bounty123 Posted February 14, 2021 Share Posted February 14, 2021 Hi, I installed the Constellation 2020-12-31 prerelease to try the KonFabricator, but the only function I can find is Legomatic to produce Mk from Ore - I still have to work on accepting this as non-OP as so far producing Mk in a Kolony was a really big achievement for me. Is the actual 3D printing function not implemented yet, or am I missing something? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 14, 2021 Author Share Posted February 14, 2021 3 hours ago, bounty123 said: Hi, I installed the Constellation 2020-12-31 prerelease to try the KonFabricator, but the only function I can find is Legomatic to produce Mk from Ore - I still have to work on accepting this as non-OP as so far producing Mk in a Kolony was a really big achievement for me. Is the actual 3D printing function not implemented yet, or am I missing something? In the pre-release there should be a separate menu button for the Konfabricator on your stock menu bar vs. a PAW (this is changing in the next pre-release). Also note that the Ore->MatKit ratio is pretty rough, and that more than MatKits are required for a lot of parts. Quote Link to comment Share on other sites More sharing options...
Tacombel Posted February 14, 2021 Share Posted February 14, 2021 13 hours ago, Feye said: Exactly why I asked if it scales with the science multiplier... because driving around on Kerbin SOI with (bon voyage enabled) rovers is trivial and the amount of science will be hilarious just from that. Guess I'm gonna survey all the stuff and delete 90% of the science gained via save file edit (it's easy enough). You can delete science inside the game with the console Ctrl-Alt-F12 Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 14, 2021 Author Share Posted February 14, 2021 More just tossing out a design note RE Fabrication, etc. there were a few of constraints when updating Konstruction for in-situ. Konstruction needed to work stand-alone without an MKS supply chain. The behavior of the Legomatic and the Konfabricator needed to be exactly the same whether you had an MKS install or not. So the net behavior is that MatKits comprise a lot of the part mass - but at a pretty high ratio, and the LegoMatic is at a 10:1 conversion ratio which makes things tougher. The side effect is that you get reasonably easy (assuming you have enough drills, etc.) MatKit production early on. Which is actually kinda nice for MKS as it smooths out the production cliff a bit. But you're going to be shipping in a lot of stuff (SpecParts, Robotics, Electronics, etc.). so your long-term chain is a bit more complex for 100% off world (adding a bit of a jump at the end of the production curve). Since this is the same stuff used for vessel construction, it means that while the first part of the chain can be a bit easier to work with, the tail is a bit more challenging, and IMO that's pretty good stuff. Also your tail end resource chain can be significantly more efficient, which is also good. Also had to do a bit of defensive coding (and may have to do a bit more) since some mods/modders break the rules of CRP, which in turn messes with some of the planetary resources. Quote Link to comment Share on other sites More sharing options...
MartyG Posted February 15, 2021 Share Posted February 15, 2021 Hey Roverdude, just letting you know that MKS version 1.3.0.0 is hanging on load for me. It is calling for a part: "UmbraSpaceIndustries/MKS/Parts/LightGlobe/MKS_LightGlobe" There is a LightGlobe.cfg in the main Parts subdirectory. Deleting this allowed the game to start. Quote Link to comment Share on other sites More sharing options...
CateredCarrot Posted February 15, 2021 Share Posted February 15, 2021 3 hours ago, MartyG said: Hey Roverdude, just letting you know that MKS version 1.3.0.0 is hanging on load for me. It is calling for a part: "UmbraSpaceIndustries/MKS/Parts/LightGlobe/MKS_LightGlobe" There is a LightGlobe.cfg in the main Parts subdirectory. Deleting this allowed the game to start. Hi. This is a known issue and fixed on 1.4.0 Quote Link to comment Share on other sites More sharing options...
