goldenpsp Posted May 4, 2019 Share Posted May 4, 2019 24 minutes ago, captinjoehenry said: Is there a way to use this mod for the parts without the resource system? Because I mostly just want all the cool parts for making a base but I don't want the life support features or the rest of them MKS has no life support. That is the USI-LS mod. Don't use that and you won't have any life support. Quote Link to comment Share on other sites More sharing options...
alien_wind Posted May 7, 2019 Share Posted May 7, 2019 On 5/2/2019 at 10:00 PM, DoktorKrogg said: I just submitted PR#136 to hopefully address both of these issues. I added a new MM patch that looks for any part that holds MatKits and then adds the USI_ModuleRecycleBin if it doesn't already have it. I also noticed that the patch for USI_ModuleFieldRepair didn't have an @ in front of the RESOURCE filter. So hopefully adding that will fix that patch as well. If any of you who have been experiencing either of these issues would like to try out these fixes before we merge them into the next release, that would be helpful. is this problem with machinery related to the fact that you can't transfer machinery in local logistics? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted May 7, 2019 Share Posted May 7, 2019 15 minutes ago, alien_wind said: is this problem with machinery related to the fact that you can't transfer machinery in local logistics? I believe that is by design. IIRC machinery is moved around either by an engineer performing maintenance on EVA or automatically by having an engineer manning a workshop. Quote Link to comment Share on other sites More sharing options...
croviking Posted May 8, 2019 Share Posted May 8, 2019 On 4/24/2019 at 10:35 PM, alien_wind said: if all you need are connection there are kas links and winches they work fine(no matter how you squeeze a kerbal through one ) Kitty doors and EVA zip lines? Such a Kerbal thing to do Quote Link to comment Share on other sites More sharing options...
Bionic bulldog Posted May 11, 2019 Share Posted May 11, 2019 Sorry if this has been asked before. Is there a way to use the Planet warehouse function without installing the complete parts pack. This part of the mod is what I like the most and find the most useful and I think is brilliant to be able to share resources. Quote Link to comment Share on other sites More sharing options...
Terwin Posted May 11, 2019 Share Posted May 11, 2019 11 hours ago, Bionic bulldog said: Sorry if this has been asked before. Is there a way to use the Planet warehouse function without installing the complete parts pack. This part of the mod is what I like the most and find the most useful and I think is brilliant to be able to share resources. You would need parts with access to the planetary warehouse. In MKS that means logistics modules, manned logistics modules if you want to pull from the PW. I believe you also need warehouse enabled parts for holding the actual resources. As far as I am aware, you can add the needed modules to stock (or mod) parts, but without that you will need the MKS parts as the planetary warehouse does not work without the modules. Quote Link to comment Share on other sites More sharing options...
KriLL3 Posted May 12, 2019 Share Posted May 12, 2019 (edited) This has probably been answered more than once in this 337 page thread, so sorry, but as far as I can tell from looking around the various parts and I can't find any way to make supplies without using fertilizer, and I can't find a part that makes fertilizer. Does this mean fertilizer is ultimately a consumable only resource which puts a hard limit on how long any colony can exist without re-supply from kerbin? I've yet to send manned missions outside of the Kerbin system (Kerbin, Mun & Minmus) but I just hit "long term habitation" with the Tundra and Duna parts and figured it was about time I sent a manned mission to Duna, but I'm kinda stumped on what parts I actually need to make a duna base survive long term, I'm fine with sending resupply missions occasionally but I'd prefer if I didn't have to establish a conga line of fertilizer shipments, seems tedious to manage and expensive long term. I'm not a huge fan of all the parts that need some resource to modify the setup of, either I need to send along a bunch of those parts or some way to make them? Seems... constraining. I guess the smarter move than making a manned base is sending a big interplanetary ship to duna orbit, dropping a small lander with 1 kerbal and 2/3 of all science collecting parts, collect all the science on the way down and from the surface, and then return to the ship in orbit and wait for a transfer window, means a lot less mass has to make it down and back up duna's gravity well. Edited May 12, 2019 by KriLL3 expanding my thoughts Quote Link to comment Share on other sites More sharing options...
