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


RoverDude

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Any recommendations for batteries on large bases?  My current base is drawing EC at 2873.6/sec, or 10M/hour.

I have abundant production, but it will take 10000 of the largest USI batteries to provide enough storage to make it through a 6 hour catch-up (unless I'm doing the math wrong)

 

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6 minutes ago, Baladain said:

Any recommendations for batteries on large bases?  My current base is drawing EC at 2873.6/sec, or 10M/hour.

I have abundant production, but it will take 10000 of the largest USI batteries to provide enough storage to make it through a 6 hour catch-up (unless I'm doing the math wrong)

 

Nuclear reactors.

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9 minutes ago, Baladain said:

Any recommendations for batteries on large bases?  My current base is drawing EC at 2873.6/sec, or 10M/hour.

I have abundant production, but it will take 10000 of the largest USI batteries to provide enough storage to make it through a 6 hour catch-up (unless I'm doing the math wrong)

NFE.

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8 minutes ago, Loren Pechtel said:

Nuclear reactors.

Have two 2.5s already, doesn't solve the EC storage issues of catch-up mechanics.

5 minutes ago, DStaal said:

NFE.

Largest battery in there is only 10K, would still require about 6000 parts

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51 minutes ago, Baladain said:

Have two 2.5s already, doesn't solve the EC storage issues of catch-up mechanics.

Largest battery in there is only 10K, would still require about 6000 parts

The only other place I go for really large batteries is NFC - use the octo-truss in mission support mode and they make pretty large batteries.  (With some extra monoproplent stuffed in.)

But I'm not sure EC follows the catch-up rules with the rest - I've never had things run out on physics load, as long as I had generation.

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hey guys long time MKS user however I've been away a bit.. I remember there use to be a screen that shows efficiency of each part or your base/station and also shows production values for what your producing etc.   Has this screen been removed or replaced by anything, can't seem to find it. Thanks...  

I guess what I'm asking is, how do you know how much stuff your producing and how much electricity you are using?

 

 

Edited by halx
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On 6/30/2017 at 5:01 PM, nickicool said:

Hi for all! Pls, tel me one question. MKS/OKS have full support for TAC LS?

Thanks you, for answer!

Last I heard there is an up to date config file for using MKS with TAC LS that is included in the deployment, but a lot of MKS parts will not be very useful as they are designed to work with USI-LS(TAC has no habitation limits for example, so large hab-rings with lots of hab-time are pretty useless without USI-LS, there are also several parts with switcher mechanics in place but cannot switch without USI-LS due to their other modes being irrelevant without it)

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3 hours ago, howkong said:

I meant the USI core pack reactors.

If you have NFE installed it changes the mechanics with the USI reactors to match the mechanics of the NFE reactors.  That being said, if you are sending a manned mission you can carry additional fuel for the reactors and refuel them in flight.

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4 hours ago, Terwin said:

Last I heard there is an up to date config file for using MKS with TAC LS that is included in the deployment, but a lot of MKS parts will not be very useful as they are designed to work with USI-LS(TAC has no habitation limits for example, so large hab-rings with lots of hab-time are pretty useless without USI-LS, there are also several parts with switcher mechanics in place but cannot switch without USI-LS due to their other modes being irrelevant without it)

OK, I understand you! Thank you very much for our answer!

If set the USI and TAC LS LS together, but USI LS disable setting needs supplies, it will solve the problem? I like the implementation of the requirements in TAC LS (oxygen, food, water and 3 waste resource) instead of 2 resources at USI LS (supplies and mulcha). But steel want build MKS/OKS stations. This option will work?

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2 hours ago, nickicool said:

OK, I understand you! Thank you very much for our answer!

If set the USI and TAC LS LS together, but USI LS disable setting needs supplies, it will solve the problem? I like the implementation of the requirements in TAC LS (oxygen, food, water and 3 waste resource) instead of 2 resources at USI LS (supplies and mulcha). But steel want build MKS/OKS stations. This option will work?

Try it and let us know.

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3 hours ago, nickicool said:

OK, I understand you! Thank you very much for our answer!

