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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The wiki is a little outdated on some parts but is always a good start: https://github.com/UmbraSpaceIndustries/MKS/wiki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,kerbalEVASlimSuit,kerbalEVASlimSuitFemale]:FINAL
{
	@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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  • 1 month later...
On 10/12/2024 at 1:05 PM, notthebobo said:

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.

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.

My one question with wolf is if the biome resources are depletable (unlike the normal mining system) and if so is there a way to change that

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3 minutes ago, Starslinger999 said:

My one question with wolf is if the biome resources are depletable (unlike the normal mining system) and if so is there a way to change that

The resources themselves never run out, but you can only harvest it so quickly based on how rich it is.  Think of it as having a limited number of useful mining sites in the biome for that resource.  The mines never run dry, but you can only build so many of them before you run out of veins.

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42 minutes ago, Terwin said:

The resources themselves never run out, but you can only harvest it so quickly based on how rich it is.  Think of it as having a limited number of useful mining sites in the biome for that resource.  The mines never run dry, but you can only build so many of them before you run out of veins.

Ah okay I was hoping that was the case, wouldnt make much sense compared to normal MKS/Vanilla KSP mining to have biomes run out of stuff but this makes more sense.

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For those struggling with uncontrollable Karibou Modular Wheels, I have adapted the fix from Github (more than 2 years old PR, yet to be merged) into a MM patch.

All the thanks go to zajc3w for providing this patch on Github. Tested working on mks 112.0.1, ksp 1.12.5.

@PART[KER_Wheel_01]:FINAL
{
	@MODULE[ModuleWheelBase]
	{
		%radius = 0.5
		%useNewFrictionModel = true
		%wheelType = MOTORIZED
		%adherentStart = 0.5
		%frictionAdherent = .3
		%peakStart = 3
		%frictionPeak = 1.5
		%limitStart = 6
		%frictionLimit = 1.3	
	}
	@MODULE[ModuleWheelSuspension]
	{
		%maximumLoad = 40.0
	}
	@MODULE[ModuleWheelSteering]
	{
		%autoSteeringAdjust = true
		%steeringResponse = 1.5
		-steeringCurve {}
		steeringCurve
		{
			key = 0 20
			key = 20 20
		}
		steeringMaxAngleCurve
		{
			key = 0 1 0 0
			key = 3 1 0.0001624425 0.0001624425
			key = 7.5 0.33 -0.05674612 -0.05674612
			key = 20 0.12 -0.003158088 -0.003158088
			key = 30 0.1 -0.002872917 -0.002872917
		}
	}
}

 

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  • 3 weeks later...
1 hour ago, Yaroslav said:

Is it possible to completely redesign the mks mod in parts?.. And also improve the mechanics of the mod itself, I've been playing it for a long time, and I think it's worth reviving the mod and bringing it to better replayability

That's quite a request.  'Hey can you remake your whole mod cuz I don't like this and that' lol

Imo the mod's fine, especially with WOLF.

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On 2/27/2025 at 2:59 PM, Yaroslav said:

Is it possible to completely redesign the mks mod in parts?

Which parts? The various bits and pieces are already fairly granular:

  • Asteroid mining stuff
  • Exploration stuff (Packrat Rover, AES escape capsule, HERP)
  • FTT (Honeybadger parts)
  • Konstruction (orbital shipyards, Akita rover, PAL components)
  • Malemute (Malemute rover)
  • MKS (Karibou rover, Duna/Ranger/Tundra components)
  • Nuclear Rockets
  • Sounding Rockets
  • LifeSupport
  • Warp Drive

What do you mean by "better replayability"? What problem have you had that you want to address by breaking the add-on up even further?

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22 hours ago, JamesonKerbal said:

Which parts? The various bits and pieces are already fairly granular:

  • Asteroid mining stuff
  • Exploration stuff (Packrat Rover, AES escape capsule, HERP)
  • FTT (Honeybadger parts)
  • Konstruction (orbital shipyards, Akita rover, PAL components)
  • Malemute (Malemute rover)
  • MKS (Karibou rover, Duna/Ranger/Tundra components)
  • Nuclear Rockets
  • Sounding Rockets
  • LifeSupport
  • Warp Drive

What do you mean by "better replayability"? What problem have you had that you want to address by breaking the add-on up even further?

I'd be curious to know what that person is alluding too as well, MKS and it's support mods are just about the most comprehensive attempt at colonisation in Kerbal Space Program.

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On 3/1/2025 at 5:49 AM, JamesonKerbal said:

Какие части? Различные детали уже достаточно детализированы:

  • Добыча полезных ископаемых на астероидах
  • Исследовательские материалы (марсоход Packrat, спасательная капсула AES, HERP)
  • FTT (Запчасти для Honeybadger)
  • Строительство (орбитальные верфи, марсоход Акита, компоненты PAL)
  • Malemute (Марсоход Malemute)
  • MKS (Ровер Карибу, компоненты Duna/Ranger/Tundra)
  • Ядерные ракеты
  • Зондирующие ракеты
  • Жизнеобеспечение
  • Варп-двигатель

Что вы имеете в виду под «лучшей реиграбельностью»? С какой проблемой вы столкнулись и которую вы хотели бы решить, разбив надстройку еще больше?

  • Sounding Rockets-The mod is quite interesting, but in terms of detailing or different modules, alas, it is outdated, in my opinion. And in terms of mechanics.
    um.. apparently I meant something else, sorry
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