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


RoverDude

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1 hour ago, The-Doctor said:

do you have to research geology in an are to know if it's good

Resource scanning works same way as stock (or ScanSat)

1 hour ago, The-Doctor said:

also what purpose the base serves once built

  1. Look pretty and give you a feeling of achievement :cool:
  2. A place for your Kerbals to stay in between exploring (and recharge their hab timers with USI-LS)
  3. Resource harvesting:
    • Sift dirt to slowly extract all available resources
    • Find and harvest resource lodes ("pioneer" type parts will scan for lodes)
    • Drilling for raw resources (I usually set up several automated mining rigs in different biomes to get the full mix of resources)
    • Growing supplies in greenhouses / agriponics / cultivators
    • Refuelling and resupply depot
  4. Resource refining - convert raw resources into refined resources for manufacturing or return to Kerbin for profit :funds::funds: and fuel.
  5. Make spare parts in a workshop (or just to build your base up part-by-part)
  6. Make vessels from kits and refined resources with Ground Construction
  7. Make vessels from refined resources with Extra Planetary Launchpads
  8. Role-play and story telling
  9. Anything else you can think of... 
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I think the main justification of a base would be to build ships and to avoid the long launch times from a planet, it takes me about an hour to get into orbit depending on the failures I get or due to lag and yes I'm good at building rockets

@RoverDude have you heard of Aven colony? I'm not sure if it would suite your taste, but you could make MKS parts resemble the futuristic look of Aven Colony, if you want. @Galileo any of you modders could make it or if you know someone who is a modder that would be interested in making a colonization mod with the theme of Aven colony. I'm suggesting cause the parts look lovely, and I'm no modder, while I do have a mod in the works (T.A.R.D.I.S), I'm not the one making the config, and I've got a lot going on (Cat4 hitting me tmro and I'm travelling 2 days after followed by preparing to apply to university) learning how to make a complex part and resource mod isn't something I can think of right now

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If memory serves me right, some modules require a kerbal on board (either the module or the station, I don't recall) in order to function. Is there a mod or config file tweak that I can use to remove that requirement? Basically I'd like to be able to land a drone on a planet, mine resources and produce Material Kits/Specialized Parts BEFORE the Kerbals arrive on the planet to begin base construction.
 

Edited by pheenix99
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22 minutes ago, pheenix99 said:

If memory serves me right, some modules require a kerbal on board (either the module or the station, I don't recall) in order to function. Is there a mod or config file tweak that I can use to remove that requirement? Basically I'd like to be able to land a drone on a planet, mine resources and produce Material Kits/Specialized Parts BEFORE the Kerbals arrive on the planet to begin base construction.

You don't need a kerbal to do any of that, but it will be extremely slow. You only require kerbals for pulling stuff out of Planetary Logistics (pushing can be done unmanned), using resource distributor modules and operating the medbay, none of which are needed to produce MKTs/SPTs. You can get automated drills and primary (raw->tier 1) processors that don't rely on crew in MKS, but not for assembling stuff. If you want to cheat and always have processors operating at full speed without crew, change UseSpecialistBonus to false in the configs.

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8 minutes ago, voicey99 said:

You don't need a kerbal to do any of that, but it will be extremely slow. You only require kerbals for pulling stuff out of Planetary Logistics (pushing can be done unmanned), using resource distributor modules and operating the medbay, none of which are needed to produce MKTs/SPTs. You can get automated drills and primary (raw->tier 1) processors that don't rely on crew in MKS, but not for assembling stuff. If you want to cheat and always have processors operating at full speed without crew, change UseSpecialistBonus to false in the configs.

I'm good with only requiring kerbals to construct base modules. No worries about slow production of MK/SP. 

I only have a rudimentary understanding of planetary logistics....don't quite get pushing/pulling. 

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2 minutes ago, pheenix99 said:

I'm good with only requiring kerbals to construct base modules. No worries about slow production of MK/SP. 

Then no changes are needed.

2 minutes ago, pheenix99 said:

I only have a rudimentary understanding of planetary logistics....don't quite get pushing/pulling. 

When a logistics-enabled kontainer fills up to 75% or more and there is an MPU or logistics module on the base, it will push enough of its contents to PL to empty down to 50%, and if it drops to 25% and there is a manned (by a pilot or quartermaster) logistics module on the vessel it will pull stuff back out of PL to fill to 50%. That's allTM there is to it! Note EnrichedU and DepFuel are both blacklisted and cannot be transferred via PL.

