RoverDude Posted May 10, 2014 Author Share Posted May 10, 2014 Now, I know I will sound like a greedy *******, but...Any ETA on that? When you finalize the mod or sooner? I'm testing final benchmarks right now, then that's on the agenda for tonight - I will launch with it.Had to slightly ease up some production rates on after I had repeated incidents of Kerbin's smartest Kerbonauts dieing en masse. Link to comment Share on other sites More sharing options...
RoverDude Posted May 10, 2014 Author Share Posted May 10, 2014 the number of launches that station took was amazing, I think it was close to 50. not sure how I had the patience for it. although it was easier than the 65MM orbit I call it Extreme Kerbin Orbit.Not suprised, but then that means the mod is working as it should.Here's how I do my bases: Link to comment Share on other sites More sharing options...
RoverDude Posted May 10, 2014 Author Share Posted May 10, 2014 So here's the plan RE CoolBeer's configs.I am going to just run his multipliers through an alternate config set (I generate all of my configs procedurally). This will be on GitHub, and you would just copy these over the existing MKS Parts folder. It will assume you have already sorted out the rest of the stuff with TAC. I will make zero guarantees - things may be unleashed, children may be eaten Link to comment Share on other sites More sharing options...
RoverDude Posted May 11, 2014 Author Share Posted May 11, 2014 Just packaged the release version including the alternate configs. Going to do one last sanity check, then prepare the release thread Link to comment Share on other sites More sharing options...
Talisar Posted May 11, 2014 Share Posted May 11, 2014 I've been giving these a playthrough, and I have to say I'm loving them! Not sure if this has been mentioned previously, but I'd suggest that you re-order the stack nodes in the TubeHub.cfg so that the node_stack_top and node_stack_bottom are the last two in the list. This will allow attaching the hub inline to other parts without having to rotate it first. Sorry if that's a repeat, I didn't see any comments about it on a quick skim through previous pages.Btw, I appreciate the bump for the Cargo Transportation Solutions They do work well together. Link to comment Share on other sites More sharing options...
RoverDude Posted May 11, 2014 Author Share Posted May 11, 2014 I've been giving these a playthrough, and I have to say I'm loving them! Not sure if this has been mentioned previously, but I'd suggest that you re-order the stack nodes in the TubeHub.cfg so that the node_stack_top and node_stack_bottom are the last two in the list. This will allow attaching the hub inline to other parts without having to rotate it first. Sorry if that's a repeat, I didn't see any comments about it on a quick skim through previous pages.Btw, I appreciate the bump for the Cargo Transportation Solutions They do work well together.Thanks for the catch - just fixed it And I am totally loving CTS - fits MKS like a glove. Link to comment Share on other sites More sharing options...
Stage Posted May 11, 2014 Share Posted May 11, 2014 Have been playing with MKS for a while now, I really love the idea! This adds so much to the lategame phases of KSP! Thank you RoverDude!Just some thoughts for a possible addon to MKS at later stages of developement:Have you thought about supporting ORS in addition to Kethane? It would require some work generating the configs, but because you have no direct ressource extraction it could be an optional download.I've been tinkering with it a little bit, works quite well with MKS, and it changes the way it's played only a little bit. It is possible to have all the ressources everywhere on the planet, but with different concentrations, which affects the extraction rate. It is possible at a bad spot (with almost no ressources) to support a basic colony without needing a second mining base. At later stages you will need to mine somewhere else (if you haven't set up your base at a very good location right at the start, like in "vanilla" MKS). Wouldn't mind a little KSPI support (reactor/radiator/science/...modules, everything as an optional download ofc.) either. Congratulations on the release btw Regards, Stage Link to comment Share on other sites More sharing options...
Fraz86 Posted May 11, 2014 Share Posted May 11, 2014 Sure. Just added a new field called CalculateEfficiency as a boolean, defaults to true.Thank you, it works perfectly! Would it be possible to remove the "Governor" button when "CalculateEfficiency = false", since it doesn't actually do anything in these modules? Link to comment Share on other sites More sharing options...
ethericalAlchemist Posted May 11, 2014 Share Posted May 11, 2014 Hey, I'm having a bit of trouble with this... The Scanner only scans for Kethane and no other resources.... Link to comment Share on other sites More sharing options...
RoverDude Posted May 12, 2014 Author Share Posted May 12, 2014 Have been playing with MKS for a while now, I really love the idea! This adds so much to the lategame phases of KSP! Thank you RoverDude!Just some thoughts for a possible addon to MKS at later stages of developement:Have you thought about supporting ORS in addition to Kethane? It would require some work generating the configs, but because you have no direct ressource extraction it could be an optional download.I've been tinkering with it a little bit, works quite well with MKS, and it changes the way it's played only a little bit. It is possible to have all the ressources everywhere on the planet, but with different concentrations, which affects the extraction rate. It is possible at a bad spot (with almost no ressources) to support a basic colony without needing a second mining base. At later stages you will need to mine somewhere else (if you haven't set up your base at a very good location right at the start, like in "vanilla" MKS). Wouldn't mind a little KSPI support (reactor/radiator/science/...modules, everything as an optional download ofc.) either. Congratulations on the release btw Regards, StageOn the roadmap - generating the PNGs is the bit that I am dreading tbh, but something I do want to do Link to comment Share on other sites More sharing options...
