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


RoverDude

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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.

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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. 

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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....

image.png

 

I see that we get to have the possibility to freeze kerbals because there is "Cryo tank" on the side of it

 

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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

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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.

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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).

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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 by alphaprior
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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 tank
B: Big ore tank  not needed?
C: MPU needs ore so consumes it from drill's tank and fills the attached fuel tank.

Edited by alphaprior
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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

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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.

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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... :wacko: 
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.
 

FoMky49.jpg

Edited by alphaprior
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@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

 

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6kKtZRU.png

 

 

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