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


RoverDude

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  On 12/10/2017 at 2:29 PM, RoverDude said:

 

  • Major Changes to the Warp Drive thanks to Helaeon  (see the Warp Drive Updated changelog for details)

 

 

 

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I seem to be completely failing to find the changelog for the Warp Drive.

I see a lot of discussion of Helaeon working on it back over at https://forum.kerbalspaceprogram.com/index.php?/topic/90899-13-alcubierre-warp-drive-stand-alone/&page=52 but I didn't see a changelog -- it's possible I just scrolled past it though :-/

 

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  On 12/11/2017 at 4:42 AM, Kaa253 said:

I can't seem to figure out where that would be. Could someone paste a link please?

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  On 12/11/2017 at 5:00 AM, mcortez said:

I seem to be completely failing to find the changelog for the Warp Drive.

I see a lot of discussion of Helaeon working on it back over at https://forum.kerbalspaceprogram.com/index.php?/topic/90899-13-alcubierre-warp-drive-stand-alone/&page=52 but I didn't see a changelog -- it's possible I just scrolled past it though :-/

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Big USI-wide pre-releases are usually released through the Constellation, and this one is no exception. See here for the changelog.

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  On 12/11/2017 at 4:43 AM, Abpilot said:

k... HOW IS EVERYONE ABLE TO STUFF THERE PC FULL OF MODS WITHOUT CRASSHING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

on a side not i carnt launch a ship with a drill or the the game rejects it

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64-bit machine, plenty of memory, run the 64-bit version of KSP.  You can't heavily mod the 32-bit version.

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  On 12/11/2017 at 8:51 AM, voicey99 said:

Big USI-wide pre-releases are usually released through the Constellation, and this one is no exception. See here for the changelog.

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Thanks for the link drilling down into the repo.  I had gone to the releases page of the constellation, here:

https://github.com/BobPalmer/USI_Constellation/releases/tag/2107.12.10

Where for some reason I thought the change logs we're automagically brought together by RD's deployment scripts. 

For anyone else that comes across this post, - the change logs are  individual files, inside the mod folders in the constellation source - rather than gathered up on the release page.

 

Cheers and rock on!!

 

 

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  On 12/12/2017 at 2:15 AM, TachyonGMZ said:

So is there a way to get 100 percent closed loop in orbit and on surface. If only on the surface can you use karbonite?

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In orbit, no.  On the surface, you can get self sufficiency but never closed loop.    Also - you might want to let us know which life support mod you are using :)  Folks tend to assume USI-LS, but better to check.

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  On 12/8/2017 at 3:35 PM, RoverDude said:

For those not following Twitch... here's our new surface harvester :)  These are pretty massive parts that go with the 10m and 20m 'Atlas' series domes.  The largest surface harvester is just over 10m square (6m square for the smaller one shown below).

 

PC0YDJV.png

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Is there any extimation about when this new series of domes and harvesters will be available. One month, six months, one year? 

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I am using USI LS but ive noticed that after about 15 minutes I crash. This has only happened once but I am not sure why. Did not happen until I installed MKS and Infernal Robotics. I installed them at the same time so I am not sure which one.

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I do not see the orca cockpit anywhere where should it be? Does the malemute come bundled or do i install it separately.

Edited by TachyonGMZ
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What is FTT and what about the malemute. I have played with around 92 ram before for and hour and a half without a crash. 

158C8wJ.png

KNzl0ox.png

Oh freight transport technologies I see. What would you reccomend removing the most if ram is an issue. Galileo planet pack? Do you thing I could get away with just removing EVE?

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I don't know what half of those mods are, so what you trim is really up to you :)

  On 12/12/2017 at 2:11 PM, Danilo Coelho said:

Is there any extimation about when this new series of domes and harvesters will be available. One month, six months, one year? 

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As soon as I get the configs written, a texture touched up, and we confirm the pre-release is good.  So pretty soon.

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  On 12/12/2017 at 3:29 PM, TachyonGMZ said:

Oh freight transport technologies I see. What would you reccomend removing the most if ram is an issue. Galileo planet pack? Do you thing I could get away with just removing EVE?

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I know planet packs eat a lot of RAM, and I think GPP comes with its own visuals mod to boot, driving RAM up further.

 

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  On 12/12/2017 at 6:15 PM, voicey99 said:

I know planet packs eat a lot of RAM, and I think GPP comes with its own visuals mod to boot, driving RAM up further.