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6 minutes ago, voicey99 said:

Then no changes are needed.

When a logistics-enabled kontainer fills up to 75% or more and there is an MPU or logistics module on the base, it will push enough of its contents to PL to empty down to 50%, and if it drops to 25% and there is a manned (by a pilot or quartermaster) logistics module on the vessel it will pull stuff back out of PL to fill to 50%. That's allTM there is to it! Note EnrichedU and DepFuel are both blacklisted and cannot be transferred via PL.

Sweet. Now I just need to find an up to date resource chart and I can start planning.

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1 hour ago, Space Kadet said:

just a old question, is there still no way to have MKS without the extra kerbal types, or the changes to the hiring system? 

Apparently you can disable the AC hiring system, and MKS classes altogether through ingame settings.

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Yes and maybe.  You can have it without the new types, but there are still some changes to the GUI though you can remove Kerbal customization and cost customization (you just don't get the random selection to pick from).  All of the settings are available via the stock settings menu.

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2 hours ago, toric5 said:

I installed kerbalism and disabled most of its features, Im only using its backround processing, antenna changes, and reliability models. is there any weirdness i might expect?

IIRC the background processing is the tough part as it bypasses/doesn't use any of the stock "background" or out of focus calculations.

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10 hours ago, toric5 said:

I installed kerbalism and disabled most of its features, Im only using its backround processing, antenna changes, and reliability models. is there any weirdness i might expect?

MKS definitely does not play nice with the background processing aspect of Kerbalism, I don't know about the other stuff. Just don't use it.

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13 minutes ago, voicey99 said:

MKS definitely does not play nice with the background processing aspect of Kerbalism, I don't know about the other stuff. Just don't use it.

Or to be more specific, anything that leverages more than the most basic options in stock does not play nice with Kerbalism background processing :wink:  i.e. this is not something I can change on my end, because I leverage the stock code.

Unrelated - cooking up some stuff, and initial experiments are very positive.  Looks like base surface stability may be officially licked.

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57 minutes ago, RoverDude said:

Unrelated - cooking up some stuff, and initial experiments are very positive.  Looks like base surface stability may be officially licked.

Sounds like lessons learned with the Making History DLC will make it into the game before the DLC is even released!

(Assuming the base surface stability is related to reliably placing vessels on the surface for the mission creator, and I see no reason for them to be different) 

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6 minutes ago, Terwin said:

Sounds like lessons learned with the Making History DLC will make it into the game before the DLC is even released!

(Assuming the base surface stability is related to reliably placing vessels on the surface for the mission creator, and I see no reason for them to be different) 

No relation whatsoever :)

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Hello, i'm trying to build my first proper usi base. I'm experiencing some difficulties getting the Tundra Kerbitat to pull supplies from a nearby container, is there any reason why the situation in the screenshot provided shouldn't result in a transfer? My only guess so far is that I have to mount a usi "supply" module on the side of the kerbitat, rather than a random life support tank? I've tried powering the containers to no avail.

IbEekWE.png

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Hey all -
I think I discovered a bug that might be been introduced in the latest MKS update?  At first, I thought it was a mod conflict with my new KSP career, but I went back to a previous installation and have 2 separate bases setup that got the whole logistics working and was/is self sustaining.

Now, i am by far no expert when it comes to MKS or anything.  I play the game, get an understanding of the mod and have fun. :)

On a drill, there is something called, [Resource Name] rate:  

When I first setup a drill, activate it everything runs fine!  No issues, ore gets dug up, it goes into the container and the MPU pushes it based on the logistics.  Sound okay so far.. right?  What is the problem?

When I swap away [leave psychics range ] and come back.  The rate is n/a .  If I stop and start them, the rate amount appears again.. but if I swap away and then back.  The rate returns to n/a.

https://imgur.com/Oh1XfDC

I have this problem with a stock ORE and Gypsum drill.

As I stated above, a prior career , I didn't have this problem , but after the MKS update.  That is when I noticed it on this new career and when I want back to the previous [older career with the same updated MKS] the problem is there as well.

Let me know if there is anything else you need to help.

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13 hours ago, gamerscircle said:

When I swap away [leave psychics range ] and come back.  The rate is n/a .  If I stop and start them, the rate amount appears again.. but if I swap away and then back.  The rate returns to n/a.

I've noticed this behavior as well, however I also noticed that even though the rate on the drill said n/a it was still pulling up the resource like it was supposed to so I ended up just ignoring it most of the time.

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