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


RoverDude

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1 hour ago, RoverDude said:

But what it does do is prevent resource conflicts - which is a significant issue, and why all of the chains are designed to prevent unpredictable resource contention.

I always figured there was an underlying reason why MKS had so many resources, now I know what the reason is.  It's kinda nice to have my curiosity satisfied :)

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RE: KIS @Daveroski @Nergal8617 @voicey99 @DStaal

The maxDistance setting does control both pickups and inventory access but there is a quirk in the most recent versions of KIS about how it is applied.

The first time a Kerbal exits a vessel on EVA then only the default maxDistance is applied. If the Kerbal then reboards the vessel and EVAs a second time then the extended range from the config will be applied. If you switch to another vessel outside physics range (or the KSC) and then back to the Kerbal then the EVA-board-EVA dance will need to be repeated to extend the range again.

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21 hours ago, sh1pman said:

You still need to ship huge KIS containers in order to build actual base parts that are bigger than Ranger series. 5m KIS container to build 3.75m Tundra parts, for example. And then you need to attach it to your base. Not the easiest thing to do.

I would really only need one such container preferably in the initial 'pioneer' vessel. An inflatable KIS container would come into it's own using this method.

And while having a part growing from a node of choice in a similar fashion to  ground construction, would be the ideal, one will have to allow for a crew of 8 for installing a PDU.

 

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1 hour ago, Daveroski said:

I would really only need one such container preferably in the initial 'pioneer' vessel. An inflatable KIS container would come into it's own using this method.

And while having a part growing from a node of choice in a similar fashion to  ground construction, would be the ideal, one will have to allow for a crew of 8 for installing a PDU.

 

I don't think inflatable KIS containers are possible.

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59 minutes ago, sh1pman said:

I don't think inflatable KIS containers are possible.

I don't see why not. One could probably make an existing inflatable a KIS container. The problem is probably making it not be a KIS container until It's inflated.

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Just now, Daveroski said:

I don't see why not. One could probably make an existing inflatable a KIS container. The problem is probably making it not be a KIS container until It's inflated.

Yea, I you'd have to dynamically change KIS volume for that. Somehow.

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1 hour ago, sh1pman said:

Yea, I you'd have to dynamically change KIS volume for that. Somehow.

Talk to Angel-125.  He's got a fair number of parts that dynamically change KIS volume.  (Note there are a couple of limits apparent - it's only *volume* his parts change, not whether there is KIS inventory at all or number of KIS slots.  So quite often if you look at these parts in non-KIS mode there's 20 slots for KIS items and 1 liter of KIS storage.)

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Just now, DStaal said:

Talk to Angel-125.  He's got a fair number of parts that dynamically change KIS volume.  (Note there are a couple of limits apparent - it's only *volume* his parts change, not whether there is KIS inventory at all or number of KIS slots.  So quite often if you look at these parts in non-KIS mode there's 20 slots for KIS items and 1 liter of KIS storage.)

But in this case we need to change the inventory size. Or just disable it when the part is uninflated.

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7 minutes ago, sh1pman said:

But in this case we need to change the inventory size. Or just disable it when the part is uninflated.

Do you really?  Or would just changing the amount of volume to store in to something unusably small be enough?  (The latter is what Pathfinder does.)

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4 minutes ago, DStaal said:

Do you really?  Or would just changing the amount of volume to store in to something unusably small be enough?  (The latter is what Pathfinder does.)

Or that. I just don't play Pathfinder, so if it's doable, great.

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9 minutes ago, sh1pman said:

But in this case we need to change the inventory size. Or just disable it when the part is uninflated.

 

1 minute ago, DStaal said:

Do you really?  Or would just changing the amount of volume to store in to something unusably small be enough?  (The latter is what Pathfinder does.)

Nope just the volume. Need it to go from  nowt or wee  to 120000l

After all it only really needs to hold one part. More would be handy for queuing but not essential.

Right now I'm considering adding the space to the existing inflatable workshop after all, that's where they would be building the thing.

 

 

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2 hours ago, Daveroski said:

I don't see why not. One could probably make an existing inflatable a KIS container. The problem is probably making it not be a KIS container until It's inflated.

This is a problem already - existing inflatable MKS modules are very dodgy with KIS since they have a technical crewcap of 0, so they will delete anything in the inventories of the kerbals you put in there. A dedicated KIS container might also run into these issues, having a technical volume of zero or close to it - maybe the underused USI feature that changes the size of parts according to how full they are (currently found on just the inflatable LFO tank) could be adapted for this?

