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


RoverDude

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17 hours ago, ObiVanDamme said:

You should. It is like playing with your mod and without rockets launching. I came back to KSP after a year just because I played it and wanted to start a new MKS playthrough

Whilst I agree that they have some similar resources ( Polymers, Metals, Machine Parts/Metals, Specialised Parts/Electronics ), it's pretty different, and also, Surviving Mars isn't really worth playing unless you're a huge fan of Sim City style games

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On 3/26/2018 at 7:28 PM, juanml82 said:

Is there a way to calculate/see the calculation of how many kerbals a base can indefinitely support, as far as supplies go, as long as the fertilizer (or water and substrate/dirt) input remains steady? Or how many kerbals a particular agroponics part can sustain?

If you build your base in a vehicle editor(VAB/SPH) and start adding kerbals the life support calculations should indicate the habitation duration for the current kerbal count, so just keep adding kerbals until it gets under 50 years.

While Nom-o-matics have a steady production rate, all other parts that produce supplies are affected by both colonization bonuses and the highest level scientist(or equivalent) on board, so not only is it highly situationally dependent, but it will also increase over time. 

Kerbal demand is also highly dependent on your base, as a purifier can help extend your resources a long way if you have enough general recycling capability to make full use of it.

Also, if you are producing the fertilizer locally, your fertilizer production will also increase over time due to similar factors(although the small ISRU is not affected by the kolonization bonuses if that is what you are using).

So, no accurate prediction is infeasible, although you could calculate the minimum production using the Wiki.

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Hi,

Wanted to locally change the Ranger ISM definitions to suit my manufacturing base. What was the metric used to determine the proper sizing of the storage for all those existing definitions?

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Is it possible to re-add the cupola in the next update? Three of my landers have been removed from my career game because the vessels contained the cupola which went away after I updated the mod.

I LOVE this mod though, when I bought the new expansion I waited until this and MechJeb were updated before playing.

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2 hours ago, Gilph said:

Hi,

Wanted to locally change the Ranger ISM definitions to suit my manufacturing base. What was the metric used to determine the proper sizing of the storage for all those existing definitions?

All of the CRP resources are 1L units, so you could just look at any of the configs and copy those (converting to liters)

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On 27.3.2018 at 5:52 PM, allista said:

It's already on Spacedock, so CKAN should soon reindex it, if not already done so.

On spacedock it says that this is an outdated version (just for 1.3.1). Is it ok to try it with 1.4.1?

 

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3 minutes ago, Bogey71 said:

On spacedock it says that this is an outdated version (just for 1.3.1). Is it ok to try it with 1.4.1?

This is getting into GC territory, but SpaceDock has a 1.4.1 version uploaded yesterday. Reload the page or something.

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17 hours ago, juanml82 said:

But launching from Minmus you miss Kerbin's Oberth effect. On top, you may miss the launch window entirely due the long orbital periods. It's best to drop from Minmus to a highly elliptical Kerbin orbit making sure your Kerbing Pe is at the right moment to burn towards your target. It's easier to do that from the Mun.

That way, your Ap is already either the near Kerbin's SOI (Minmus) or within the 100-200 m/a range (the Mun), you start with tanks nearly full and you take advantage of Kerbin's Oberth effect

 

6 hours ago, Kaa253 said:

Nevertheless, the roller coaster ride is a lot of fun to execute and must be done!

I might call my interplanetary transfer ship the Kerbal Space Coaster

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18 hours ago, LatiMacciato said:

silly question incoming:

It seems only piloted logistics modules connected to a vessel have the ability to push to PW atm. Did the planetary warehouse functionality changed lately?

If yes .. I vote for an additional planetary-only functionality for resource distributers with 2km range :)

it seems my question was silly, seems other issues have more priority. just wanted to note ty for the orbital logistics anyways!

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18 hours ago, LatiMacciato said:

silly question incoming:

It seems only piloted logistics modules connected to a vessel have the ability to push to PW atm. Did the planetary warehouse functionality changed lately?

If yes .. I vote for an additional planetary-only functionality for resource distributers with 2km range :)

If I understand you right, what you want is the Resource Distribution mechanic - slap a Karibou / Malemute rover or Duna Pioneer / Duna Logistic / Tundra Pioneer-Logistic module between the warehouse and consumer and the resources will flow as if it were in 150m. Max distance 2km.

