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


RoverDude

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On 6/5/2024 at 12:30 PM, Thurak said:

Note that there appears to be a bit of a bug with this and it usually results in your vessel having a negative value on returning, not sure if this is an issue with USI parts or just inherent in KSP.

I believe there's a fix in KSPCF that addresses the refund problem.  The other way around this is to cheat the profit (Alt-F12) into your account.

 

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Does WOLF use the standard CRP resource definitions made by MKS to determine where it can harvest resources, or does it have its own system to determine where resources are?

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Hi there,

Really quick question - I have installed the latest versions of all of USI's mods and for some reason I can't make machinery.

I have a Tundra manufacturing plant, and also a couple of Dune inflatable manufacturing places. I have selected them to make Machinery and once launched, they are changed to MaterialKits.

 

In EVA I will change them to Machinery (which APPEARS to work) but once I switch back to the ship, it's back to being Materialkits.

 

This happens to all the modules that can create Machinery. What gives?

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17 hours ago, doctor_spacheman said:

Really quick question - I have installed the latest versions of all of USI's mods and for some reason I can't make machinery.

I have a Tundra manufacturing plant, and also a couple of Dune inflatable manufacturing places. I have selected them to make Machinery and once launched, they are changed to MaterialKits.

Welcome to the forums.

The USI UI can be...confusing for first time users.  Are you selecting the recipe using the Bay 1 buttons in the middle of the Part Action Window (PAW - the part's context menu)?  What does the Bay 1 Recipe line say?  Can you post a screenshot of what the PAW looks like just before launch?

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1 hour ago, Brigadier said:

Welcome to the forums.

The USI UI can be...confusing for first time users.  Are you selecting the recipe using the Bay 1 buttons in the middle of the Part Action Window (PAW - the part's context menu)?  What does the Bay 1 Recipe line say?  Can you post a screenshot of what the PAW looks like just before launch?

Thanks so much for getting back to me so quickly!

For the already launched Tundra module, Bay 1 is Materialkits and Bay 2 is SpecializedParts. Bay 3 SHOULD be Machinery but always seems to switch instantly to MaterialKits.


The setup is as follows for the already launched Tundra module when I change it in EVA:
Bay 1: MaterialKits --> SpecialisedParts

Bay 2: SpecialisedParts --> Machinery

Bay 3: Machinery --> SpecializedParts

But when I change back to the craft, Bay 3 is changed back to Machinery :(

 

However as per your queries, I checked the VAB version of this craft and a newly launched version. In VAB, the same craft accepts the MaterialKits/SP/Machinery combo that I wanted. Additionally when I launch the same craft, the new version seems to accept Machinery as the 3rd bay once loaded onto the launchpad.

Is there a chance my latest Tundra module is just bugged out?

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Hello folks, I'm in the process of putting together an expansive mod-list for KSP1, as with the seeming demise of KSP2 I felt now was the right moment to get back on the wagon with KSP1.

 

So, long story short how does USI LS and MKS compare to what I consider to be the gold standard mod, Kerbalism. I'm aware it's not quite as 'in-depth' as Kerbalism but I assume it's simpler than just, snacks?

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1 minute ago, Infinite Aerospace said:

Hello folks, I'm in the process of putting together an expansive mod-list for KSP1, as with the seeming demise of KSP2 I felt now was the right moment to get back on the wagon with KSP1.

 

So, long story short how does USI LS and MKS compare to what I consider to be the gold standard mod, Kerbalism. I'm aware it's not quite as 'in-depth' as Kerbalism but I assume it's simpler than just, snacks?

IIRC, Kerbalism is considered incompatible by default with every other mod, unless there's either a patch to make that mod compatible, or that mod explicitly adds Kerbalism support. Also, Snacks is the simplest LS mod, IIRC, and MKS does support USI LS, Snacks, and TAC LS. USI LS, I've heard, is supposed to be the middle ground option, with TAC LS being a step shy of Kerbalism, but also, I think its gotten a lot less usage from the community since like 1.7 (at least). 

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I am currently trying to curate a modnlist for my first interstellar playthrough. In the past I have played with Extraplanetary Launchpads and loved it. 

It took ALOT of  hours in game time (with  predesigned ships from other saves) to install much of the resource converters & drilling outposts needed to fully conquer the Kerbol SOI.

I am feeling a little bit daunted at the prospect of having to repeat much of the more tedius aspects. I was hoping to use Simple Construction for my next career save to simplify some of the resource chains.