LadyAthena Posted May 12, 2019 Share Posted May 12, 2019 (edited) 1 hour ago, KriLL3 said: This has probably been answered more than once in this 337 page thread, so sorry, but as far as I can tell from looking around the various parts and I can't find any way to make supplies without using fertilizer, and I can't find a part that makes fertilizer. Does this mean fertilizer is ultimately a consumable only resource which puts a hard limit on how long any colony can exist without re-supply from kerbin? I've yet to send manned missions outside of the Kerbin system (Kerbin, Mun & Minmus) but I just hit "long term habitation" with the Tundra and Duna parts and figured it was about time I sent a manned mission to Duna, but I'm kinda stumped on what parts I actually need to make a duna base survive long term, I'm fine with sending resupply missions occasionally but I'd prefer if I didn't have to establish a conga line of fertilizer shipments, seems tedious to manage and expensive long term. I'm not a huge fan of all the parts that need some resource to modify the setup of, either I need to send along a bunch of those parts or some way to make them? Seems... constraining. I'm kind of in the same boat as Kill3 here. Edited May 12, 2019 by LadyAthena Quote Link to comment Share on other sites More sharing options...
KriLL3 Posted May 12, 2019 Share Posted May 12, 2019 (edited) 19 minutes ago, LadyAthena said: I'm also wondering if there is a way to remove the "habitation" requirements, or adjust them at all, as even flying 2 kerbals to Minmus requires a monster spaceship just to deal with the habitation alone. a 2man pod + 4 man living quarters for just 2 kerbals, which should allow them to live comfortably for a good time. Yet they get "home sick" before the mission ends, and that's just touching down for less than an hour on minmus, so its almost a complete non stop flight, which seems just ridiculous to me. I've lived in cramped quarters for months before out at sea, which ultimately is the same thing this system is trying to simulate. Yes its uncomfortable, yes it isn't very pleasant, but to think I'd just up and "stop working" especially when that work brings me back home, is paying the bills, and is what I signed up for is ludicrous to a retarded level.. I get the "home sick" bit too, I actually like it, because it means you gotta either have a full fledged functioning "home" like base with everything, and or rotate kerbals out, which is realitsic, but that should take a year minimum, not days. Again you're an astronaut, you signed up for this.. Don't start complaining now... Otherwise I like everything else this mod does, and how it does it, but the balance seems to be geared more towards "lets make this challenging to a ludicrously unrealistic level". Are there anyplaces to mod, alter, or adjust the stats? Did you turn the hab on? You can turn it on in the item's right click menu, needs electric power to run, you can also see how long the habitation lasts in the green cube in the menu in the editor and in flight, takes like 30d~ to get to minmus and back a sunrise 1m hab gives 2 kerbals 82 days of habitation. Though that part is from station parts expansion redux, honestly not sure USI or stock supplies a 1m hab? Edited May 12, 2019 by KriLL3 Quote Link to comment Share on other sites More sharing options...
CyanideRabbit Posted May 12, 2019 Share Posted May 12, 2019 (edited) You can make fertilizer with Tundra Agriculture Support Module, Convert O Tron, or Material Processing Unit according to the cfg files. I haven't checked ingame. Edited May 12, 2019 by CyanideRabbit Quote Link to comment Share on other sites More sharing options...
KriLL3 Posted May 12, 2019 Share Posted May 12, 2019 19 minutes ago, CyanideRabbit said: You can make fertilizer with Tundra Agriculture Support Module, Convert O Tron, or Material Processing Unit according to the cfg files. I haven't checked ingame. Thanks, Huh yeah, found em, though kinda confusing there seems to be multiple ways to do it, gypsum, minerals and the 125 convert-o-tron can also make fertilizer from ore, but the 250 can't... Haven't scanned Duna yet and I got a window now, I guess I could send a ship there with a scanner on it or on a detachable satellite to figure out which of those resources are on duna and where and send along enough parts to swap the drills and converters to the right materials... Quote Link to comment Share on other sites More sharing options...
