Plomie Posted April 7, 2021 Share Posted April 7, 2021 21 hours ago, Tacombel said: This is what it says in the wiki, Personally I never reached that far. They will also get freezed if you reach 50y habtime per kerbal. AFAIK the others don't have any special effect. https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Habitation) thanks Quote Link to comment Share on other sites More sharing options...
Xilis Posted April 7, 2021 Share Posted April 7, 2021 I wiped it to vanilla and am reinstalling all the mods I had no issues yet. must have been some stray files. it fixed another issue i was having as well Quote Link to comment Share on other sites More sharing options...
Plomie Posted April 8, 2021 Share Posted April 8, 2021 Hello is there also a surface shipyard coming? And the shipyards use alloy and a lot of new resources but i dont know the supply chains of them because im am not yet in the prerelease and in i am in ksp 1.11.0 . Quote Link to comment Share on other sites More sharing options...
Tacombel Posted April 8, 2021 Share Posted April 8, 2021 (edited) Packed basic base in two ships. Mount them in your favorite booster and launch them. It is designed with a crew of five in mind. Engineer and pilot for the pioneer module, scientist for the greenhouse, engineer for the workshop and a third engineer for EVA construction. Enable konstruction in the pioneer and workshop to move the heaviest parts. There are not enough material kits to deploy everything, so start with the hab-quarters, greenhouse and workshop. Then disassemble as needed to deploy the hab-common. https://kerbalx.com/Tacombel/MKS-Basic-Base-Part-One https://kerbalx.com/Tacombel/MKS-Basic-Base-Part-Two Edited April 8, 2021 by Tacombel Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 8, 2021 Author Share Posted April 8, 2021 8 hours ago, Plomie said: Hello is there also a surface shipyard coming? And the shipyards use alloy and a lot of new resources but i dont know the supply chains of them because im am not yet in the prerelease and in i am in ksp 1.11.0 . Yep, surface is in the pre-release. As well as new supply chains - though for some of the upper end stuff it may just make sense to ship it up. In my own save I am reserving that level of manufacturing to a single body due to the magnitude of the planetary infrastructure (which IMO is best to do using WOLF). Quote Link to comment Share on other sites More sharing options...
modus Posted April 8, 2021 Share Posted April 8, 2021 (edited) Yeah I'm also doing it that way. At least, if all resources are available on that planet Edited April 8, 2021 by modus Quote Link to comment Share on other sites More sharing options...
Tacombel Posted April 11, 2021 Share Posted April 11, 2021 Assembling the two part MKS Basic Base Quote Link to comment Share on other sites More sharing options...
Plomie Posted April 12, 2021 Share Posted April 12, 2021 (edited) I dont know how to update the mod to the prerelease. Do i just need to delete the old version and install the new version? And another question if there is a surface shipyard does it mean that No GC or EL is needed anymore? Edited April 12, 2021 by Plomie Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted April 12, 2021 Share Posted April 12, 2021 24 minutes ago, Plomie said: I dont know how to update the mod to the prerelease. Do i just need to delete the old version and install the new version? And another question if there is a surface shipyard does it mean that No GC or EL is needed anymore? Yes and yes. Quote Link to comment Share on other sites More sharing options...
Plomie Posted April 12, 2021 Share Posted April 12, 2021 Ok another question is kis/kas still needed Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted April 12, 2021 Share Posted April 12, 2021 1 minute ago, Plomie said: Ok another question is kis/kas still needed Nope. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 12, 2021 Share Posted April 12, 2021 PSA for anyone like me who dreamed of striking it rich through importing containers of produced goods from your off-world MKS mine/manufacturing complex: there's currently a bug in stock 1.11 KSP that will result in you actually losing money. It affects all containers from all mods that use any part switcher to switch their contents (FS/IFS/B9/etc) as the game now does the recovery cost calculations by using the original costs of the part instead of the actual costs after the switch and mining operation. So the part cost becomes negative. The KSP Recall mod has a temporary fix, though it's more like an ugly band-aid. Quote Link to comment Share on other sites More sharing options...
cinemagic Posted April 12, 2021 Share Posted April 12, 2021 Is there a way to turn off automatic maintainance of workshops or assembly lines? in my game performing maintainance has some issue on nuclear reacters, it always take ErU from reacters and put them into ErU container, makeing reacters stop working. Quote Link to comment Share on other sites More sharing options...
