wisnoskij Posted August 25, 2016 Share Posted August 25, 2016 Thanks for this mod Roverdude, it is just want I needed. Can someone tell me if we are still supposed to delete all of the parts from Extraplanetary Launchpads except for the stake, or has that changed? I see base connection parts, which surprised me, back when I was following the full version long ago you were getting away from connected bases as they tended to explode, is that still an issue or did the squad fix the underlying issues? Link to comment Share on other sites More sharing options...
Crabman Posted October 12, 2016 Share Posted October 12, 2016 If anyone is wondering if this mod is updated to 1.2, this is written on MKS changelog: Quote UKS, Kolonization, Konstruction, and MKS-Lite have all been merged into a single package, and we will be using the original mod name (Modular Kolonization System - MKS). Link to comment Share on other sites More sharing options...
Bandus Posted October 16, 2016 Share Posted October 16, 2016 (edited) On 10/12/2016 at 11:45 AM, Crabman said: If anyone is wondering if this mod is updated to 1.2, this is written on MKS changelog: Does this mean any existing version of MKS-Lite and USI Kolonization Core should be deleted? Edited October 16, 2016 by Bandus Link to comment Share on other sites More sharing options...
RoverDude Posted October 16, 2016 Author Share Posted October 16, 2016 yup yup I'll be reworking the main MKS thread to have options to radically simplify things, but that's taking a back seat to cleaning up all of the releases first Link to comment Share on other sites More sharing options...
klgraham1013 Posted October 23, 2016 Share Posted October 23, 2016 As cool as MKS is, it's nice to have a simple option for my none realistic-ish installs. Thanks for your work! Link to comment Share on other sites More sharing options...
RoverDude Posted October 23, 2016 Author Share Posted October 23, 2016 The functionality of MKS-Lite will be rolled into the main MKS mod as a config option once some of the collective dust settles. Link to comment Share on other sites More sharing options...
Jimbodiah Posted October 26, 2016 Share Posted October 26, 2016 Hah, no wonder I can't find it anymore :)))) Link to comment Share on other sites More sharing options...
Justinjah91 Posted November 5, 2016 Share Posted November 5, 2016 So what do I need to delete to make this even remotely easy to understand? Or better yet, is there some way to completely disable the mks functions and just fill all the tanks with lf/ox? Link to comment Share on other sites More sharing options...
Crabman Posted November 5, 2016 Share Posted November 5, 2016 Just read two posts above yours. It's not ready yet, so you either play the whole MKS or you don't. Link to comment Share on other sites More sharing options...
klgraham1013 Posted November 6, 2016 Share Posted November 6, 2016 On 10/23/2016 at 7:27 AM, RoverDude said: The functionality of MKS-Lite will be rolled into the main MKS mod as a config option once some of the collective dust settles. I was just agreeing with the idea in my comment before yours. I understood your earlier statement. I think it's a great idea to make it an option in MKS rather than a separate download. Link to comment Share on other sites More sharing options...
AmpCat Posted November 12, 2016 Share Posted November 12, 2016 Is there something we can do in the meantime to get the functionality of MKS-lite? For example, a way to just extract fertilizer from ore, and not have to worry about replacement parts and the like? Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted November 14, 2016 Share Posted November 14, 2016 On 11/12/2016 at 1:49 AM, AmpCat said: Is there something we can do in the meantime to get the functionality of MKS-lite? For example, a way to just extract fertilizer from ore, and not have to worry about replacement parts and the like? FYI: USI Life Support adds that ability to one of the stock ISRU's Link to comment Share on other sites More sharing options...
AmpCat Posted November 15, 2016 Share Posted November 15, 2016 On 11/13/2016 at 7:07 PM, TheRagingIrishman said: FYI: USI Life Support adds that ability to one of the stock ISRU's Thanks! I just figured that out. Also, in the config panel for USI-LS, you can set the maintenance factor (or something of that nature) to 0. The combination of the two gets exactly what I was hoping for. Until I'm brave enough to figure out the logistics of creating spare parts. Seems overly complicated from what I know right now. Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted November 15, 2016 Share Posted November 15, 2016 3 minutes ago, AmpCat said: Thanks! I just figured that out. Also, in the config panel for USI-LS, you can set the maintenance factor (or something of that nature) to 0. The combination of the two gets exactly what I was hoping for. Until I'm brave enough to figure out the logistics of creating spare parts. Seems overly complicated from what I know right now. No problem. Glad to help out where I can. If you want to see a good (if a little long) video tutorial on how to set up full MKS bases I would recommend checking out RD on twitch at http://www.twitch.tv/roverdude. He hasn't streamed recently because working on the update but it shows basically the full set-up process of a mostly self-sufficient base. Also, a decent written tutorial/explanation can be found at the link below. Link to comment Share on other sites More sharing options...
