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


RoverDude

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1 minute ago, DStaal said:

It's intended as a sanity-check to make sure your parts don't expand beyond what's reasonable.  Are you sure they should be expanding that much?

The Oxygen and Carbon Dioxide resource tanks hold more than 100 units undeployed, so they aren't expanded when the module inflates

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4 minutes ago, DoktorFrogg said:

This is a situation where I feel like I forget about half of everything I've learned about KSP. I knew about the 6 hr catch up mechanic but it never occurred to me until reading this discussion what implications that has for planetary logistics!

So just to clarify, if you have room for 100 units of something and you're producing 200/day (6 hours), after 24 hours you would only have 400(-ish) units in planetary storage?

You would have only 200 units in PL, because only half from a storage is pushed into the PL. If I'm understand it correctly :)

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4 minutes ago, DoktorFrogg said:

This is a situation where I feel like I forget about half of everything I've learned about KSP. I knew about the 6 hr catch up mechanic but it never occurred to me until reading this discussion what implications that has for planetary logistics!

So just to clarify, if you have room for 100 units of something and you're producing 200/day (6 hours), after 24 hours you would only have 400(-ish) units in planetary storage?

Probably less, actually: As I mentioned, PL will only half-empty a storage container.  So it depends on what you mean by 'room' here: If you have one storage container with space for 100 and zero at the start, during the first period you will produce 100 and store 50.  During the second period you'll produce and store another 50, etc.  If by 'room' you mean you have a storage container that's half full with 100 units extra space, you'll produce and store 100 during each period.  (For 400-ish), etc.

And of course some things will auto-shutdown if they can't store their excess, and I've seen them shut down during the first catch-up period and not turn back on for the second...

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17 minutes ago, DStaal said:

Probably less, actually: As I mentioned, PL will only half-empty a storage container.  So it depends on what you mean by 'room' here: If you have one storage container with space for 100 and zero at the start, during the first period you will produce 100 and store 50.  During the second period you'll produce and store another 50, etc.  If by 'room' you mean you have a storage container that's half full with 100 units extra space, you'll produce and store 100 during each period.  (For 400-ish), etc.

By "room", I mean total local storage ("local" meaning attached to the vessel).

So if I'm understanding this correctly, if you want to capture everything you produce into planetary storage, your local storage needs to be 2x your daily production output. Is that an accurate statement?

Edit: Using my previous scenario as example, that means having 400 units of total local storage in order to capture the 200/day that is being produced.

Edited by DoktorFrogg
Clarification, more specific
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1 minute ago, akron said:

I was looking at the wiki page on crew skills and I could not find how they get those skills or how to find out what skills they have. Can anyone point me in the right direction?

Whenever you hover over a Kerbal's portrait in the game, you can see which skills they have. They will always have the skills that come with their profession. That is, all Pilots have the Warehousing, Planetary Logistics and Hab/Home Timer Immunity skills. You can hire new Kerbals in the Astronaut Complex, where you can choose their profession (and thus their skills).

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3 minutes ago, DoktorFrogg said:

Whenever you hover over a Kerbal's portrait in the game, you can see which skills they have. They will always have the skills that come with their profession. That is, all Pilots have the Warehousing, Planetary Logistics and Hab/Home Timer Immunity skills. You can hire new Kerbals in the Astronaut Complex, where you can choose their profession (and thus their skills).

Roger that. Thank you. The linked thread where RD "spells it out" appears to have been in the old thread that died. I am trying to wrap my head around it. There is no chart that says what skills each profession has

Edited by akron
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13 minutes ago, akron said:

Roger that. Thank you. The linked thread where RD "spells it out" appears to have been in the old thread that died. I am trying to wrap my head around it. There is no chart that says what skills each profession has

https://github.com/UmbraSpaceIndustries/MKS/wiki/Crew-Skills-Impact-on-Parts

The wikis have just about everything you need to know about the USI mods.

(but note: each mod has it's own Wiki, so you may need to look in multiple places)

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Just now, Terwin said:

https://github.com/UmbraSpaceIndustries/MKS/wiki/Crew-Skills-Impact-on-Parts

The wikis have just about everything you need to know about the USI mods.

