goldenpsp Posted January 21, 2021 Share Posted January 21, 2021 17 minutes ago, alphaprior said: Nope it doesn't work no options other than light. I downloaded a flexotube.cfg I found on a github post but got errors from KIS and I couldn't exit the game I had to manually close it. I hope it gets fixed soon either in MKS or KIS... Did you install the KAS mod? The flexotube is a KAS pipe. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 21, 2021 Author Share Posted January 21, 2021 Just now, Cruesoe said: I'm holding on for the next update, should eliminate the need for KIS I think? Yeah - tbh unless someone from the community wants to make a patch, this part will be deprecated. Quote Link to comment Share on other sites More sharing options...
alphaprior Posted January 21, 2021 Share Posted January 21, 2021 (edited) 31 minutes ago, goldenpsp said: Did you install the KAS mod? The flexotube is a KAS pipe. sure KAS is installed and my mistake... I meant KAS not KIS Edited January 21, 2021 by alphaprior Quote Link to comment Share on other sites More sharing options...
TomfooleryYT Posted January 21, 2021 Share Posted January 21, 2021 Can I request that a node be put on top of the atlas parts for skycranes? Quote Link to comment Share on other sites More sharing options...
Roman7616 Posted January 21, 2021 Share Posted January 21, 2021 21 hours ago, Kielm said: They don't have storage for credits atm, add the storage from one of the logistics modules' cfg files as a temporary fix Thanks good idea . Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 21, 2021 Share Posted January 21, 2021 If i want to use youre new system from the konstruction mod do i need to install a patch or just reinstall to the newest version? And how does your new system for ISRU building works. I now have the mks mod and im planning on building a mun base. Im using GC to construct things. Do you think its the best that i wait building the mun base until the new system comes out . Because im wanting to build a freighter. And i want to have the new parts on it so i can build the mun base with the new system. Because if i build my base now it will rely on GC for construction. And then if i switch to the new ISRU building it will need the new parts. I have a question Are the workshops who are now in mks gonna be used in the new ISRU system. If its yes i will build the freighter and just build the base. And if its now i will go on further desinging my base until the new ISRU system comes out. Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 21, 2021 Share Posted January 21, 2021 On 1/2/2021 at 6:16 AM, RoverDude said: 1. Ahh. yeah, tbh I think the close orbits make more sense lore wise. 2. Good deal! 4. Fair enough - log a github issue and that gets it on it's way to the list. Also completely unrelated... USI-LS is getting a thing.... I see that we get to have the possibility to freeze kerbals because there is "Cryo tank" on the side of it Quote Link to comment Share on other sites More sharing options...
Kielm Posted January 21, 2021 Share Posted January 21, 2021 2 hours ago, Plomie said: If i want to use youre new system from the konstruction mod do i need to install a patch or just reinstall to the newest version? To use the new Konstruction features which are still in pre-release (i.e. not finished) you'll need the USI Constellation pre-release here. It includes the full USI suite so you might have to remove the stuff you don't want. I replaced the Firespitter with just the plugin/dll as I didn't want those parts. 2 hours ago, Plomie said: And how does your new system for ISRU building works Big question... MKS has a long production chain for building Material Kits and Specialised Parts that are used by GC. You could read a guide here or refer to the wiki here. If you're talking just about the Konstruction changes then it works similarly to OSE Workshop - try looking here for a better idea of how it works. 2 hours ago, Plomie said: I now have the mks mod and im planning on building a mun base. Im using GC to construct things. Do you think its the best that i wait building the mun base until the new system comes out . Because im wanting to build a freighter. And i want to have the new parts on it so i can build the mun base with the new system. Because if i build my base now it will rely on GC for construction. And then if i switch to the new ISRU building it will need the new parts. I have a question Are the workshops who are now in mks gonna be used in the new ISRU system. If its yes i will build the freighter and just build the base. And if its now i will go on further desinging my base until the new ISRU system comes out. It sounds like you're pretty invested in your current game. I wouldn't wait for the new mechanics if I were you - it could be a while, it could be today. There may be bugs. It may still use GC. It may not. It's unlikely you'll be able to build complete craft from scratch using just Konstruction, it will probably be GC / whatever RoverDude has in the works for MKS. If I were you, I'd stick with your current system for now but be prepared to change it. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 21, 2021 Author Share Posted January 21, 2021 3 hours ago, Plomie said: I see that we get to have the possibility to freeze kerbals because there is "Cryo tank" on the side of it Yup! Quote Link to comment Share on other sites More sharing options...