 

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Yeah, i'd recommend having at least 16gb of ram for GPP with lots od mods, maybe slightly less if it's DDR4, as even my rig can seriously struggle with it, if only KSP could actually utilise GPU power  because my 1070 isn't even doing anything in it...

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I know this is a bit off topic since this is on a mod thread but since you guys seem to know about planet packs and ram, do you think that using just stock planets with scatterer or EVE will be a lot less than a planet pack with it? A more on topic question. Is MKS lite still a thing?

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  On 12/12/2017 at 7:11 PM, TachyonGMZ said:

I know this is a bit off topic since this is on a mod thread but since you guys seem to know about planet packs and ram, do you think that using just stock planets with scatterer or EVE will be a lot less than a planet pack with it? A more on topic question. Is MKS lite still a thing?

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No clue on the first one, but MKS Lite has been merged into MKS, and the differences that distinguished it are toggleable in Difficulty Settings.

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Hi guys, question about the [Workshops] module of the inflatable Workshop:

I have two parts on my vessel, one is the MKS 'Tundra' Assembly Plant, one is the MKS 'Tundra' Mobile Workshop. They are both configured to produce Machinery.

Screenshot:

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Uncrewed, both converters run at 5 % efficiency.

When turning on the [Workshop] module of the inflatable workshop, the efficiency of Assembly Plant is boosted (in my example to 8%), while the efficiency of the MKS 'Tundra' Mobile Workshop is not!

What is the difference between those two? Is there a way to boost the efficiency of the MKS 'Tundra' Mobile Workshop?

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  On 12/13/2017 at 10:45 PM, Kobymaru said:

What is the difference between those two? Is there a way to boost the efficiency of the MKS 'Tundra' Mobile Workshop?

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Just had a look, the AP has a Workshop eTag while the MW does not. This means the AP is affected by Workshop modules while the MW is not. I'll run it through the Balance Guidelines and add a PR to include it later. However, I don't know how well this will play with the fact that it can be set to a [Workshop] itself - maybe that's why it doesn't have one set?

They are unaffected by efficiency parts at present, but their production is still affected by the other elements of the Load Equation.

Edited by voicey99
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  On 12/13/2017 at 10:53 PM, voicey99 said:

Just had a look, the AP has a Workshop eTag while the MW does not. This means the AP is affected by Workshop modules while the MW is not. I'll run it through the Balance Guidelines and add a PR to include it later.

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Yeah, I saw that after my post but I wondered why this was the case.

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However, I don't know how well this will play with the fact that it can be set to a [Workshop] itself - maybe that's why it doesn't have one set?

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Depends, do [Workrkshops] get boosted by other [Workshops]? I shouldn't think so. And if they are not ,then there wouldn't be any problems.

 

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They are unaffected by efficiency parts at present, but their production is still affected by the other elements of the Load Equation.

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Thanks, but nothing in there for our  fabrication robot friends.

Edited by Kobymaru
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Workshop boosts are cumulative.  But if all you have is efficiency parts, nothing gets done - i.e. you set one to the production chain, the rest to efficiency parts.  All it really does is give you the same results if you had multiple simultaneous converters rolling - it's there to give a use to the lower tier parts once upper tier bits are available.

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Could it be possible in three future,  or odd it possible now,  to manually transfer resources from planetary logistics? Like for machinery.. i build a base on site, no machinery in it.. i have a container on the base for machinery,  empty,  set to planetary logistics.. i want to transfer machinery to it from the planetary stag and then load it into my modules,  but I don't see a way to do that? Muy overall goal is to drop resources to one spot,  and have logistics distribute to all my bases on that celestial body... to avoid high part counts in any given physics bubble,  etc...

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  On 12/14/2017 at 12:03 PM, Danilo Coelho said:

Is it possible to create a pdu network for all my bases? I mean, create a single base with nuclear reactors and link all the other bases with pdu along the way. My main question is if a pdu out of the range of the reactors will be able to transfer power.  

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No. Power can only be transmitted up to 2km away at a time with Microwave Power Transceivers (500m with the junction boxes) and although you can string them together, if they are outside of physics range they will be unloaded and not participate in logistics. PDUs can also transmit power up to 2km away to be received by any power coupler, but again, this relies on it being loaded.

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