There was a goof where the fertilizer resource was not defined - someone posted a fix earlier, or just borrow the resource definitions from USI-LSIs there a fix in the works for fertilizer? Or will i have to do the scariest thing ever and edit some files. Link to comment Share on other sites More sharing options...
RoverDude Posted October 14, 2015 Author Share Posted October 14, 2015 Is there a fix in the works for fertilizer? Or will i have to do the scariest thing ever and edit some files.Fix is coming out Friday. Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted October 14, 2015 Share Posted October 14, 2015 Fix is coming out Friday.Yay that means i dont have to plant the memorial flag outside the astronaut complex. Praising Corbus and Kris for their exemplary bravery and sacrifice. I have enough of those from my shuttle tests. Link to comment Share on other sites More sharing options...
obi_juan Posted October 14, 2015 Share Posted October 14, 2015 Thanks, now the organics is working....But it is not producing any food... I was checking the TAC-LS.cfg and comparing with the (MKS/OKS) but I it seem correct for me. Link to comment Share on other sites More sharing options...
RoverDude Posted October 14, 2015 Author Share Posted October 14, 2015 Do you have food storage there somewhere? Link to comment Share on other sites More sharing options...
obi_juan Posted October 15, 2015 Share Posted October 15, 2015 Do you have food storage there somewhere?Yes, I have tree deposit of supplies from TAC Life Support, the circular ones with water, oxygen and Food... I will make a trial to use an storage from MKS. Link to comment Share on other sites More sharing options...
RyanW1019 Posted October 15, 2015 Share Posted October 15, 2015 Did the fix for changing the efficiency of the Recycler process on the Hab module get rolled out yet? This is the one where Mulch to Fertilizer was a 10:1 conversion instead of a 1:1 due to a missed decimal point. Link to comment Share on other sites More sharing options...
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