TheRealMK245 Posted April 12, 2021 Share Posted April 12, 2021 On 4/8/2021 at 8:42 PM, RoverDude said: Yep, surface is in the pre-release. As well as new supply chains - though for some of the upper end stuff it may just make sense to ship it up. In my own save I am reserving that level of manufacturing to a single body due to the magnitude of the planetary infrastructure (which IMO is best to do using WOLF). Is the pre release publicly available? I’d love to play with the new stuff Quote Link to comment Share on other sites More sharing options...
minerbat Posted April 12, 2021 Share Posted April 12, 2021 how good will this work with RO/RSS/kerbalism? i am willing to find out how to make custom configs if that is possible and works. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 12, 2021 Share Posted April 12, 2021 (edited) @minerbat I can't speak for RO/RSS but when it comes to Kerbalism you'll need to pick between Kerbalism and MKS. MKS is geared towards using USI-LS and is not compatible at all with Kerbalism, which changes many core game mechanics. It would be quite a task to make them even remotely compatible. I would suggest running two different career saves if you're interested in both. 1 hour ago, TheRealMK245 said: Is the pre release publicly available? I’d love to play with the new stuff https://github.com/BobPalmer/USI_Constellation/releases/tag/2021.03.12.01 Edited April 12, 2021 by Grimmas Quote Link to comment Share on other sites More sharing options...
TheRealMK245 Posted April 12, 2021 Share Posted April 12, 2021 12 minutes ago, Grimmas said: https://github.com/BobPalmer/USI_Constellation/releases/tag/2021.03.12.01 Thanks Quote Link to comment Share on other sites More sharing options...
Plomie Posted April 13, 2021 Share Posted April 13, 2021 is scansat compatible with the new version of mks and is it finally compatible with 1.11.x Quote Link to comment Share on other sites More sharing options...
minerbat Posted April 13, 2021 Share Posted April 13, 2021 14 hours ago, Grimmas said: @minerbat I can't speak for RO/RSS but when it comes to Kerbalism you'll need to pick between Kerbalism and MKS. MKS is geared towards using USI-LS and is not compatible at all with Kerbalism, which changes many core game mechanics. It would be quite a task to make them even remotely compatible. I would suggest running two different career saves if you're interested in both. what about TAC life support? and is there a mod that just adds the science behaviour kerbalism has? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 13, 2021 Author Share Posted April 13, 2021 2 hours ago, Plomie said: is scansat compatible with the new version of mks and is it finally compatible with 1.11.x Never been a compatibility problem with scansat that I am aware of. And MKS has been 1.11.x compatible for a while. 2 hours ago, minerbat said: what about TAC life support? and is there a mod that just adds the science behaviour kerbalism has? It won't conflict, just don't use USI-LS if you use TAC-LS. You won't be using a lot of the modules though as TAC-LS has no analogue for habitation, and any community patches for TAC-LS do not have official support. tbh, USI-LS just fits a lot better. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 13, 2021 Share Posted April 13, 2021 2 hours ago, minerbat said: and is there a mod that just adds the science behaviour kerbalism has? There's a science-only version of Kerbalism. Haven't tried it with MKS, but would be interested to hear your experiences if you do. Quote Link to comment Share on other sites More sharing options...
minerbat Posted April 13, 2021 Share Posted April 13, 2021 i jusy want to have some more in depth life support than just food though that still works with this... i want a more complicated food system and water and air and hab time and preferrably radiation too. and if i want to use it with RO i want kerbalism science too... Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 13, 2021 Author Share Posted April 13, 2021 (edited) 8 minutes ago, minerbat said: i jusy want to have some more in depth life support than just food though that still works with this... i want a more complicated food system and water and air and hab time and preferrably radiation too. and if i want to use it with RO i want kerbalism science too... And this is where I get philosophical. When I used TAC-LS, the only difference between one resource and three was more parts, and three resource tanks. Like, I never had a situation where I was out of one (food/water/oxygen) instead of all three in equal measure. EC was a wild card (and USI-LS has that), also USI-LS has a lot more breadth as it covers long-term habitation (which is trickier to deal with than just keeping Kerbals fed). Lethality and effects are all customizable as well. But to each their own Edited April 13, 2021 by RoverDude Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 13, 2021 Share Posted April 13, 2021 I too was iffy about it being 'only supplies' as an abstraction when I first started using MKS. But as my craft became more complex, regularly passing 300+ parts, I am now actually glad for having a lower part count for the life support systems this way :-) Quote Link to comment Share on other sites More sharing options...
minerbat Posted April 13, 2021 Share Posted April 13, 2021 but i want to have to deal with challenges of each requirement being handled in a different way. electricity for heating can be made with solar panels. water can be made with ISRU. oxygen can be made from water. nitrogen can just passively sit there and do nothing, but when it's gone it's gone. food requires good infrastructure of greenhouses and such. radiation is it's own thing entirely. and then hab space. can the food part of this mod be disabled and just use the hab time? then i could use TAC for food and such, and the kerbalism science-only mod @Grimmaswas talking about? maybe in stock i would like this simplification, but i want to try it with RO and make it extra challenging Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.