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[1.12.x] - Modular Kolonization System (MKS)


RoverDude

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Just now, Parmenio said:

Q7RW2rF.pngArBYUag.png

I put some structures between the modules to prevent clipping. May not matter, but looks better that way, I think. Thinking about redesigning this with a power distribution module and maybe some solar panels at the top. 

That's awesome...a life support wedding cake...you just need Jeb and Val on top  :)

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1 minute ago, Parmenio said:

Q7RW2rF.pngArBYUag.png

I put some structures between the modules to prevent clipping. May not matter, but looks better that way, I think. Thinking about redesigning this with a power distribution module and maybe some solar panels at the top. 

Holy hell :confused:, that is a crazy looking think but pretty awesome of an idea. 

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4 minutes ago, Parmenio said:

Q7RW2rF.pngArBYUag.png

I put some structures between the modules to prevent clipping. May not matter, but looks better that way, I think. Thinking about redesigning this with a power distribution module and maybe some solar panels at the top. 

Where are those trusses from? I don't recognise them but i do need some kind of size 2 structural element like them.

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Ok - doing some catch-up as I am at a software conference for the rest of the week.

@LatiMacciato - log a ticket if the drill particle effect is messed up and I will look at it.

@Wyzard- I am ok if people want to turn KSP into 'Kerbal Metal and Fuel Refinery Simulator' :wink:

@voicey99 - Tethering simply kills velocity and angular momentum of a vessel's parts.  Since joints and such are kraken bait :)

@Amnesy - I thought there was a setting on KAS pipes that blocked fuel flow or enabled it.. check that maybe?

@toric5- that's probably a CRP question which would involve digging through configs to see if anything uses atmospheric bands.  MKS does not use any atmospheric resources.

@dboi88 - log an issue and the use case for warehouse distributors that can't be solved with current mechanics and I will consider it.  The big thing was to simplify logistics and have it work with intelligent defaults.  

@fenderzilla - if you are having production issues, I would say it is worth posting in the EL thread

@Caithloki - inflatable tanks are a custom code module I wrote.

@DStaal - It was a call between doing push/pull settings vs having it automagically push/pull based on capacity.  I chose the latter because it makes for some clean menus, then added in local logistics so folks can handle the one-off cases :)

Longer term I have a new system planned that will completely revolutionize all of this, but there's a lot of code to do on that one.

And for all of you folks who have been answering questions, thanks :)

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2 hours ago, Caithloki said:

Could be a hidden internal storage, as in you cannot see it in the menu maybe but it does exist like replacement parts (if they are still like that)?

Ok, after playing around with some of the config files (and I'm sure @RoverDude can verify this), it is the module that determines if that structure will scavenge. The MKS modules are defined as ModuleResourceConverter_USI, which means they know to send out Kerbals to scavenge the needed goods. The stock ISRU module for converting ore to LFO (which is what I'm using) is just the stock ModuleResourceConverter...it doesn't know about scavenging and just sits there doing nothing although there's ore in the nearby resource tower. Changing that converter module to ModuleResourceConverter_USI gives it the ability to put in a scavenge order and bring in ore to the attached ISM. 

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13 minutes ago, Parmenio said:

Those might be from one of the Near Future packs. 

Looked on the git pages for some of the NF mods, I think they are from Near Future Construction (you don't know how badly I needed some kind of size 2 structural element, of which there are none in stock or MKS).

And @RoverDude, have fun at the conference!

Edited by voicey99
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26 minutes ago, voicey99 said:

Looked on the git pages for some of the NF mods, I think they are from Near Future Construction (you don't know how badly I needed some kind of size 2 structural element, of which there are none in stock or MKS).

Glad those will help. 

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1 hour ago, RoverDude said:

 

@Amnesy - I thought there was a setting on KAS pipes that blocked fuel flow or enabled it.. check that maybe?

well the only thing seperating the storage unit from the greenhouse is a flex-o-tube and disconnecting and reconnecting that dosn't change anything.
I've also tried recreating the issue in sandbox mode but if I just put a base on the launchpad everythign works as expected...

maybe my kerbals on Iota (GPP mun of kerbin) just like the recycled supplies so much they don't wanna try new ones :D 

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2 hours ago, RoverDude said:

Longer term I have a new system planned that will completely revolutionize all of this, but there's a lot of code to do on that one.

I'm curious, do you expect that to be as save-breaking as .50 was?  Or is it largely a code change, and not so much a model change?

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4 hours ago, RoverDude said:

@LatiMacciato - log a ticket if the drill particle effect is messed up and I will look at it.

did that, ty for your work! (GH issue 1101)
 

4 hours ago, RoverDude said:

@fenderzilla - if you are having production issues, I would say it is worth posting in the EL thread

that's correct, but its basicially needed you have to have a positive productivity value (means less stupid, more motivated Kerbals).
 

4 hours ago, RoverDude said:

Longer term I have a new system planned that will completely revolutionize all of this, but there's a lot of code to do on that one.

YAY! looking forward to it.

Regards :)

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3 hours ago, tsaven said:

I'm curious, do you expect that to be as save-breaking as .50 was?  Or is it largely a code change, and not so much a model change?

Nope, non-breaking.  Just adding new capabilities but have to noodle through a few of the issues, and it is a back burner to Ground Construction integration.

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Is there a way to determine in advance how many MaterialKits I'll get for disassembling a particular part?  I'm sending a lander to the Mun to deliver some Ranger parts for a base, and it'd be useful to know how much I'll get for disassembling the lander afterward — both to make sure I have enough MaterialKits storage, and to know how close it'll get me to inflating a habitation or agriculture module.

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1 hour ago, LatiMacciato said:

Does MKS intend to produce/generate/find resource lodes on Kerbin too with the stock survey scanner? (I menaged to do that.)
If no, then I'll file an issue on GH, otherwise I keep enjoying it. :)

Regards

Generally, the answer is "yes, so you can test mechanics/designs." If you think it's cheaty, a) you're right, b) don't use it for real, just for testing.

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4 minutes ago, WuphonsReach said:

Do the inline Nom-O-Matic 25k parts in USI-LS improve their production if you stick an experienced Botanist in them?

No the USI-LS parts don't have specialist bonuses.

Looks like the module they use allows it (same as MKS convertors) So i'd be up to @RoverDude to confirm if this was a design intention or an oversight. 

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Howdy. I currently only install Karbonite and I'm wondering if a condition needs to be met to allow the ventral ocean harvester part to operate at full (or at least higher) efficiency for karbonite. It tends to only ever draw 1% of the rated karbonite value for an ocean. In Galileo's Planet Pack, the oceans are intended to be karbonated™ somewhat like real oceans are salinated to make this particular part useful. Is it nerfed due to reality-based constraints on an water filter? Am I doing it right by installing several of these to get a decent input rate?

C89QfIo.jpg

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