Barar Posted May 12, 2019 Share Posted May 12, 2019 12 minutes ago, KriLL3 said: Thanks, Huh yeah, found em, though kinda confusing there seems to be multiple ways to do it, gypsum, minerals and the 125 convert-o-tron can also make fertilizer from ore, but the 250 can't... Haven't scanned Duna yet and I got a window now, I guess I could send a ship there with a scanner on it or on a detachable satellite to figure out which of those resources are on duna and where and send along enough parts to swap the drills and converters to the right materials... Yes the config works for the MinitISRU or 125 Convert-o-tron. See below. GameData\UmbraSpaceIndustries\LifeSupport\LSModule.cfg Spoiler @PART[MiniISRU] { MODULE { name = ModuleResourceConverter ConverterName = Fertilizer StartActionName = Start ISRU [Ore -> Fertilizer] StopActionName = Stop ISRU [Ore -> Fertilizer] INPUT_RESOURCE { ResourceName = Ore Ratio = 2.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.0025 DumpExcess = False } } } You would need to add a patch with the following to make it work with the Convert-O-Tron 250(stats bumped to fit 250). Note these configs do not use specialist modifiers so it just goes full speed. Spoiler @PART[ISRU] { MODULE { name = ModuleResourceConverter ConverterName = Fertilizer StartActionName = Start ISRU [Ore -> Fertilizer] StopActionName = Stop ISRU [Ore -> Fertilizer] INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.005 DumpExcess = False } } } Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 12, 2019 Share Posted May 12, 2019 8 hours ago, KriLL3 said: Thanks, Huh yeah, found em, though kinda confusing there seems to be multiple ways to do it, gypsum, minerals and the 125 convert-o-tron can also make fertilizer from ore, but the 250 can't... Haven't scanned Duna yet and I got a window now, I guess I could send a ship there with a scanner on it or on a detachable satellite to figure out which of those resources are on duna and where and send along enough parts to swap the drills and converters to the right materials... Multiple ways helps make sure you aren't stuck without a needed resource for it - You may not be able to find a good place to mine gypsum, or minerals, or even ore - but on any given body you should be able to find a place to mine *one* of them. Quote Link to comment Share on other sites More sharing options...
snakeru Posted May 14, 2019 Share Posted May 14, 2019 I have found a small typo bug, but do not know which Git project is that. I have looked in the MKS and USI and both seem to not have this particular string in their source code. Someone more familiar with the project - please file it for me? Quote Link to comment Share on other sites More sharing options...
Johould Posted May 14, 2019 Share Posted May 14, 2019 In MKS 1.1.0.0 the Flex-O-Tube is titled "MKS Kerbitrail(tm) FlexOTube". What version of MKS do you have? Quote Link to comment Share on other sites More sharing options...
Gilph Posted May 14, 2019 Share Posted May 14, 2019 On 5/12/2019 at 12:12 AM, CyanideRabbit said: You can make fertilizer with Tundra Agriculture Support Module, Convert O Tron, or Material Processing Unit according to the cfg files. I haven't checked ingame. On 5/12/2019 at 12:37 AM, KriLL3 said: Thanks, Huh yeah, found em, though kinda confusing there seems to be multiple ways to do it, gypsum, minerals and the 125 convert-o-tron can also make fertilizer from ore, but the 250 can't... Haven't scanned Duna yet and I got a window now, I guess I could send a ship there with a scanner on it or on a detachable satellite to figure out which of those resources are on duna and where and send along enough parts to swap the drills and converters to the right materials... On 5/12/2019 at 9:31 AM, DStaal said: Multiple ways helps make sure you aren't stuck without a needed resource for it - You may not be able to find a good place to mine gypsum, or minerals, or even ore - but on any given body you should be able to find a place to mine *one* of them. Hi, What wasn't mentioned was the little Ranger Crush-o-Matic, which is usually sufficient (at least in my designs, ymmv.) You have a few ways to go with fertilizer. Fertilizer is one of the slowest consumed resources, so i didn't need to produce a lot of it. On paper, gypsum gives a great yield. When i used gypsum, it meant that i needed to have a gypsum tank and drill configured. But, gypsum is not used for anything else other than fertilizer, so the extra kit was a bit wasteful. Minerals are one of the largest resources consumed in a self sufficient base, so I had large tanks and many drills collecting and storing minerals. So, using one (or two max) Ranger crushers always seemed to be the most space and mass efficient way to go. Quote Link to comment Share on other sites More sharing options...
123nick Posted May 17, 2019 Share Posted May 17, 2019 will using this, and other big USI mods, in 1.7, have any big problems? idk if 1.7 changed enough of the core KSP code too have essential functions in the USI .DLL's remain functional. will most things remain working, or is it generally not a good idea too use USI-LS, MKS, etc in 1.7 without waiting for an update? Quote Link to comment Share on other sites More sharing options...
