Minit Posted July 11, 2018 Share Posted July 11, 2018 Hey friends, Just a basic question: I'm setting up a mining Outpost on minmus and want to use a nuclear reactor to power it. The area has abundant uraninite (~12%), so drilling large quantities is not difficult. I can't figure out how to turn it into enriched uranium, though. I've googled it, and apparently in the past you would use an mks science module, but that doesn't exist anymore. Any hints? Thanks Quote Link to comment Share on other sites More sharing options...
Terwin Posted July 11, 2018 Share Posted July 11, 2018 6 hours ago, Minit said: Hey friends, Just a basic question: I'm setting up a mining Outpost on minmus and want to use a nuclear reactor to power it. The area has abundant uraninite (~12%), so drilling large quantities is not difficult. I can't figure out how to turn it into enriched uranium, though. I've googled it, and apparently in the past you would use an mks science module, but that doesn't exist anymore. Any hints? Thanks I believe the part you want is the nuclear fuel plant: https://github.com/UmbraSpaceIndustries/MKS/wiki/Parts-(Tundra-Series)#mks-tundra-nuclear-fuel-plant This will both reprocess spent fuel and process urinite ore. Quote Link to comment Share on other sites More sharing options...
revan1611 Posted July 11, 2018 Share Posted July 11, 2018 Hi everyone, i want to ask a quick question. Is it safe to install MKS on current KSP version (1.4.4.2215)? Because AVC shows that AT Utils and Ground Construction Core dependencies are incompatible, and i'm a bit paranoid to test it. Quote Link to comment Share on other sites More sharing options...
Requia Posted July 12, 2018 Share Posted July 12, 2018 10 hours ago, revan1611 said: Hi everyone, i want to ask a quick question. Is it safe to install MKS on current KSP version (1.4.4.2215)? Because AVC shows that AT Utils and Ground Construction Core dependencies are incompatible, and i'm a bit paranoid to test it. Been running it without issue. I have not actually used any DIY kits though. Is it possible to get everything that's needed via asteroids if ART is installed? Quote Link to comment Share on other sites More sharing options...
Requia Posted July 12, 2018 Share Posted July 12, 2018 11 hours ago, Requia said: Is it possible to get everything that's needed via asteroids if ART is installed? Ok found the configs for asteroids, and everything has some possibility of being present. ART isn't strictly needed (community resource pack does it), but does make asteroids nice and fat. Quote Link to comment Share on other sites More sharing options...
Johould Posted July 13, 2018 Share Posted July 13, 2018 On 7/11/2018 at 10:23 AM, revan1611 said: Hi everyone, i want to ask a quick question. Is it safe to install MKS on current KSP version (1.4.4.2215)? Because AVC shows that AT Utils and Ground Construction Core dependencies are incompatible, and i'm a bit paranoid to test it. Everything except DIY kits. The DIY kit part could be selected in the VAB, but trying to pick a ship to put in it did nothing. I didn't have any DIY kits in flight so I don't know if they break. Manually upgrading Ground Construction to the new version 2 didn't seem to break anything in MKS and lets selecting a design in a DIY kit work, but I haven't tested it farther than that. It should be updated in the next MKS release, RoverDude already accepted a patch from allista. Quote Link to comment Share on other sites More sharing options...
revan1611 Posted July 13, 2018 Share Posted July 13, 2018 51 minutes ago, Johould said: Everything except DIY kits. The DIY kit part could be selected in the VAB, but trying to pick a ship to put in it did nothing. I didn't have any DIY kits in flight so I don't know if they break. Manually upgrading Ground Construction to the new version 2 didn't seem to break anything in MKS and lets selecting a design in a DIY kit work, but I haven't tested it farther than that. It should be updated in the next MKS release, RoverDude already accepted a patch from allista. Awesome! I'll wait for update then Quote Link to comment Share on other sites More sharing options...
The_Joe Posted July 13, 2018 Share Posted July 13, 2018 Two silly questions. Some of the larger colonization parts show up in the VAB but I cannot do anything with them. It says something like, ”additional purchase in r&d required”. I've paid the unlock cost. Also, what's the best way to stay up to date on constellation updates? Quote Link to comment Share on other sites More sharing options...