If set the USI and TAC LS LS together, but USI LS disable setting needs supplies, it will solve the problem? I like the implementation of the requirements in TAC LS (oxygen, food, water and 3 waste resource) instead of 2 resources at USI LS (supplies and mulcha). But steel want build MKS/OKS stations. This option will work?

Odds are really bad things will happen without some custom patching.

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5 hours ago, nickicool said:

OK, I understand you! Thank you very much for our answer!

If set the USI and TAC LS LS together, but USI LS disable setting needs supplies, it will solve the problem? I like the implementation of the requirements in TAC LS (oxygen, food, water and 3 waste resource) instead of 2 resources at USI LS (supplies and mulcha). But steel want build MKS/OKS stations. This option will work?

It is simple enough to set the 'bad stuff' of no supplies to nothing, but this V

1 hour ago, RoverDude said:

Odds are really bad things will happen without some custom patching.

Suggests that the things that TAC-Ls does with your kerbals may not be compatible with the things USI-LS does to your kerbals.

So if for example, you have some kerbals that went unhappy due to hab, and then ran out of a TAC-LS resource, you may need to either manually edit your save game or discard it entirely due to 'bad stuff' happening to your game state.

On the other hand, if you only have MKS and TAC-LS then you may find that hab-rings can only be used as giant green-houses for example(which may or may not be useful with TAC-LS), but you can still use them just because they look cool.

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Hey! Had a question for you MKS vet's out there, I'm having an issue with Hab timers... 

 

The issue I am having is that the hab timer's seem to expire WAY to quickly when switched to a vehicle. For instance I'll have a ship built with enough various cupola's and viewports etc. to ensure a short 2 year period of habitability. When I am in the complex view, with time increased, the hab timers work as advertised, slowly ticking down as time passes. When I switch to the vehicle and speed up time, the hab timers will go from 2 years or whatever to orange then will expire. The most common resolution was to just exit ship view, go back to the space port then switch back to the vehicle. 

 

After 15-20 seconds the hab timers will reset and I could restart whatever activity the Kerbs involved in ( in this case I had a ghetto science lab setup to burn down some data over the span of a few years in career mode landed on Minmus). I would go to space port view, speed up time to run off 500 science in about 70-80 days or so, then swap back to transmit - rinse,repeat until I burned up all available data and the hab timer was reaching it's end.

 

It's not a deal breaker by any means, but with switching and loading and sometimes having to transfer Kerb's back and forth just really aggravating the experience.

 

I can submit some pics or video if what I am describing is a little unclear

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20 hours ago, DStaal said:

The only other place I go for really large batteries is NFC - use the octo-truss in mission support mode and they make pretty large batteries.  (With some extra monoproplent stuffed in.)

But I'm not sure EC follows the catch-up rules with the rest - I've never had things run out on physics load, as long as I had generation.

You sir, are correct.

I did some testing.  jumped ahead 4 days at KSC, switched to Minty base, everything kept running smooth.  loaded back, jumped ahead 4 days, landed a vessel near Minty base and during physics load EC ran out and parts of the base shut down.  Not sure what's going on.

@RoverDude @TheRagingIrishman other team members, can anyone take a look?  I've included the entire save directory in case there's weird stuff in there.

addtl info: save and base vessel were created under 1.2 parts have been added since 1.3 update.

Save file: https://www.dropbox.com/s/eero8wqeh85qep7/Moar_Kerbal.zip?dl=0

Conveniently provided landing vessel in minmus orbit: dart-L

Edited by Baladain
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3 hours ago, RoverDude said:

@Heyo!!  Did you confirm the habs are turned on?

Sorry to double post just got lost back a page or two! Yes! I dont know if it's my implementation, if I misunderstand the process involved with enabling/disabling the habitability toggle or a possible little glitch. I normally have attached multiple Cupola's and Viewports to the outside of my science lab or fuel tanks to up the multiplier, then once I launch, Ill enable them all and switch on all life support options (such as the science labs).

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10 minutes ago, Heyo!! said:

Sorry to double post just got lost back a page or two! Yes! I dont know if it's my implementation, if I misunderstand the process involved with enabling/disabling the habitability toggle or a possible little glitch. I normally have attached multiple Cupolas and Viewports to the outside of my science lab or fuel tanks to up the multiplier, then once I launch, Ill enable them all and switch on all life support options (such as the science labs).

