Aelfhe1m Posted March 8 Share Posted March 8 (edited) 29 minutes ago, Ker Ball One said: Now I'm looking for the best way to store Metal and MetallicOre. Simplest way might be to add a MM patch to update Configurable Containers to include them in its Soil tank type: @TANKTYPE[Soil]:NEEDS[GroundConstruction]:AFTER[ConfigurableContainers] { @PossibleResources ^= :$: MetallicOre 0.7; Metal 0.7;: } Not sure if the density numbers are properly balanced for the weight of these resources. 29 minutes ago, Ker Ball One said: It really does seem like Global Construction isn't really for in situ production of the materials needed, rather assume that supplies will be delivered to the construction site. Makes sense for orbital, but ground construction should have a path from mineral extraction to shipbuilding. But I guess that was left to other mods like MKS. I think the assumption is that some very specialised components need a high tech base to produce which may be beyond the scope of an off world colony and need supply from the home world (or some corporation might have a monopoly on their manufacture) Edited March 8 by Aelfhe1m patch disappeared on posting for some reason Quote Link to comment Share on other sites More sharing options...
Ker Ball One Posted March 11 Share Posted March 11 I decided to just copy the MKS part cfg files into GameData, without the add-on DLL files for MKS. I can get all the great supply chain resource goodies of MKS without the Kolony logistics features. It's the parts I like best about MKS anyway. I prefer the Life Support of Kerbalism over USI-LS, and Global Construction can be installed standalone without MKS for the off world construction aspect. Global Construction with Rational Resources and MKS parts-only, does not conflict with Kerbalism and offers everything I want. I did also modify the "category" in the MKS part cfg files from 'none' to appropriate categories because in the VAB/SPH they were unsearchable. They did show up in filters by manufacturer and other types, but I like to use the search function. For Global Construction, the only thing I did, was tone down the color saturation on the Ground parts that were ugly mustard yellow, to make them more standard stock gray. Quote Link to comment Share on other sites More sharing options...
Taco Salad Posted March 15 Share Posted March 15 About six years ago now I asked for help, and the mod maker gave me a patch that let most of the crewed modules have ground workshop support. Any chance we can get another patch that does the same for orbital workshop functionality? Making it so crewed modules can function both as ground workshops and orbital workshops. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted March 15 Share Posted March 15 42 minutes ago, Taco Salad said: About six years ago now I asked for help, and the mod maker gave me a patch that let most of the crewed modules have ground workshop support. Any chance we can get another patch that does the same for orbital workshop functionality? Making it so crewed modules can function both as ground workshops and orbital workshops. I'm playing RP-1 at the moment, so can't test this, but I think what you want is: @PART[*]:HAS[#CrewCapacity[>0],!MODULE[SingleVesselConstructionWorkshop]:HAS[#workshopType[ORBITAL]]:AFTER[GroundConstruction] { MODULE { name = SingleVesselConstructionWorkshop workshopType = ORBITAL } } If I've got that right it should add an orbital construction workshop to every part with crew capacity that does not already have one. It does not add any capacity for material kits storage, however, unlike the actual Orbital Workshop part, but you should have plenty of parts that can be added to supply that already. Quote Link to comment Share on other sites More sharing options...
Taco Salad Posted March 15 Share Posted March 15 Oh thanks, I'll have to give this a shot Quote Link to comment Share on other sites More sharing options...
Taco Salad Posted March 15 Share Posted March 15 10 hours ago, Aelfhe1m said: @PART[*]:HAS[#CrewCapacity[>0],!MODULE[SingleVesselConstructionWorkshop]:HAS[#workshopType[ORBITAL]]:AFTER[GroundConstruction] { MODULE { name = SingleVesselConstructionWorkshop workshopType = ORBITAL } } Unfortunately it causes an error and a crash using it. A shame. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted March 16 Share Posted March 16 @Taco Salad Sorry, missed a bracket, but I've just done a test and it works fine for me, using latest version of Global Construction (2.7.1) installed via CKAN. Fixed patch: @PART[*]:HAS[#CrewCapacity[>0],!MODULE[SingleVesselConstructionWorkshop]:HAS[#workshopType[ORBITAL]]]:AFTER[GroundConstruction] { MODULE { name = SingleVesselConstructionWorkshop workshopType = ORBITAL } } Quote Link to comment Share on other sites More sharing options...