 

Is this mod compatible with SCON? Would there be a customer patch required to gain functionality?

I am largely unskilled in the finer nuances of the magic you call code. I skimmed a good bit of the thread, but there is a lot here and I was hoping some of those with more hours clocked on mod might help.

 

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58 minutes ago, Grenartia said:

IIRC, Kerbalism is considered incompatible by default with every other mod, unless there's either a patch to make that mod compatible, or that mod explicitly adds Kerbalism support. Also, Snacks is the simplest LS mod, IIRC, and MKS does support USI LS, Snacks, and TAC LS. USI LS, I've heard, is supposed to be the middle ground option, with TAC LS being a step shy of Kerbalism, but also, I think its gotten a lot less usage from the community since like 1.7 (at least). 

Yeah I've came across that a few times with Kerbalism, which is a shame because it's an incredible mod. But I've never had a chance to use still like Kerbin Side Remastered for example, due to it not working with Kerbalism. Might have to do USI this time around as it seems to have pretty much universal compatibility.

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1 hour ago, Fizzlebop Smith said:

I am currently trying to curate a modnlist for my first interstellar playthrough. In the past I have played with Extraplanetary Launchpads and loved it. 

It took ALOT of  hours in game time (with  predesigned ships from other saves) to install much of the resource converters & drilling outposts needed to fully conquer the Kerbol SOI.

I am feeling a little bit daunted at the prospect of having to repeat much of the more tedius aspects. I was hoping to use Simple Construction for my next career save to simplify some of the resource chains.

 

Is this mod compatible with SCON? Would there be a customer patch required to gain functionality?

I am largely unskilled in the finer nuances of the magic you call code. I skimmed a good bit of the thread, but there is a lot here and I was hoping some of those with more hours clocked on mod might help.

 

I can't speak to whether its compatible, personally. But I didn't want to leave you unacknowledged. 

 

 

33 minutes ago, Infinite Aerospace said:

Yeah I've came across that a few times with Kerbalism, which is a shame because it's an incredible mod. But I've never had a chance to use still like Kerbin Side Remastered for example, due to it not working with Kerbalism. Might have to do USI this time around as it seems to have pretty much universal compatibility.



Snacks is also pretty much universally compatible, if you'd like a bit simpler LS option.  And I use Kerbal Health for a lot of the stuff Kerbalism does, but without the default incompatibility with everything else, and it seems to work fine.

 

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Just now, Grenartia said:

I can't speak to whether its compatible, personally. But I didn't want to leave you unacknowledged. 

 

 



Snacks is also pretty much universally compatible, if you'd like a bit simpler LS option.  And I use Kerbal Health for a lot of the stuff Kerbalism does, but without the default incompatibility with everything else, and it seems to work fine.

 

That's the plan, I'm thinking USI LS and Kerbal Health, hopefully there'll be no conflicts with other mods. The biggest issue is, I really, really like how Kerbalism handles the science side of things, I hate the whole 'click button, received science' setup of the stock game, so the Kerbalism 'experiment duration' is perhaps it's best feature. There's a version of Kerbalism called 'Science Only', I'm kinda hoping that, plus USI Life Support and Kerbal Health all fit together with no conflict. Assuming that only preserves the science side of Kerbalism.

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Just now, Infinite Aerospace said:

That's the plan, I'm thinking USI LS and Kerbal Health, hopefully there'll be no conflicts with other mods. The biggest issue is, I really, really like how Kerbalism handles the science side of things, I hate the whole 'click button, received science' setup of the stock game, so the Kerbalism 'experiment duration' is perhaps it's best feature. There's a version of Kerbalism called 'Science Only', I'm kinda hoping that, plus USI Life Support and Kerbal Health all fit together with no conflict. Assuming that only preserves the science side of Kerbalism.

I've never used Kerbalism, so I can't help you there. GL with it, though. 

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3 hours ago, Infinite Aerospace said:

That's the plan, I'm thinking USI LS and Kerbal Health, hopefully there'll be no conflicts with other mods. The biggest issue is, I really, really like how Kerbalism handles the science side of things, I hate the whole 'click button, received science' setup of the stock game, so the Kerbalism 'experiment duration' is perhaps it's best feature. There's a version of Kerbalism called 'Science Only', I'm kinda hoping that, plus USI Life Support and Kerbal Health all fit together with no conflict. Assuming that only preserves the science side of Kerbalism.