MartyG Posted February 15, 2021 Share Posted February 15, 2021 22 minutes ago, CateredCarrot said: Hi. This is a known issue and fixed on 1.4.0 Cool, thanks for the quick answer. Somehow I got hold of 1.3.0. Can't remember where I DLed it from, but someone is obviously hosting an old version. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted February 15, 2021 Share Posted February 15, 2021 7 hours ago, MartyG said: Cool, thanks for the quick answer. Somehow I got hold of 1.3.0. Can't remember where I DLed it from, but someone is obviously hosting an old version. Get the latest version of USI/MKS from the GitHub repository or Spacedock, as listed on the OP, or use CKAN to help manage dependencies and updates. Quote Link to comment Share on other sites More sharing options...
Tacombel Posted February 18, 2021 Share Posted February 18, 2021 (edited) I must be doing something wrong, because the habitation module at the bottom is not receiving supplies from the greenhouse or the kontainer in the top left. Edited February 18, 2021 by Tacombel Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 18, 2021 Author Share Posted February 18, 2021 1 hour ago, Tacombel said: I must be doing something wrong, because the habitation module at the bottom is not receiving supplies from the greenhouse or the kontainer in the top left. Kerbals in both? Quote Link to comment Share on other sites More sharing options...
Tacombel Posted February 18, 2021 Share Posted February 18, 2021 (edited) 3 hours ago, RoverDude said: Kerbals in both? Yes. There is something wrong with my game, because I just checked The Mun base and scavenging also stopped working. Edit: I removed several mods, including KSP Interstellar, and seems to be working again. Edited February 18, 2021 by Tacombel Quote Link to comment Share on other sites More sharing options...
CateredCarrot Posted February 18, 2021 Share Posted February 18, 2021 5 hours ago, Tacombel said: I must be doing something wrong, because the habitation module at the bottom is not receiving supplies from the greenhouse or the kontainer in the top left. Is there USI kontainers in both? I am not sure if it would work without parts that have the local logistics module. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 19, 2021 Author Share Posted February 19, 2021 21 hours ago, Tacombel said: Yes. There is something wrong with my game, because I just checked The Mun base and scavenging also stopped working. Edit: I removed several mods, including KSP Interstellar, and seems to be working again. Interesting - hate to ask, but can you let us know which mods? Would be really good to know which is causing us grief. Quote Link to comment Share on other sites More sharing options...
Tacombel Posted February 19, 2021 Share Posted February 19, 2021 2 hours ago, RoverDude said: Interesting - hate to ask, but can you let us know which mods? Would be really good to know which is causing us grief. I removed them just because they were the last ones I installed: DaMichel's parts mods and Fuel Tank Plus. No part of this mods is in use in the bases. And I was to fast to talk, it is still not working. I will post when I find anything more useful. The only thing is the console spamming this lines, both the orange and green lines. The green lines appear 5 or 6 every second or so. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 19, 2021 Author Share Posted February 19, 2021 2 hours ago, Tacombel said: I removed them just because they were the last ones I installed: DaMichel's parts mods and Fuel Tank Plus. No part of this mods is in use in the bases. And I was to fast to talk, it is still not working. I will post when I find anything more useful. The only thing is the console spamming this lines, both the orange and green lines. The green lines appear 5 or 6 every second or so. Ground tethers on? Quote Link to comment Share on other sites More sharing options...
Tacombel Posted February 19, 2021 Share Posted February 19, 2021 24 minutes ago, RoverDude said: Ground tethers on? Will check tonight, but it is probable. Quote Link to comment Share on other sites More sharing options...
nickicool Posted February 19, 2021 Share Posted February 19, 2021 On 2/10/2021 at 6:48 PM, RoverDude said: On 2/10/2021 at 6:48 PM, RoverDude said: On 2/10/2021 at 6:17 PM, Ollz said: I Know this Mod Fits In With USI, Life Support, But will it Work With Kerbalism? All bets are off with Kerbalism because of how invasive it is. To be honest, I don't recommend it. Will MKS work well with TEAC-LS? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 19, 2021 Author Share Posted February 19, 2021 50 minutes ago, nickicool said: Will MKS work well with TEAC-LS? It will work with TAC-LS. It works well with USI-LS There's a community provided TAC-LS config, but no support for it nor can I confirm that it's been kept up to date. Semi related, over time we'll be pulling out some of these third party patches and encouraging the community to maintain these as an optional package vs bundling them with the download (It clears confusion over who has to support it, etc.). Quote Link to comment Share on other sites More sharing options...