Johould Posted July 14, 2018 Share Posted July 14, 2018 I just install the individual mods, the constellation package seems to be updated less often than everything else. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted July 14, 2018 Share Posted July 14, 2018 (edited) 18 hours ago, The_Joe said: Also, what's the best way to stay up to date on constellation updates? The Constellation is only updated every so often when all the constituent mods are synchronised and updated, the purpose being that it is a stable modset. If you want to update the Constellation, you can swap out mods individually though this could lose stability or wait and replace it with the next one. Edited July 14, 2018 by voicey99 Quote Link to comment Share on other sites More sharing options...
tsaven Posted July 15, 2018 Share Posted July 15, 2018 I'm well aware of the dangers of asking about CKAN in this thread, but I asked this over there already. In CKAN, MKS is showing as not install-able for 1.4.4. I asked in the CKAN thread and they pointed out that MKS is listed as depending on Ground Construction Core, which hasn't been listed as being compatible with 1.4.4 yet. Is this an oversite, or is this intentional and will be updated when the modders have time? Quote Link to comment Share on other sites More sharing options...
r1chardj0n3s Posted July 15, 2018 Share Posted July 15, 2018 29 minutes ago, tsaven said: I'm well aware of the dangers of asking about CKAN in this thread, but I asked this over there already. In CKAN, MKS is showing as not install-able for 1.4.4. I asked in the CKAN thread and they pointed out that MKS is listed as depending on Ground Construction Core, which hasn't been listed as being compatible with 1.4.4 yet. Is this an oversite, or is this intentional and will be updated when the modders have time? For what it's worth I have set my CKAN to allow any 1.4 mod which allows this dependency to be installed. My game doesn't crash any more frequently than it used to (ie. it usually dies after a few hours either way) with Ground Construction installed :-) I haven't used any of the ground construction functionality though, but I have used a *lot* of the other MKS bits. Quote Link to comment Share on other sites More sharing options...
tsaven Posted July 15, 2018 Share Posted July 15, 2018 13 minutes ago, r1chardj0n3s said: For what it's worth I have set my CKAN to allow any 1.4 mod which allows this dependency to be installed. My game doesn't crash any more frequently than it used to (ie. it usually dies after a few hours either way) with Ground Construction installed :-) I haven't used any of the ground construction functionality though, but I have used a *lot* of the other MKS bits. Thanks for the tip, I'll give it a shot. Quote Link to comment Share on other sites More sharing options...
The_Joe Posted July 16, 2018 Share Posted July 16, 2018 (edited) 5 hours ago, tsaven said: 6 hours ago, r1chardj0n3s said: For what it's worth I have set my CKAN to allow any 1.4 mod which allows this dependency to be installed. My game doesn't crash any more frequently than it used to (ie. it usually dies after a few hours either way) with Ground Construction installed :-) I haven't used any of the ground construction functionality though, but I have used a *lot* of the other MKS bits. But, how? Edited July 16, 2018 by The_Joe Quote Link to comment Share on other sites More sharing options...
r1chardj0n3s Posted July 16, 2018 Share Posted July 16, 2018 1 hour ago, The_Joe said: But, how? In CKAN, go to the Settings -> "Compatible KSP versions" item and select 1.4 Quote Link to comment Share on other sites More sharing options...
JoE Smash Posted July 16, 2018 Share Posted July 16, 2018 Hello @RoverDude, Sorry if this has been asked historically but, whenever I do a forum search here a ton of crap shows up that is not at all what I am looking for.....so I tend not to bother and I do not have the time to read 303 pages of this particular thread to find the answer. Will there ever be a "LITE" version of this mod that IS basically a parts pack? I like KSP and I like mods with extra stuff, and the stuff in this mod looks pretty useful.....but I don't believe I will ever have the patience to do the things in KSP with the added trauma of life support to deal with as well. For me getting crap into space or to another planet is hard enough. I can't be bothered to worry about air, food, water, and happiness too..... Thanks for your time! JoE Smash Quote Link to comment Share on other sites More sharing options...
maja Posted July 16, 2018 Share Posted July 16, 2018 7 minutes ago, JoE Smash said: Hello @RoverDude, Sorry if this has been asked historically but, whenever I do a forum search here a ton of crap shows up that is not at all what I am looking for.....so I tend not to bother and I do not have the time to read 303 pages of this particular thread to find the answer. Will there ever be a "LITE" version of this mod that IS basically a parts pack? I like KSP and I like mods with extra stuff, and the stuff in this mod looks pretty useful.....but I don't believe I will ever have the patience to do the things in KSP with the added trauma of life support to deal with as well. For me getting crap into space or to another planet is hard enough. I can't be bothered to worry about air, food, water, and happiness too..... Thanks for your time! JoE Smash Don't install USI Life Support and you're good to go. USI mods are modular enough to suite anyone's taste. Quote Link to comment Share on other sites More sharing options...