alphaprior Posted January 21, 2021 Share Posted January 21, 2021 I want to build a fuel production base, just ore and a converter so I only need a drill and MPU and of course tanks for ore and fuel. From what I understand while they are in close range under 150m I don't need connections right? But what happens when I want to expand my base with logistics center etc. since flexotube is not working anymore. How I'm gonna connect the modules? There are other non flexible tubes but it's gonna be a nightmare connecting them on the ground. I've been looking youtube videos but all of them use flexotubes and they are pretty old. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 21, 2021 Author Share Posted January 21, 2021 4 minutes ago, alphaprior said: I want to build a fuel production base, just ore and a converter so I only need a drill and MPU and of course tanks for ore and fuel. From what I understand while they are in close range under 150m I don't need connections right? But what happens when I want to expand my base with logistics center etc. since flexotube is not working anymore. How I'm gonna connect the modules? There are other non flexible tubes but it's gonna be a nightmare connecting them on the ground. I've been looking youtube videos but all of them use flexotubes and they are pretty old. A lot of the MKS stuff will work disconnected as long as you have some local storage (I recommend enough for a full Kerbal day of outpot). Quote Link to comment Share on other sites More sharing options...
alphaprior Posted January 21, 2021 Share Posted January 21, 2021 Hmm ok 2km is more than enough then. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 21, 2021 Author Share Posted January 21, 2021 3 minutes ago, alphaprior said: Hmm ok 2km is more than enough then. Some are distance limited, so 150m is a lot better. Quote Link to comment Share on other sites More sharing options...
alphaprior Posted January 21, 2021 Share Posted January 21, 2021 Sure it's gonna be under 150m but logistics give a 2km coverage or not? Quote Link to comment Share on other sites More sharing options...
Kielm Posted January 21, 2021 Share Posted January 21, 2021 1 hour ago, alphaprior said: Sure it's gonna be under 150m but logistics give a 2km coverage or not? You can find the answer on the wiki under logistics https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Logistics) Quote Link to comment Share on other sites More sharing options...
alphaprior Posted January 22, 2021 Share Posted January 22, 2021 (edited) Ok I did as described in wiki. I've built a module with 3x MEU-500-A, equipped with a Kontainer tank - flat which it has planetary/local warehouse option. Nearby there is a triple big tank also equipped with Kontainer tank. Both modules have a basic probodyne so I can control and switch between them. No crew. Drills are working untill the attached tank is full. The other nearby tank doesn't work, switching local warehouse on/off does not change a thing. I tried both Kontainers no change. Apparently there another thing missing in the equation. And btw, at first the tank was filling fast but around 90% it slowed down. I have noticed that before, mining is very efficient but shortly after it goes down. Local depletion? Edited January 22, 2021 by alphaprior Quote Link to comment Share on other sites More sharing options...
CateredCarrot Posted January 22, 2021 Share Posted January 22, 2021 By your design you will have to manually transfer the resources. local logistics work automatically by pulling the resource, not pushing. So you need to consume the resource at the destination. Quote Link to comment Share on other sites More sharing options...
