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


RoverDude

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I'm getting back into KSP1, and am fascinated by the WOLF system. I finally took the time to look at it, and created a tutorial for using WOLF on Kerbin in the MKS Wiki to setup a station that can build and resupply ships in orbit. If anyone has an opportunity, please let me know if it's helpful or needs modifcation/clarification.

On 9/25/2024 at 8:12 AM, modus said:

The wiki is a little outdated on some parts but is always a good start: https://github.com/UmbraSpaceIndustries/MKS/wiki

I agree with @modus, the Wiki is a good place to start. I recommend looking at the Kore Design page first to understand what the mod is about.

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  • 3 weeks later...
On 9/10/2021 at 6:58 PM, DiegoKeys said:

Ok, I tried this solution:

1) Connected to origin depot on KSC biome

2) Launch in orbit the vessel with a WOLF cargo container (Payload 15) in orbit

3) docked with a refuel ship a put in orbit. I noticed that the transport computer says 0 as "Route payload" after docking (it was 15)

3) Restored all the fuel consumed so far. The Transport Computer says 0 as "Route Cost"

4) Undocked from refuel ship, but when I click on "Connect to destination depot" following message appear:

"The vessel is too small to establish a transport route"

 

Something went wrong on step 3 as the payload disappeared. What I'm missing?

 

Thanks in advance

@DiegoKeys Sorry to hop on 3 years later but I found the issue has to do with the vessel type. I guess there is some hierarchy and your vessel can inherit 0 payload from the vessel it is docking with. I solved it by setting the vessel with the Wolf Crew Container and Wolf Computer as a station and the vessel docking with it as debris and it worked as expected. 

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  • 2 weeks later...

Hi, is there any chance MKS resources could be mined from asteroids in future?

just spent quite a long time and a lot of funds moving a size E to LKO to mine for rare metals kinda disappointed to find MKS drills don't work off the surface

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@PART[*]:HAS[!MODULE[FlagSite],!MODULE[KerbalEVA],!MODULE[ModuleCargoPart]]
{
  MODULE
  {
	name = USI_ModuleRecycleablePart
	Menu = Disassemble Part
	ResourceName = MaterialKits
	Efficiency = .5
  }
}
@PART[PotatoRoid]
{
  @MODULE[USI_ModuleRecycleablePart]
  {
 	@Menu = Discard Asteroid
	@Efficiency = 0
  }
}

Small edit for ScrapParts.cfg so you will not be able to disassemble kerbals (like I did accidently), Requires Ksp Part Volumes mod to add ModuleCargoPart to every modded part exept kerbals so I used that to filter out kerbonauts

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On 11/16/2024 at 2:47 PM, MusicByVano said:
@PART[*]:HAS[!MODULE[FlagSite],!MODULE[KerbalEVA],!MODULE[ModuleCargoPart]]
{
  MODULE
  {
	name = USI_ModuleRecycleablePart
	Menu = Disassemble Part
	ResourceName = MaterialKits
	Efficiency = .5
  }
}
@PART[PotatoRoid]
{
  @MODULE[USI_ModuleRecycleablePart]
  {
 	@Menu = Discard Asteroid
	@Efficiency = 0
  }
}

Small edit for ScrapParts.cfg so you will not be able to disassemble kerbals (like I did accidently), Requires Ksp Part Volumes mod to add ModuleCargoPart to every modded part exept kerbals so I used that to filter out kerbonauts

Found a better solution without part volumes mod

@PART[kerbalEVA,kerbalEVAfemale,kerbalEVAVintage,kerbalEVAfemaleVintage,kerbalEVAfemaleFuture,kerbalEVAFuture,kerbalSlimSuit,kerbalSlimSuitFemale]
{
	@MODULE[USI_ModuleRecycleablePart]
	{
		Menu = { }
	}
}

just create cfg file, paste this, and save it somewhere in gamedata folder. No more killing kerbals (by accident)

Edited by MusicByVano
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  • 3 weeks later...

I have created a Chinese localization for this mod. Additionally, I made some changes to the source code to enhance the localization functionality and have submitted a Pull Request on GitHub.

Could you please take a look at my Pull Request and let me know if there are any issues or further adjustments required? I believe this localization will make the mod more accessible to Chinese players.

Thank you for creating such an amazing mod, and I appreciate your time and consideration!

Here is my fork: GitHub-MKS-Chinese-Localization

And here is the pull request: GitHub-MKS-Chinese-Localization-PullRequest

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3 hours ago, Gally2024 said:

I have created a Chinese localization for this mod. Additionally, I made some changes to the source code to enhance the localization functionality and have submitted a Pull Request on GitHub.

Could you please take a look at my Pull Request and let me know if there are any issues or further adjustments required? I believe this localization will make the mod more accessible to Chinese players.

Thank you for creating such an amazing mod, and I appreciate your time and consideration!

Here is my fork: GitHub-MKS-Chinese-Localization

And here is the pull request: GitHub-MKS-Chinese-Localization-PullRequest

@RoverDude

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