JoE Smash Posted July 16, 2018 Share Posted July 16, 2018 20 minutes ago, maja said: Don't install USI Life Support and you're good to go. USI mods are modular enough to suite anyone's taste. Oh nice....ok thanks! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 16, 2018 Author Share Posted July 16, 2018 21 minutes ago, JoE Smash said: Oh nice....ok thanks! And if you don't like a complex manufacturing chain... just turn off consumption of machinery in the settings. Quote Link to comment Share on other sites More sharing options...
JoE Smash Posted July 16, 2018 Share Posted July 16, 2018 1 minute ago, RoverDude said: And if you don't like a complex manufacturing chain... just turn off consumption of machinery in the settings. I noticed that and had no idea what it meant.... Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 16, 2018 Author Share Posted July 16, 2018 Just now, JoE Smash said: I noticed that and had no idea what it meant.... Machinery normally wears out so you either need to make more or resupply. Turning this off makes the mod a lot simpler. Quote Link to comment Share on other sites More sharing options...
JoE Smash Posted July 16, 2018 Share Posted July 16, 2018 4 minutes ago, RoverDude said: Machinery normally wears out so you either need to make more or resupply. Turning this off makes the mod a lot simpler. Thanks for the explanation! Good stuff.... Thank you for making the game and these mods, and keeping your things functional! Quote Link to comment Share on other sites More sharing options...
Johould Posted July 16, 2018 Share Posted July 16, 2018 (edited) I'm designing an unmanned LFO factory and wondering if there is any point to using the MPU's LFO converter. (I know about including one to push to planetary logistics). All this sizes of MPU all have the same Ore->LFO conversion ratio ("economic efficiency" on the MKS wiki) as the Mini ISRU and take 10x more EC to do, while the full size stock ISRU produces 10x more LFO from a given amount of ore, and even unmanned at 5% load it can product LFO faster than the biggest MPU at 100% load. Is MKS be used with a patch nerfing the stock ISRU? Is the MPU mostly meant to be used for the other converters? Do the MPUs catch up with high Kolonization Bonus? I also noticed that drills all seem to show incorrect EC usage in the VAB - it looks like the actual amount it uses at 100% is further (and incorrectly) multiplied by the "efficiency factor", which seems to only actually affect how much ore is produced at 100% load and not actually change output. Is that actually a bug, or a stock bug? Edited July 16, 2018 by Johould Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 17, 2018 Author Share Posted July 17, 2018 MKS balances against itself vs. stock, nor do I change stock. Also note that MPUs have a different capability set than stock ISRU. Efficiency also dramatically increases with kolonization bonuses. I'd need more details and an example RE the drills. Quote Link to comment Share on other sites More sharing options...
Johould Posted July 17, 2018 Share Posted July 17, 2018 Ok, so basically go with the dedicated ISRU part for LFO production at low kolonization bonus. I'm mostly surprised the larger stock ISRU turns 1kg ore into 1kg LFO when everything else needs 10kg ore per 1kg LFO. The USI wiki claims the MPU also converts 100% of the mass of Ore into LFO. About the drills, the "'Drill-O-Matic' Strip Miner" info in the VAB shows a pane for drilling Resource Harvester Surface Harvester (Planetary use - 800% base efficiency) Max Inputs: - Electric Charge: 960/sec Max Outputs: - Ore: 8.00/s But the actual EC consumption at 100% load, independent of the ore richness, is 120 EC/sec (which is also the number in the data file). 960=8*120. The stock Drill-O-Matic lists 150% base efficiency, 22.5 EC/s and max output 1.5 ore/s, but actually takes 15 EC/s at 100% load (22.5 = 1.5*15). Quote Link to comment Share on other sites More sharing options...
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