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 Friday at 12:28 PM Share Posted Friday at 12:28 PM 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 3 hours ago Share Posted 3 hours ago 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 3 hours ago Share Posted 3 hours ago 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...
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