ExavierMacbeth Posted May 17, 2019 Share Posted May 17, 2019 2 hours ago, 123nick said: will using this, and other big USI mods, in 1.7, have any big problems? idk if 1.7 changed enough of the core KSP code too have essential functions in the USI .DLL's remain functional. will most things remain working, or is it generally not a good idea too use USI-LS, MKS, etc in 1.7 without waiting for an update? Should be fine. I am using MKS, LS, Konstruction, FTT, & Warp Drive. So far the only problem I ran into on 1.7 is that the above mentioned flex tubes don't work with the 1.7 release version of KIS. KIS depreciated the code that Rover used for the flex tubes. Everything else seems to be working fine for me. Quote Link to comment Share on other sites More sharing options...
123nick Posted May 17, 2019 Share Posted May 17, 2019 12 hours ago, ExavierMacbeth said: Should be fine. I am using MKS, LS, Konstruction, FTT, & Warp Drive. So far the only problem I ran into on 1.7 is that the above mentioned flex tubes don't work with the 1.7 release version of KIS. KIS depreciated the code that Rover used for the flex tubes. Everything else seems to be working fine for me. ok, thanks. i remember pathfinder had an update recently that fixed their own flex tubes, so i might just use those instead for now. iirc, they are mostly identical except for a docking module on the MKS ones. Quote Link to comment Share on other sites More sharing options...
123nick Posted May 17, 2019 Share Posted May 17, 2019 also, on the github wiki, theres a dead link: the hyperlink i mouse over leads too a "sorry, we could not find the item you are trying too view" page. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 18, 2019 Share Posted May 18, 2019 (edited) 21 hours ago, 123nick said: also, on the github wiki, theres a dead link: <schnip> the hyperlink i mouse over leads too a "sorry, we could not find the item you are trying too view" page. That link refers to something in the old thread, which was lost a couple of years ago in the 2017 Mod Thread Disaster. I'll see if I can have a dig in the Wayback Machine for it (no promises). EDIT: WB only goes six pages in. Whatever RD said, it's long gone. Edited May 18, 2019 by voicey99 Quote Link to comment Share on other sites More sharing options...
Aaroneytor98 Posted May 18, 2019 Share Posted May 18, 2019 Hi. I have a dilemma (besides I do not understand English) I can not close the gates of the assembly lines. I'm just trying the mod. Any idea or advice on how to act? because when I build something, it asks me to close the floodgates, but I do not know how. Quote Link to comment Share on other sites More sharing options...
Such Posted May 19, 2019 Share Posted May 19, 2019 18 hours ago, Aaroneytor98 said: Hi. I have a dilemma (besides I do not understand English) I can not close the gates of the assembly lines. I'm just trying the mod. Any idea or advice on how to act? because when I build something, it asks me to close the floodgates, but I do not know how. See this (much) earlier post - you may be missing a file which can be copied over from the main Global Construction install (find it via its separate thread): Quote Link to comment Share on other sites More sharing options...
DaveLister9999 Posted May 22, 2019 Share Posted May 22, 2019 Hi MKS is one of the best mods on KSP. I am thinking about writing some VERY simple tutorials for USI-LS and MKS. These would be targeted at people who are new to MKS and want a place to start. MKS has a reputation of being very complex and hard to learn. I want to show people MKS can actually be quite simple. The first example station would be: 1.a Command pod, 2. a Hitchhiker, 3. a battery, 4. a solar panel, 5. a supply container. That actually creates a functioning life support system. It needs resupply and crew change every month, but it works. I would then move to more complex craft up to a base with a stock drill that is self sufficient in terms of supplies. However, I have a couple questions. 1. Would new people or people who have never used MKS benefit from simple tutorials like that? Or would it be a waste of time. Maybe people don't want simple bases. Maybe they only want complex bases. 2. How would people new to MKS locate the tutorials? I knows these tutorials would be worthless to a player with even a little MKS experience. If new players don't find the tutorials they would be a waste of time. For example, after several years of playing ksp, I loaded the jumping flea from the VAB. I wish I had loaded it five years ago. lol. 3. Is anyone in charge of the github wiki? Or is there anyone who might suggest areas of the wiki that need work. I am primarily interested in helping beginners actually get started with MKS. I don't feel confident about the more advanced topics. Providing Wrong information is worse than No information. I especially want to help people understand punch cards! No no only joking. Who else actually played MKS when punch cards were a real thing in MKS? Quote Link to comment Share on other sites More sharing options...
notthebobo Posted May 22, 2019 Share Posted May 22, 2019 You should add yours to the Tutorial section of the Wiki. You may want to start there to get some ideas of what needs covering. Quote Link to comment Share on other sites More sharing options...
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