That sounds interesting. I liked some of Kerbalism, but found it a bit more comprehensive than I was looking for. Even the most simple configs added a lot. 

I settled on Life Support for previous games.  I tried to use Kerbal Health but had conflicts with CLS. Some of that seems to be ironed out and will be trying to add Kerbal Health to my Life Support on the next career.

 

Let us (me) know how the "science only" works out. I think it would be cool.

 

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2 hours ago, Fizzlebop Smith said:

That sounds interesting. I liked some of Kerbalism, but found it a bit more comprehensive than I was looking for. Even the most simple configs added a lot. 

I settled on Life Support for previous games.  I tried to use Kerbal Health but had conflicts with CLS. Some of that seems to be ironed out and will be trying to add Kerbal Health to my Life Support on the next career.

 

Let us (me) know how the "science only" works out. I think it would be cool.

 

Yeah Science Only seems to function correctly with no conflicts between it and USI-LS, I think it's just Kerbalism with everything except science switched off. Which is cool, USI-LS seems very simplistic compared to Kerbalism mind.

 

Never installed MKS before so I'm surprised by the sheer amount of parts, with stuff like Near Future and Far Future installed the parts menu is looking rather 'abundant'.

Edited by Infinite Aerospace
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  • 2 weeks later...

For some reason the Karibou parts don't appear in search or in normal categories. I can only find them on the Umbra Space Industries tab under undefined. Are these parts deprecated?

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On 6/28/2024 at 8:07 AM, Strubinator said:

For some reason the Karibou parts don't appear in search or in normal categories. I can only find them on the Umbra Space Industries tab under undefined. Are these parts deprecated?

Are you using the Patch for Community Parts that removes duplicates? it disables the search for some modded parts, but you can still find them in the associated manufacturers tab.

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Posted (edited)
On 6/29/2024 at 7:32 PM, Fizzlebop Smith said:

Are you using the Patch for Community Parts that removes duplicates? it disables the search for some modded parts, but you can still find them in the associated manufacturers tab.

I'm only using Community Category Kit, not Community Parts. Edit: I installed Community Parts and they show up under the new rover tab, although they still don't appear in search without the remove duplicate patch.

Edited by Strubinator
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  • 2 weeks later...

I am editing the .cfg files for the WOLF parts so that they don't require any crew points. However it seems like there are a few recipes for the fabricator that don't exist in the .cfg file like synthetics for example.... Are these contained somewhere else such that they can be edited?

 

 

UPDATE: Additional recipes are located in Wolf/Patches/konstruction.cfg

Edited by beachflow
update
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Cant get the Usi life suport to work. Tried with a 'fresh instal'- just Squad,  UmbraSpaceIndustries and USI-LS.

But the info for habitation is not available, the Tundra Kerbitat has no active functions, and the crew were not consuming any Supplies even when I fast forwarded time. Anything I'm missing here?

Also the Habitation Ring can only be inflated/deflated in the VAB, not outside, but that was a bug in my last year's game as well (life support did work back then).

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45 minutes ago, Kaspar said:

Cant get the Usi life suport to work. Tried with a 'fresh instal'- just Squad,  UmbraSpaceIndustries and USI-LS.

But the info for habitation is not available, the Tundra Kerbitat has no active functions, and the crew were not consuming any Supplies even when I fast forwarded time. Anything I'm missing here?

Also the Habitation Ring can only be inflated/deflated in the VAB, not outside, but that was a bug in my last year's game as well (life support did work back then).

Do you have all dependencies?

The ls folder should be inside umbra space industries, is that the case?

(You should ask this in the usi ls thread:sticktongue:)

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Yeah, I was going to say that parts not having any functions might mean you might have a bad installation of ModuleManager (reminder that the .dll goes in the GameData folder on its own, not inside the UmbraSpaceIndustries folder or the like). It might also help to make sure you've got the newest one — should be 4.2.3.

Other than that... Firespitter? 000_USITools? Those came bundled with your USI .zip; I'm pretty sure you'll need them (though you can get rid of Firespitter's Parts/Assets/Sounds folders if you don't want those).

As for the habitation ring, MKS habitats have to be deployed from EVA. (Also make sure you've got enough MaterialKits and EC.)

Edited by arbsoup
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hello, I have some problems with the drills in the USI. There suppose to be 3 bays in the MEU-500 pulse drill, and 5bays in the industrial strip miner. But I see all the drills have only 1 bay, which meams they can only harvest 1 kind of resource at a time. Is this a change in the latest version update?

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