Taco Salad Posted March 16 Share Posted March 16 Worked this time! Thanks. Quote Link to comment Share on other sites More sharing options...
hikerchick29 Posted March 18 Share Posted March 18 I placed a kit with a prefab base module, deployed it successfully, and pressed launch. When the kitted base module deployed, the engineer I used to do so got thrown 1000 feet away, and the new base component was destroyed. Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted May 12 Share Posted May 12 I have added 2 in-line workshops, 1 orbital workshop to my orbital construction station. For some reason, the in-line workshops took ownership of the docked kit and I cannot construct it as "it must be landed." Is there anything I can do to fix this? I spent 80 days assembling the kit and deploying it. I want to finish constructing it. Quote Link to comment Share on other sites More sharing options...
Kakapo Posted July 18 Share Posted July 18 On 3/8/2024 at 2:12 AM, Ker Ball One said: Thanks for your help. I'm actually going to instead modify the mobile processing lab instead of the ISRU. Kerbalism does not touch it so it's free to modify Also it makes more sense that a processing lab, requiring an engineer, could have the capability of machining material kits and maybe specialized parts. While the ISRU, is more for lower level chemical conversion. I found a config file from SCON that was doing something similar for RocketParts. So I modified that. Now I'm looking for the best way to store Metal and MetallicOre. RR and GC neither seem to provide tanks for them. And thinking about requiring different resources for SpecializedParts. Maybe minerals or exotic metals. It really does seem like Global Construction isn't really for in situ production of the materials needed, rather assume that supplies will be delivered to the construction site. Makes sense for orbital, but ground construction should have a path from mineral extraction to shipbuilding. But I guess that was left to other mods like MKS. So would you happen to have that config file on you? I could use it myself actually. While I'm not playing with Reasonable Resources I am still using Kerbalism, which means no MKS for me. Quote Link to comment Share on other sites More sharing options...
stephensmat Posted September 1 Share Posted September 1 (edited) So, I gave this Mod a try. First, I designed a very simple base for Minmus, and packed it into a Kit, then flew said kit to Minmus. Then I flew an Engineer there, to deploy the kit. The kit began expanding to the size of the Base, as the instructions predicted. But now it seems to have stopped there. I uploaded a pic with the Right-Click menu, and the Construction menu visible. It's been like this for two full day/night cycles. Have I run out of something, or am I missing a 'Deploy' button? EDIT: Never mind, I worked it out. it's the Kerbal way. Launch, land, figure out what you forgot, launch again. Took me way longer than I'm proud to admit; so I'll post the pics another time. Edited September 2 by stephensmat Quote Link to comment Share on other sites More sharing options...
tokamak_tinkerer Posted September 13 Share Posted September 13 Greetings. i want to know if there is a way to chandge what rescources and in what proportions are required to build a ship via a config. I'm using global construction with USI mods, and while DIY kits require only materialkits and specialised parts, USI's orbital shipyards need a bunch of materials on top of that. Thus i wonder, can i make DIY kits also require robotics, alloys, chemicals and such, to bring them more in line with USI? Quote Link to comment Share on other sites More sharing options...
stephensmat Posted September 18 Share Posted September 18 Hi. Me again. How do I transfer material kits? I've got a Ground DIY kit, ready to go. I've got a Construction Rover, staffed with engineers, and another lander crammed full of material kits. What am I missing? Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted September 18 Share Posted September 18 Hi stephensmat. if you play with usi mks mod there is an icon in the toolbar where you can transfert ressources betwen different vessel in the same place. With another mod KAS, you can physically connect them (they become one vessel). maybe it can help you. maybe i miss something include in this mod as i don't deploy DIY kit for the moment in my actual save. Quote Link to comment Share on other sites More sharing options...