alphaprior Posted January 22, 2021 Share Posted January 22, 2021 (edited) Hmm ok that's what it meant in the wiki. I thought container would want to consume it fill up. So I need a converter connected to the other tank to consume it. A: Drill produces ore stores in attached tankB: Big ore tank not needed? C: MPU needs ore so consumes it from drill's tank and fills the attached fuel tank. Edited January 22, 2021 by alphaprior Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 22, 2021 Share Posted January 22, 2021 20 hours ago, Kielm said: To use the new Konstruction features which are still in pre-release (i.e. not finished) you'll need the USI Constellation pre-release here. It includes the full USI suite so you might have to remove the stuff you don't want. I replaced the Firespitter with just the plugin/dll as I didn't want those parts. Big question... MKS has a long production chain for building Material Kits and Specialised Parts that are used by GC. You could read a guide here or refer to the wiki here. If you're talking just about the Konstruction changes then it works similarly to OSE Workshop - try looking here for a better idea of how it works. It sounds like you're pretty invested in your current game. I wouldn't wait for the new mechanics if I were you - it could be a while, it could be today. There may be bugs. It may still use GC. It may not. It's unlikely you'll be able to build complete craft from scratch using just Konstruction, it will probably be GC / whatever RoverDude has in the works for MKS. If I were you, I'd stick with your current system for now but be prepared to change it. Thanks i think i just will build my base with GC. 5 minutes ago, Plomie said: Thanks i think i just will build my base with GC. KonFabricator will be useful but not essential. If i need one on my base i will build it with GC no problem Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 22, 2021 Share Posted January 22, 2021 19 hours ago, RoverDude said: Yup! O i think i am gonna use it on my duna colony ship. But im gonna first colonise the mun and probably minmus. Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 22, 2021 Share Posted January 22, 2021 Can you build diy kits with the Konfabricator. So that is that i dont need to launch diy kits every time to a planet or moon if you want to even more expand youre base? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted January 22, 2021 Share Posted January 22, 2021 3 hours ago, Plomie said: Can you build diy kits with the Konfabricator. So that is that i dont need to launch diy kits every time to a planet or moon if you want to even more expand youre base? Why not test it out? If I had to guess, considering right now the Konfabricator functions like a 3D printer, putting the finished items into stock inventory slots, that a DIY kit simply wouldn't fit. Quote Link to comment Share on other sites More sharing options...
alphaprior Posted January 22, 2021 Share Posted January 22, 2021 (edited) No matter what I do, I follow descriptions, I read the wiki, the local warehouse doesn't work. Here is a test I did with ore production with a Kontainer as a local warehouse attached. Next to it a karibu with MPU consumer for ore and another Kontainer local warehouse on or off doesn't work. I found that I can transfer ore from miner module to Karibu using Kolonization Dashboard. But this should be done automatically like I've seen in videos with flow priority. It was not available in my game untill I've read somewhere that I need to switch on Advanced Tweakables! Another option... they never end... Now how does this work because extra confusing on top of MKS. Tanks with more positive numbers get empty faster. But when I play with them nothing happens unless I transfer ore from black tanks to Kontainer using alt+click. Then resources start to flow (alt+click)Black Tanks>Kontainer on top>Black tanks on Karibu. Kontainer did not get any ore untill black tanks were full. I'm not sure what to do to set it in auto mode mining and pulling resources from mining module to karibu MPU. Edited January 22, 2021 by alphaprior Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 22, 2021 Author Share Posted January 22, 2021 On 1/20/2021 at 8:59 PM, TomfooleryYT said: Can I request that a node be put on top of the atlas parts for skycranes? All roads lead to Github issues being logged Quote Link to comment Share on other sites More sharing options...
Kielm Posted January 22, 2021 Share Posted January 22, 2021 @RoverDude I'm afraid there are some bees in the Akita rover. Backstory: I landed a tidy little Akita on the Mun for some science rover goodness. Problem: 90% of the time when I switch back to the rover, it has been attacked by a swarm of Mun-bees and looks... well, to use the technical term, janky. Note the general screwiness, and separation/misalignment/twisting of attachment nodes (you might have to zoom in). Ignore the 100% intentional orientation in the final screenshot (not related) but notice how the parts are misaligned and twisted? Rover looks fine before switching away. Side effects of this are mini-kraken attacks - colliders go a bit nuts and the rover spins wildly, or bounces once on loading and then spins to destruction. I know it's not a consistent problem as the rover I built in my last game was simpler but had no issues. Spoiler Quote Link to comment Share on other sites More sharing options...
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