(but note: each mod has it's own Wiki, so you may need to look in multiple places)

Yes, I was just looking at the chart but it does not say how to get a Kerbal with the skills Miner, Technician, Mechanic, etc. Is there a chart that says which skills does each profession get? Do I have to hunt down Kerbals with a particular skill? (Which would be annoying but kinda cool to set them apart and create "rare kerbals" with better skill combinations)

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31 minutes ago, DoktorFrogg said:

By "room", I mean total local storage ("local" meaning attached to the vessel).

So if I'm understanding this correctly, if you want to capture everything you produce into planetary storage, your local storage needs to be 2x your daily production output. Is that an accurate statement?

Edit: Using my previous scenario as example, that means having 400 units of total local storage in order to capture the 200/day that is being produced.

That's a good rule of thumb.  Most of my catch up issues went away when I started to do that. The exception being Silicon production in my GPP save.  I have more than enough tank space, but I always run out of Silicon, which is odd because I produce enough Silicates locally that I don't need either warehouse or PL transfers.

I have an odd suspicion it may be due to having 2 Silicon tanks on the vessel, a 2.5 and an ISU. I don't think multiple tanks are handled smoothly in warehouse and PL processing.  Need to try a little more testing.

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15 minutes ago, akron said:

Roger that. Thank you. The linked thread where RD "spells it out" appears to have been in the old thread that died. I am trying to wrap my head around it. There is no chart that says what skills each profession has

Gotcha. When you hover over the Kerbal's portrait in game, the flavor text gives you a decent description that hints at what each Profession is good at. The 3 primary professions are Pilot, Engineer and Scientist. All of the other professions are like "specialists" who can perform a subset of the duties that the 3 primary professions can perform. The idea being that they cost less to hire because they can't fill as many roles.

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6 minutes ago, akron said:

Yes, I was just looking at the chart but it does not say how to get a Kerbal with the skills Miner, Technician, Mechanic, etc. Is there a chart that says which skills does each profession get? Do I have to hunt down Kerbals with a particular skill? (Which would be annoying but kinda cool to set them apart and create "rare kerbals" with better skill combinations)

The 'Crew Skills To Function Table' says what skills a kerbal with a given profession will have.

For example, a Pilot has the skills: Warehousing, Planetary Logistics, and Hab/Home Timer Immunity.

Miner, Technician, and Mechanic are professions, just as Pilot, Engineer, and Scientist are professions.

Look in the Astronaut complex to hire a kerbal with a specific profession.

Edited by Terwin
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4 minutes ago, akron said:

Yes, I was just looking at the chart but it does not say how to get a Kerbal with the skills Miner, Technician, Mechanic, etc. Is there a chart that says which skills does each profession get? Do I have to hunt down Kerbals with a particular skill? (Which would be annoying but kinda cool to set them apart and create "rare kerbals" with better skill combinations)

You get a Miner by hiring a Kerbal in the Astronaut Complex with the Miner profession. They will then have the skills that all miners have (you can see which skills those are by hovering over their portrait in-game or by referring to the second chart in on the https://github.com/UmbraSpaceIndustries/MKS/wiki/Crew-Skills-Impact-on-Parts wiki page).

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1 minute ago, Terwin said:

The 'Crew Skills To Function Table' says what skills a kerbal with a given profession will have.

For example, a Pilot has the skills: Warehousing, Planetary Logistics, and Hab/Home Timer Immunity.

Just now, DoktorFrogg said:

You get a Miner by hiring a Kerbal in the Astronaut Complex with the Miner profession. They will then have the skills that all miners have (you can see which skills those are by hovering over their portrait in-game or by referring to the second chart in on the https://github.com/UmbraSpaceIndustries/MKS/wiki/Crew-Skills-Impact-on-Parts wiki page).

This part I understand, I just have never seen a Kerbal with professions like "Farmer" or "Scout" and I was wondering if I am missing anything or I am just going crazy. i may be going crazy

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2 minutes ago, akron said:

This part I understand, I just have never seen a Kerbal with professions like "Farmer" or "Scout" and I was wondering if I am missing anything or I am just going crazy. i may be going crazy

Are you running an older version of MKS? The most recent version of MKS completely replaces the UI in the Astronaut Complex and gives you the ability to specify the profession of the Kerbals you hire (instead of relying on the game to randomly generate applicants).