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2 minutes ago, TDplay said:

If I understand you right, what you want is the Resource Distribution mechanic - slap a Karibou / Malemute rover or Duna Pioneer / Duna Logistic / Tundra Pioneer-Logistic module between the warehouse and consumer and the resources will flow as if it were in 150m. Max distance 2km.

I can remember the 1.3.x times when the 2km distributors were able to push into the planetary warehouse, just wanted to know if that was a bug at that time or is a bug now, because Karibou doesnt push to PW atm.

Edited by LatiMacciato
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7 minutes ago, LatiMacciato said:

I can remember the 1.3.x times when the 2km distributors were able to push into the planetary warehouse, just wanted to know if that was a bug at that time or is a bug now, because Karibou doesnt push to PW atm.

No. That was changed long ago - if Karibou was using PW that was a bug. Grab yourself a 'Duna' Logistics Module or a 'Tundra' Pioneer-Logistics Module (the former fits well with a Karibou aesthetic and is nice and compact, great for unmanned mining stations, starter bases and rovers that need PW access, the latter looks good for stations that need OrbLog)

They will allow warehouses to interact with the PW. You will be able to push uncrewed, but will need a pilot or quatermaster to pull, as all logistics over more than 150m require a Pilot or Quartermaster (if you can't afford pilots).

Edited by TDplay
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18 hours ago, LatiMacciato said:

silly question incoming:

It seems only piloted logistics modules connected to a vessel have the ability to push to PW atm. Did the planetary warehouse functionality changed lately?

If yes .. I vote for an additional planetary-only functionality for resource distributers with 2km range :)

A vessel needs to have a Logistics module to be eligible to push to PL (ignoring MPLs for the moment). There needs to be a pilot in range of the vessel (usually 150M), there is no requirement that the pilot actually be onboard a Logistics vessel. Say you have 4 vessels: 3 have Logistics modules and one that does not, and all within 150m of each other. If the pilot is in the non Logistics vessel, the other three can still push to PL.

Edited by Gilph
typo
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Just now, Gilph said:

A vessel needs to have a Logistics module to be eligible to push to PL (ignoring MPLs for the moment). There needs to be a pilot in range of the vessel (usually 150M), there is no requirement that the pilot actually be onboard a Logistics vessel. Say you have 4 vessels: 3 have Logistics modules and one that does not, and all within 150m of each other. If the pilot in in the non Logistics vessel, the other three can still push to PL.

A Pilot is only required to pull, so an unpiloted ship can still push.

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2 minutes ago, LatiMacciato said:

see .. this is what not seems to work, without having a logistics module, piloted and unpiloted

Was something lost in translation here, since I'm not sure what you mean? The Karibou is not a planetary logistics module if that's it.

Edited by voicey99
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4 minutes ago, LatiMacciato said:

see .. this is what not seems to work, without having a logistics module, piloted and unpiloted

If you are needing dedicated Log Modules to push, that is NOT a bug.

If you are needing a pilot to push, that IS a bug and report it here.

Edited by TDplay
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1 minute ago, voicey99 said:

Was something lost in translation here, since I'm not sure what you mean? The Karibou is not a planetary logistics module if that's it.

so an logistics module and a distributor is needed, then if crewed it can pull otherwise just push to planetary warehouse. does that sound right now?

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Just now, LatiMacciato said:

so an logistics module and a distributor is needed, then if crewed it can pull otherwise just push to planetary warehouse. does that sound right now?

A distributor is not needed, but otherwise yes. A logistics module can push to planetary logistics, but to pull back out requires a manned logistics module. A distributor extends the range of the local logistic functions.

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1 minute ago, LatiMacciato said:

so an logistics module and a distributor is needed, then if crewed it can pull otherwise just push to planetary warehouse. does that sound right now?

so an logistics module and a distributor is needed, then if crewed it can pull otherwise just push to planetary warehouse. does that sound right now?

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2 minutes ago, Gilph said:

so an logistics module and a distributor is needed, then if crewed it can pull otherwise just push to planetary warehouse. does that sound right now?

Yes, bang on what it really is, should help our friend out :D

Edited by TDplay
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