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


RoverDude

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I have a small question about orbital shipyards

How do you determine where the ships that you build with it are going to be spawned? I'm currently about to launch a very big craft in Kerbin Orbit to build future ships from there. I'm unsure where to put the Orbital Shipyard part because I'm afraid that vessels will spawn inside my big space station if I place it wrong...

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1 hour ago, lBoBl said:

I have a small question about orbital shipyards

How do you determine where the ships that you build with it are going to be spawned? I'm currently about to launch a very big craft in Kerbin Orbit to build future ships from there. I'm unsure where to put the Orbital Shipyard part because I'm afraid that vessels will spawn inside my big space station if I place it wrong...

It spawns at a certain distance from your ship, so I wouldn't worry. 

12 minutes ago, Yuubari_ said:

I have a another (maybe) kinda dumb question, if I want to update for the prerelease version of MKS, what do I need to do ?

Download it:0.0:

And maybe delete previous versions.

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10 minutes ago, Yuubari_ said:

I have a another (maybe) kinda dumb question, if I want to update for the prerelease version of MKS, what do I need to do ?

1) Download the zip file either from the Git repository (links in RD's sig) or the links in this thread

2) remove previous install if any(using ckan if that is how you installed it, or look in the game data folder in the zip file and remove those directories from your game data folder)

3) copy the files and directories from the game data folder in the zip file into your game data folder on your hard drive

 

Make sure you don't drag the new folders on top of the old folders, as windows can try to combine the contents of the directories and that will mess up the install

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Heyo! 

I have a question, I am using the newest release of the Constelation of USI and stuff and my question being that I don't seem to be able to find a certain part(s) I am looking for.

MultiHub - Duna Example

^ it being these landing legs on the left side (saw them on the on the wiki and thought they would be great!)

Kind regards

Yuu

 

Edit: God, I feel stupid, I found it

Edited by Yuubari_
Stupidity
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I have a stupidish question, when the tundra module is performing maintenance, it is taking the main reactor offline by putting all the enriched uranium into the  the centrifuge again, is there a way to fix/adjust that ? (using Near Future Technologies and Far Future Technoligy parts)

 

Also another question I am little too dense for/to understand, do crew levels effect the efficeny/load of for example the industrial refinery or is effected by a different factor ?
And if it is, does the amount of kerbals/max level effect it ?

Edited by Yuubari_
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After searching this entire thread from RoverDude introducing shipyard appearance in March2021 & reading Bleeding Edge github wiki. I still can't figure out where KS-250-O KonStructor - Oribtial is or rather what mod its from. I assume its USI-MKS but i can't find it 1.4.1.0? 

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It's not a mod, it's just a separate repository where he throws together all of his mods into one package. And if you take a look on the aforementioned USI main page you may notice that the very first link in the text links to this very repository. Not to mention that we talk about it and link it every few pages or so in this very thread. So it's not exactly hard to find but YMMW :) 

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I have read that having a ship with greater than 1 year of habitation will result in Pilots having their habitation and home requirements met indefinitely, and having a ship with greater than 50 years of habitation results in other specialties gaining the same habitation/home needs met indefinitely bonus.

This seems to function properly for me with Pilots, where no matter if a ship has been out in the field for 60 years, if it has a hab capacity of more than 1 year it fulfills that need indefinitely.

But when I launch a ship with Bill and Bob as well, the trusty old original Engineer and Scientist specialties, I notice that the hab timer still ticks down, and even though it says "indefinite" for Bill and Bob, when the timer reaches enough days below 50 years, say, 49 years and 300 days, the timer kicks back in to showing "49y" left instead of "indefinite"

Am I missing something?

Thanks!

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I don't know if anyone knows this by heart (if someone does, hats of to you), but you can find information on this on the wiki (e.g. https://github.com/UmbraSpaceIndustries/MKS/wiki/Parts-(Duna-Series)#mks-duna-power-distribution-unit , there are 'crew requirements' for some of the parts), and also in the VAB I guess?

 

edit: although I'm not sure if all the info on the wiki is still correct?

 

 

           
             
Edited by modus
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I am not too sure, since I didn't find too much information about it, I am mainly concerned about the tundra class parts, the industrial refinery and the assembly plant 

My reasoning behind it is that I had the tundra nuclear refinery without any crew and it worked perfectly fine, at the same amount of efficiency as the as my fully crewed stuff.

Rn I have around 40 engineers (and ofc a couple scientists and a pilot) on my base to fully crew everything, but that might be a liiiitttle excessive, I think xd

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7 hours ago, Yuubari_ said:

I have another kinda dumb question for y'all, which USI/MKS parts need to be crewed to operate ?

Pretty much everything, kinda the point of a colonization mod. I think the only ones that don't benefit from a crew specialty are the -A automated drills and the MPU converters.

That being said, you generally don't need to crew each part separately, just one specialist per craft. The only exception that comes to mind is the new Konfabricator, which needs an engineer on the part itself before it can print other parts.

 

 KoS

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15 minutes ago, Yuubari_ said:

Oh I see! So I don't need someone a kerbal in every part but just a good amount in general in the craft itself ? 

For most parts a single kerbal of each type is sufficient.

Outside of the experimental parts, I am pretty sure that Kolonization bonuses are the only benefit of having more than 3 kerbals on each base(one engineer, one pilot, and one scientist)

(and Kolonists are better than engineers 2+, as a kolonist counts as all three for kolonization bonuses)

Edited by Terwin
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I got you! 

Yeah, I read about the different crews on git hub ^^

But if my crew is hanging out in the hab module for example, can they still work with full efficency on the industrial refinery or the assembler or do you need crew specifically in those parts of the craft ? ^^

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2 minutes ago, Yuubari_ said:

I got you! 

Yeah, I read about the different crews on git hub ^^

But if my crew is hanging out in the hab module for example, can they still work with full efficency on the industrial refinery or the assembler or do you need crew specifically in those parts of the craft ? ^^

A single engineer in your hab module can run all 50 of your assemblers and all 80 of your refineries.

In fact, if you have 3 engineers (*, **, and ***) then the *** engineer will perform all work on all modules that benefit from engineers, and the other two are more useful going on a trip to get more experience so they can run their own industrial bases.

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Just now, Terwin said:

A single engineer in your hab module can run all 50 of your assemblers and all 80 of your refineries.

In fact, if you have 3 engineers (*, **, and ***) then the *** engineer will perform all work on all modules that benefit from engineers, and the other two are more useful going on a trip to get more experience so they can run their own industrial bases.

Thank you very much for explaining it to me! ^^ 

It helps a lot, because my base has around 40 or so 2 star engineers on it xdd 

I know what I am needing to do now, redo my entire crew compliment for my base 

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1 hour ago, Yuubari_ said:

Thank you very much for explaining it to me! ^^ 

It helps a lot, because my base has around 40 or so 2 star engineers on it xdd 

I know what I am needing to do now, redo my entire crew compliment for my base 

One correction to my post above: Workshop modules also need an engineer in the part in order to perform automated maintenance.

KoS

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