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1 hour ago, voicey99 said:

This is a problem already - existing inflatable MKS modules are very dodgy with KIS since they have a technical crewcap of 0, so they will delete anything in the inventories of the kerbals you put in there. A dedicated KIS container might also run into these issues, having a technical volume of zero or close to it - maybe the underused USI feature that changes the size of parts according to how full they are (currently found on just the inflatable LFO tank) could be adapted for this?

I haven't been able to take an engineer with any inventory into the inflatable workshop since I started my game. He couldn't enter the workshop until he had the pilot to hold his tool for him. Now I keep a small KIS box nearby for when I need to let an engineer enter a module that doesn't like inventory.

I have just added the module ModuleKISInventory to my inflatable workshop and so far it seems to be working. I still can't have a tooled up engineer enter it but he can now use space for item production. While not necessarily saving me the time and effort it would have taken to evacuate and restart the base it has at least given me the option of 'fixing' the problems with my designs. Having made a few improvements in this way, I think I am happier changing stuff at an existing base than re-designing and relaunching.It feels more 'self sufficient'.

I did notice this time, when I tried to put an engineer into the workshop from the external entrance, he had no problem entering. However, he did leave his tool outside in mid air and I couldn't access the tool later.

 

Edited by Daveroski
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On 12/5/2017 at 7:06 AM, Daveroski said:

Ah now that might have just opened up the game for me. It was becoming rather a chore. I really like the idea of being able to build from a node. That will make for much more interesting bases and space-stations.

Thank you so much for the information.

:)

 

You might also want to install Extraplanetary Launchpads. It works with MKS, although it is being depreciated since Roverdude is working on his own version.

Still, until that rolls out, you can use EL to fully assemble base subsections on the ground, then manually (use the construction equipment in MKS along with KAS/KIS) move and connect them to the rest of your base.

......

 

Input on breakdown/wear mechanic: Just two things, one which might be impossible, so let me start with that one.

Whatever system is put into place, I would hope that there can be some way to warn a user if a part, even in a distant base, was in danger of failing (or had already failed). I know that this is not as easy to do, since nothing is actually running in the background and everything is calculated as a catchup mechanic, but still... Same thing really for the habitation/supply system. It can be distressing when you've miscalculated something and your Kerbals starve out there without ever trying to call for help.

 

The only other input I have is that I think it would be better to decrease instead of increase resources that have to be tracked. Using Material Parts and Specialized Parts would be fine for general maintenance -- no need to bring back Machinery or Replacement parts. We just assume those are included in the other.

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28 minutes ago, BRAAAP_STUTUTU said:

So what does the Kolonialization percentage do and how do i increase it?

also whats the difference between the automated drills and the non-automated ones?

The three kolonisation percentages are ratings applied to each planet. They increase over time as kerbals spend time on the planet (requires an MKS part on the vessel), and different specialisations will accrue points in different ones (see this table, RepBoost means they gain Kolonisation points, FundsBoost Geology points and ScienceBoost Botany points). These will add to the Planetary Bonus production multiplier, so as you gain points in them your converter speed will ramp up (see that page for specifics) - all three ratings are capped at 500%. As they increase, you will also accumulate resources (Kolonisation gives Reputation, Geology gives Funds and Botany gives Science) in a Pioneer Module on the base, and these can be collected from time to time.

Unmanned drills are exactly the same as normal drills, but they do not apply the Specialist Bonus multiplier, locking it at 1. This means you won't lose efficiency by having an unskilled or no engineer or miner on the base, but you won't gain from having a high-level one either. Their production is slightly less than what you would get with a 4-star engineer. Mobile Processing Units have this feature as well (as well as inbuilt planetary logistics push-only functionality).

Edited by voicey99
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37 minutes ago, techgamer16 said:

Is this meant to be like this in the Kerbal hiring screen? Please see the attached Imgur post. I'm not sure whether this is a known bug the fact that the screen is not aligned properly and is very laggy. 

https://imgur.com/a/XPLlb

Thanks.

It's a known bug with the UI, a fix will be coming with the next release (whenever that is).

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Hi everyone! I've sent three kerbals on a mission to Minmus in a vessel made of a lander (an Mk1-2 Comm.Pod) and a second part with a Kerbitat. When i detatch the lander in order to land and it escapes the Kerbitat sphere of influence the value of habitat obviously decreses as now the kerbals are in a small place. The strange thing is that only the first kerbal to have previously entered the lander (the first in the list) gets the 7 days of habitat granted by the lander; the other two become homesick. It's a bit confusing, as i thought all of them had to get the 7 days.... is all right? Or should it works in a different way?

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