stephensmat Posted September 25 Share Posted September 25 Hate to keep bugging everyone like this, but I can't find the part to manufacture Material Kits. I've searched this thread for advice, and I'm finding comments that say it's in the 'Ranger' parts, (Which I don't seem to have anywhere in my Science Tree right now) and other comments saying that's been removed/unbundled from the mod. Where am I messing up? Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted September 25 Share Posted September 25 8 hours ago, stephensmat said: Hate to keep bugging everyone like this, but I can't find the part to manufacture Material Kits. I've searched this thread for advice, and I'm finding comments that say it's in the 'Ranger' parts, (Which I don't seem to have anywhere in my Science Tree right now) and other comments saying that's been removed/unbundled from the mod. Where am I messing up? For me Material Kits are from the USI/MKS mod from RoverDude. There are 3 levels of production : Duna, Tundra and later Wolf. i don't know if you use this mod Have you watch the video on the OP ? it seems you can produce MK from ore. How do you install the mod ? Manually or with CKAN ? Don 't be afraid to aks. KSP has a great community and lot of people will try to help you. Quote Link to comment Share on other sites More sharing options...
stephensmat Posted September 25 Share Posted September 25 16 minutes ago, LTQ90 said: For me Material Kits are from the USI/MKS mod from RoverDude. There are 3 levels of production : Duna, Tundra and later Wolf. i don't know if you use this mod Have you watch the video on the OP ? it seems you can produce MK from ore. How do you install the mod ? Manually or with CKAN ? Don 't be afraid to aks. KSP has a great community and lot of people will try to help you. I don't seem to have USI or MKS. This is Global Construction Alone. I used CKAN to install it. The video on OP talks about running the Workshop window, which I understand fine, I'm just not sure which part makes MK, and what from. ...and I appreciate the community so very much. Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted September 25 Share Posted September 25 Have you try to use ISRU converers. By default i think you have 2 models 125 and 2.50 meters. Check in the part list in the vab for convertotron or something like this. so you ll need to mine some ore and convert it to material kit. It s a long process and if you are at the beginning of the game you ll have to send material kit before you can pretend to produce it locally (ISRU) you can modify you playgame with some mods like Rational Ressource (from JadeOfMars i think) or USI from RoverDude. But it s usually another hard (very hard) way to achieve this goal. I m pretty sure there are others options but i don't know them. In resume if you want to start producing Material Kits, get miners, processors, storages, energy and cooler system. Having experienced engineers speed up the process. check the video called : Ground Construction 2 - Independence Day! (fist page of this thread). hope it helps Quote Link to comment Share on other sites More sharing options...
stephensmat Posted September 25 Share Posted September 25 That's what I was doing wrong. I didn't have the 'Cargo pods' configured for the right cargo. I was looking for a switch in the Processor/Converter, and didn't look further down the chain. My fault. Sorry. Thanks for your time. Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted September 26 Share Posted September 26 No problem. Long learning curve sometime. Even if it doesn't help it s always better to have some answers on the forum. Have a good game. Quote Link to comment Share on other sites More sharing options...
stephensmat Posted September 27 Share Posted September 27 Well, it's been almost a full day since I bugged this thread for technical support. When i was building my Duna base, the 'Recycler' in the workshop was very intuitive. But the Orbital one I put over Minmus is not working. On the assumption it might be a problem with the Part, I added a Ground Workshop as well as an Orbital one. I've put up the menus here in the hopes that'll offer some insight. Both workshops are staffed fully, power on, and there are cargo containers waiting to receive parts. The things I want to recycle are the assorted boosters that are hanging off the ends of my Station here. But when I detach them, and click the 'Recycle' button, there's no menu showing up. No UI appears, beyond what you see right here. I've searched the thread and found others have the same problem. Is it my mistake, or something in the mod? Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted September 27 Share Posted September 27 Quick suggest : Do you use an EVA enginner to recycle the boosters ? Have you storage for the material kit ? As i use MKS it s the way i proceed to recycle some useless parts. Quote Link to comment Share on other sites More sharing options...
stephensmat Posted September 27 Share Posted September 27 11 hours ago, LTQ90 said: Do you use an EVA enginner to recycle the boosters ? Not sure how that works; but to test, I had an engineer on EVA. Same result. 11 hours ago, LTQ90 said: Have you storage for the material kit ? Lots of room. Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted September 27 Share Posted September 27 Sorry i have no clue. EVA engineer is for MKS ( i right click a part and i can recycle it). 13 hours ago, stephensmat said: when I detach them, and click the 'Recycle' button, there's no menu showing up Why do you detach them ? Quote Link to comment Share on other sites More sharing options...
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