... you didn't try turning it on?

*Cupolas

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56 minutes ago, voicey99 said:

... you didn't try turning it on?

*Cupolas

Sry English* lol What I mean is that I turned on ALL the Cupola's, Viewport's etc. and wasent sure if this was the cause (as if maybe its caused by my misunderstanding of the "Start Habitat" toggle) - correct me if I'm wrong, but ALL attached habitat components that have the "Start Habitat" toggle should be turned on to take advantage of the multiplier's? If this is the case, yes I had them all turned on.

What made me mention this was my unfamiliarity with the process. From what I have read, the Kerb's dont "Switch" to the various habitat attachment's as time passes, but instead reside in whatever component you assign or transfer them too and the mod keeps track of the "Habitat" value to decide when to flip the behavior of the Kerb from "active" (performing a task etc.) to "inactive" (tourist).

I included that suggestion as to the cause in case I was wrong and the Hab timers were expiring cause they were switching between a high hab component and a low hab one such as a viewport. 

As an aside, what does the "Life Support" option affect? Like if I have "Life Support" toggled "On" in more than one component, could this cause an issue?

Edited by Heyo!!
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1 hour ago, Heyo!! said:

As an aside, what does the "Life Support" option affect? Like if I have "Life Support" toggled "On" in more than one component, could this cause an issue?

'Life Support' on these parts is usually the recycler - it reduces the amount of Supplies your Kerbals use.

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On 02/07/2017 at 10:49 PM, Heyo!! said:

Sry English* lol What I mean is that I turned on ALL the Cupolas, viewports etc. and wasn't sure if this was the cause (as if maybe its caused by my misunderstanding of the "Start Habitat" toggle) - correct me if I'm wrong, but ALL attached habitat components that have the "Start Habitat" toggle should be turned on to take advantage of the multiplier's? If this is the case, yes I had them all turned on.

What made me mention this was my unfamiliarity with the process. From what I have read, the Kerb's don't "Switch" to the various habitat attachment's as time passes, but instead reside in whatever component you assign or transfer them too and the mod keeps track of the "Habitat" value to decide when to flip the behavior of the Kerb from "active" (performing a task etc.) to "inactive" (tourist).

Grammar [a certain german dictator] intensifies. Cupolas (no apostrophe), viewports (no apostrophe, also not a proper noun so no capital).

Ahem. Regarding hab, some parts give raw hab and some give a multiplier to this hab (plus sometimes a little bit of raw hab as well). The cupola (also doesn't really need a capital letter) is a habitation multiplier. The multiplier it provides is dependent on how many crew you have on board-it's stated multiplier of 1.65 and crew capacity of 2 means it multiplies all habtime on the vessel by 1.65, but if you have more than 2 kerbs on your vessel it multiplies all habtime by [1.65*(2/kerbs on board)], so the multiplier it provides declines as the crew complement grows. All hab timers should be global and independent of which part they are sat in. Note: Pilots ignore habtime if they have over 1yr of it, and all kerbs ignore it if they have over 50yrs (1yr if kolonisation rating >500%). All values given in the part menu in the VAB are in kerbalmonths (1K-M = 30 6h days).

@halx Not sure if it's what you're looking for, but try this mod.

Edited by voicey99
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Yes thanks, English is third language so I do appreciate the corrections! What you posted does make sense and is in line with my own understanding of the various systems at play in the mod.

Based on the issue I noticed from an earlier post by Baladain, I am going to assume the issue I am having is apart of a general issue that the team will address. He mentioned something about "physics load" - I am unsure of his problem in a larger sense but since the systems seem to be stressed and breaking during heavy load or increased speed in the game time via speed up/slow down options, I wonder if it's related...

Is Rover or any other team members would like an save file of the behaviors I mentioned please feel free to let me know, I will be happy to look through and locate the corrected one! Thank's for all the hard work and really appreciate the efforts! Love the mod and the challenge it presented that I found lacking in vanilla KSP!

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