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15 minutes ago, DoktorFrogg said:

Are you running an older version of MKS? The most recent version of MKS completely replaces the UI in the Astronaut Complex and gives you the ability to specify the profession of the Kerbals you hire (instead of relying on the game to randomly generate applicants).

This has got to be it. I'll check to see what exact version I have and go through the update log to see if I am okay to update. Cheers!

Edited by akron
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18 minutes ago, akron said:

This has got to be it. I'll check to see what exact version I have and go through the update log to see if I am okay to update. Cheers!

If you are running an old version of MKS (from 0.50.9 to 0.50.17) then the option to hire the MKS kerbal types should be under the Hire Kolonists tab of the Kolonisation Dashboard applet.

Edited by voicey99
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Just now, voicey99 said:

If you are running an old version of MKS (pre-0.50.17) then the option to hire the MKS kerbal types should be under the Hire Kolonists tab of the Kolonisation Dashboard applet.

This does sound familiar. I started looking at these under the wiki and though I was doing something wrong. No lie, MKS is overwhelming. This is my first career save running it. I used MKS-Lite back in the day :/

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4 minutes ago, danielboro said:

megamike discovery ani-grav propolsion

the source is the inflatable LFO tank
wen set to Liquid Hydrogen it has -12 mass wen empty

who need to be informed of this to fix it?

I'll fix it. Please open an issue https://github.com/UmbraSpaceIndustries/MKS/issues with mod list.

EDIT: also, if you could delete your ModuleManager.configCache and then post your KSP.log that would let me know what stuff is affecting that part

Edited by TheRagingIrishman
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3 hours ago, danielboro said:

megamike discovery ani-grav propolsion

the source is the inflatable LFO tank
wen set to Liquid Hydrogen it has -12 mass wen empty

 

Don't forget what made the hindenburg fly

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I'm not 100% sure if this is the right place to ask or if it's more of a USI-LS type thing, but I was watching a youtube video earlier today that raised up some questions/interesting things with how Habitation works. To be precise I noticed that the way things are setup by default Kerbals can "starve" for 15 days before the ill effects take place. This was done, if I remember right, to allow for missions within Kerbin's SOI to be completed without problems. However the base/stock pods only seem to offer 7 days of Habitation without any modifying parts or extra modules. This seems to be extremely counter-intuitive to the idea of allowing for missions within Kerbin's SOI to be completed without problems if you can't even get TO Minmus (I think it takes around 9 days generally? Been a little since I went there) without running out of Habitation time by default. While I realize this can be changed in settings, it does seem weird.

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1 hour ago, Cynor said:

I'm not 100% sure if this is the right place to ask or if it's more of a USI-LS type thing, but I was watching a youtube video earlier today that raised up some questions/interesting things with how Habitation works. To be precise I noticed that the way things are setup by default Kerbals can "starve" for 15 days before the ill effects take place. This was done, if I remember right, to allow for missions within Kerbin's SOI to be completed without problems. However the base/stock pods only seem to offer 7 days of Habitation without any modifying parts or extra modules. This seems to be extremely counter-intuitive to the idea of allowing for missions within Kerbin's SOI to be completed without problems if you can't even get TO Minmus (I think it takes around 9 days generally? Been a little since I went there) without running out of Habitation time by default. While I realize this can be changed in settings, it does seem weird.

This is more a USI-LS thing, but habitation is distinct from supplies time. Habitation is supposed to represent how much time a kerbal can sit in a cramped pod for before they go nuts, and supplies time is how long they have a food supply for. When they run out of hab time, they grump out but when they run out of supplies they have a 15-day grace period before they grump out. By default, hab time is calculated by kerbalmonths of hab*hab mult/kerbs on vessel, and each additional seat on a vessel grants one additional kerbal-month of hab time (30 days), with the default multiplier of 0.25, giving you 7.5 days of hab per seat per kerbal. To extend this add additional empty seats to the vessel or use parts with ModuleHabitation (that is to say, the PPD-10 and an assortment of parts from MKS and other USI mods-they also require power). The LS window in the VAB will tell you more-note values are given in kerbalmonths.

Edited by voicey99
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