Tacombel Posted February 19, 2021 Share Posted February 19, 2021 3 hours ago, RoverDude said: Ground tethers on? Yes, on. Quote Link to comment Share on other sites More sharing options...
Aest47 Posted February 21, 2021 Share Posted February 21, 2021 (edited) Forgive me if this is a dumb question but im missing something here and i just cant figure it out. Read the wiki and tried to google the solution with no luck. Im trying to mine an asteroid but none of my drills have a start option. They just extend into the asteroid and wont run. What does one need to do in order to start mining an asteroid? Is there a particular drill or scanner i need to be using to get the MKS resources? Edited February 21, 2021 by Aest47 added picture Quote Link to comment Share on other sites More sharing options...
modus Posted February 21, 2021 Share Posted February 21, 2021 I'd say it's because the asteroid doesn't have the resource(s) you're tryning to mine. Think you have to do a surface scan first. Quote Link to comment Share on other sites More sharing options...
Feye Posted February 21, 2021 Share Posted February 21, 2021 (edited) 4 hours ago, Aest47 said: Forgive me if this is a dumb question but im missing something here and i just cant figure it out. Read the wiki and tried to google the solution with no luck. Im trying to mine an asteroid but none of my drills have a start option. They just extend into the asteroid and wont run. What does one need to do in order to start mining an asteroid? Is there a particular drill or scanner i need to be using to get the MKS resources? Also keep in mind you have to configure the Drills for the resources you're planning to extract - their default setting is DIRT. If you didn't configure them in the VAB/SPH before launching, you can still do that on-site, but it costs Specialized Parts, Material Kits and EC. Nvm I just saw you did that Unrelated to drills: I just looked through the various WOLF Hoppers and what they spit out in terms of usable output... and holy solid organic waste products >1200 colony supplies for the 2.5m life support hopper? Isn't that just a teeny tiny little bit overkill? That'd be enough for >400 Kerbals? Like when would you ever build on that scale? Edited February 21, 2021 by Feye Reading a screenshot is hard, mkay xD Quote Link to comment Share on other sites More sharing options...
Terwin Posted February 21, 2021 Share Posted February 21, 2021 5 hours ago, Feye said: Unrelated to drills: I just looked through the various WOLF Hoppers and what they spit out in terms of usable output... and holy solid organic waste products >1200 colony supplies for the 2.5m life support hopper? Isn't that just a teeny tiny little bit overkill? That'd be enough for >400 Kerbals? Like when would you ever build on that scale? Did you see that the new 20m atlas parts have a max crew of 96 each? A couple of hab domes and a couple of factory domes would let you use most of that. Question: do the Atlas parts still benefit from only the highest specialist on the station? I vaguely remember something about multiple specialists being useful, but that might have been in relation to WOLF... If you only benefit from one specialist, that is a *lot* of kolonists... Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 21, 2021 Author Share Posted February 21, 2021 5 minutes ago, Terwin said: Did you see that the new 20m atlas parts have a max crew of 96 each? A couple of hab domes and a couple of factory domes would let you use most of that. Question: do the Atlas parts still benefit from only the highest specialist on the station? I vaguely remember something about multiple specialists being useful, but that might have been in relation to WOLF... If you only benefit from one specialist, that is a *lot* of kolonists... Atlas parts have the same rules as their Tundra counterparts - only larger Quote Link to comment Share on other sites More sharing options...
Aest47 Posted February 21, 2021 Share Posted February 21, 2021 13 hours ago, modus said: I'd say it's because the asteroid doesn't have the resource(s) you're tryning to mine. Think you have to do a surface scan first. Thats what i thought was the problem maybe. I built a module with a surface scanner and a narrow band scanner just to rule that out but both seem to think im talking about Kerbin which im in the SOI of and say "To High" as the values. One of the drills is configured for ore and that doesnt run either. Quote Link to comment Share on other sites More sharing options...
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