AmpCat Posted November 15, 2016 Share Posted November 15, 2016 Also, I think I mentioned this before, but I didn't see an answer yet: How do you do distribution warehouses and/or refueling logistics now? It doesn't seem to be working like it did a few months back. I'd like the ability to (while in space) just get close to a station to refuel a ship, rather than having to successfully dock. Docking is a pain. My only other option is EVA with refueling hoses. Likewise on the ground, so I don't have to dock/EVA to refuel landers. Also, is it possible to land a ship with the right parts and take advantage of planetary logistics to suck up fuel/resources? 1 minute ago, TheRagingIrishman said: No problem. Glad to help out where I can. If you want to see a good (if a little long) video tutorial on how to set up full MKS bases I would recommend checking out RD on twitch at http://www.twitch.tv/roverdude. He hasn't streamed recently because working on the update but it shows basically the full set-up process of a mostly self-sufficient base. Also, a decent written tutorial/explanation can be found at the link below. Thanks! I'm not a fan of videos, because I can't focus on two things at once. I like a good reference manual and text walk through. Videos are terrible to scrub back and forth through to get a quick reminder on how to do something. I appreciate the work put into them, but it just doesn't work for me. I'll go take a look at that tutorial. Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted November 15, 2016 Share Posted November 15, 2016 (edited) 16 minutes ago, AmpCat said: Also, I think I mentioned this before, but I didn't see an answer yet: How do you do distribution warehouses and/or refueling logistics now? It doesn't seem to be working like it did a few months back. I'd like the ability to (while in space) just get close to a station to refuel a ship, rather than having to successfully dock. Docking is a pain. My only other option is EVA with refueling hoses. Likewise on the ground, so I don't have to dock/EVA to refuel landers. Also, is it possible to land a ship with the right parts and take advantage of planetary logistics to suck up fuel/resources? AFAIK the warehouse module only works when landed so I think you'll have to dock (or just put a Klaw on the front of your ship and hit the other ship). First I need to explain how the warehouse module works. Anything with storage capacity that has this module will automatically balance all resources it can hold with other tanks with the warehouse module that are within 150m if you don't have a Logistics Hub nearby and up to 2k away if you do. The only storage options for Liquid Fuel/Oxidizer that include warehouses are the MK-V Saddle Tank or the Inflatable Storage Module. If you have either of these on your ship somewhere, once you land close enough, they will automatically partially fill every few seconds and then you can transfer the fuel out into your regular fuel tanks. Edited November 15, 2016 by TheRagingIrishman Link to comment Share on other sites More sharing options...
Guest Posted November 15, 2016 Share Posted November 15, 2016 (edited) I'm staying with 1.1.3 and I wanted to look into this but you've removed all the releases. Can anyone provide a zip of the last release of MKS-L? Edited November 15, 2016 by Guest Link to comment Share on other sites More sharing options...
Prowler_x1 Posted February 12, 2017 Share Posted February 12, 2017 Will we ever see this integrated into MKS as a config option? Link to comment Share on other sites More sharing options...
goldenpsp Posted February 12, 2017 Share Posted February 12, 2017 1 hour ago, Prowler_x1 said: Will we ever see this integrated into MKS as a config option? In theory yes. But honestly i wouldn't hold your breath. Link to comment Share on other sites More sharing options...
RoverDude Posted February 13, 2017 Author Share Posted February 13, 2017 Eventually, it is on the list (but it's a long list). Luckilly the main MKS mod is entering a pretty stable state which clears the way to sort out its config options. Link to comment Share on other sites More sharing options...
Spaceception Posted May 9, 2017 Share Posted May 9, 2017 On 2/12/2017 at 9:51 PM, RoverDude said: Eventually, it is on the list (but it's a long list). Luckilly the main MKS mod is entering a pretty stable state which clears the way to sort out its config options. Does this work with 1.2? Link to comment Share on other sites More sharing options...
goldenpsp Posted May 9, 2017 Share Posted May 9, 2017 2 hours ago, Spaceception said: Does this work with 1.2? No Link to comment Share on other sites More sharing options...
KerbolExplorer Posted June 1, 2017 Share Posted June 1, 2017 well it seems like i cant install this Link to comment Share on other sites More sharing options...
RoverDude Posted June 1, 2017 Author Share Posted June 1, 2017 @KerbolExplorer - Because this has been deprecated for ages, and was last compatible with 1.1.x. Use regular MKS and turn off machinery consumption. Link to comment Share on other sites More sharing options...
goldenpsp Posted June 1, 2017 Share Posted June 1, 2017 1 hour ago, RoverDude said: @KerbolExplorer - Because this has been deprecated for ages, and was last compatible with 1.1.x. Use regular MKS and turn off machinery consumption. Maybe you should just ask for the thread to be closed, to avoid confusion? Link to comment Share on other sites More sharing options...
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