notthebobo Posted October 12 Share Posted October 12 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 On 9/25/2024 at 8:12 AM, modus said: The wiki is a little outdated on some parts but is always a good start: https://github.com/UmbraSpaceIndustries/MKS/wiki I agree with @modus, the Wiki is a good place to start.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. Quote Link to comment Share on other sites More sharing options...
modus Posted October 13 Share Posted October 13 This is a great tutorial, @notthebobo! I'm also slowly getting back into ksp1, but have played (extensively) with WOLF before. Your tutorial really helps jogging my memory Quote Link to comment Share on other sites More sharing options...
beachflow Posted November 1 Share Posted November 1 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. Quote Link to comment Share on other sites More sharing options...
willdot Posted November 9 Share Posted November 9 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 Quote Link to comment Share on other sites More sharing options...
MusicByVano Posted November 16 Share Posted November 16 @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 Quote Link to comment Share on other sites More sharing options...
MusicByVano Posted November 19 Share Posted November 19 (edited) 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 December 9 by MusicByVano Quote Link to comment Share on other sites More sharing options...
Gally2024 Posted December 9 Share Posted December 9 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 Quote Link to comment Share on other sites More sharing options...
Gally2024 Posted December 9 Share Posted December 9 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 Quote Link to comment Share on other sites More sharing options...
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