RoverDude Posted May 12, 2014 Author Share Posted May 12, 2014 Thank you, it works perfectly! Would it be possible to remove the "Governor" button when "CalculateEfficiency = false", since it doesn't actually do anything in these modules?possible, will put it on the list (bear in mind it will be far down the list since I think you're the only person using this undocumented tweak )Hey, I'm having a bit of trouble with this... The Scanner only scans for Kethane and no other resources....You need to click on the arrows in the Kethane overlay to look at the different elements available Link to comment Share on other sites More sharing options...
Stage Posted May 12, 2014 Share Posted May 12, 2014 On the roadmap - generating the PNGs is the bit that I am dreading tbh, but something I do want to do Woohoo For my mun-test with ORS I used the SCANsat-pngs and edited them in GIMP a little bit. I mapped all bodys in kerbol with scansat and exportet the pngs (altimeter,slope,biome in colour and grey), If you want I can send you a dropbox link with the SCANsat folder and my moon pngs for all 4 ressources. Link to comment Share on other sites More sharing options...
RoverDude Posted May 12, 2014 Author Share Posted May 12, 2014 Woohoo For my mun-test with ORS I used the SCANsat-pngs and edited them in GIMP a little bit. I mapped all bodys in kerbol with scansat and exportet the pngs (altimeter,slope,biome in colour and grey), If you want I can send you a dropbox link with the SCANsat folder and my moon pngs for all 4 ressources.That would be excellent. Assuming I can get PNGs for all of the bodies, I have no problem dropping in support with the next release for ORS. Link to comment Share on other sites More sharing options...
Walsht9 Posted May 14, 2014 Share Posted May 14, 2014 I've never attempted to build a base before but after seeing this mod I want to give it a shot. My biggest question is how in the world do you go about assembling one of these things once they are on the ground? Any advice would be much appreciated. Link to comment Share on other sites More sharing options...
RoverDude Posted May 14, 2014 Author Share Posted May 14, 2014 I've never attempted to build a base before but after seeing this mod I want to give it a shot. My biggest question is how in the world do you go about assembling one of these things once they are on the ground? Any advice would be much appreciated.A few options - either wheels on the modules to move them around and dock with, or build a crane to manhandle them around. Could also assemble it in space and drop it with a giant sky crane, etc. Link to comment Share on other sites More sharing options...
taniwha Posted May 15, 2014 Share Posted May 15, 2014 I think I need to give this mod a go when I next build a base (I haven't built one since the end of 0.21 ) Link to comment Share on other sites More sharing options...
Starwaster Posted May 15, 2014 Share Posted May 15, 2014 What's the level of completion on the models? there's areas where meshes intersect instead of terminating or being merged and it's pretty noticeable. (docking nodes on one of the base elements and ends of some rails sort of butting up against each other instead of merging cleanly)There's also areas where there seems to be bad tangents, like on some of the rails. Maybe something that could be solved by hardening edges on the ends of the rails. (longitudal? latitudal? forget which is which) Link to comment Share on other sites More sharing options...
RoverDude Posted May 15, 2014 Author Share Posted May 15, 2014 What's the level of completion on the models? there's areas where meshes intersect instead of terminating or being merged and it's pretty noticeable. (docking nodes on one of the base elements and ends of some rails sort of butting up against each other instead of merging cleanly)There's also areas where there seems to be bad tangents, like on some of the rails. Maybe something that could be solved by hardening edges on the ends of the rails. (longitudal? latitudal? forget which is which)In progress - these were my first models after learning Blender Link to comment Share on other sites More sharing options...
RockyTV Posted May 21, 2014 Share Posted May 21, 2014 Does this mod supports Open Resource System? Because it seems a bit odd that you need to actually "mine" water from a specified spot where in that planet you could simply just use a water purifier and get water from it's ocean. Link to comment Share on other sites More sharing options...
Garibaldi2257 Posted May 21, 2014 Share Posted May 21, 2014 I believe the current release does, but you'd have to go over to the release thread to verify that. Link to comment Share on other sites More sharing options...
RoverDude Posted May 21, 2014 Author Share Posted May 21, 2014 I believe the current release does, but you'd have to go over to the release thread to verify that.Correct, just bear in mind it is very experimental (test maps are there for Kerbin and Mun) Link to comment Share on other sites More sharing options...
Clifffitir Posted May 25, 2014 Share Posted May 25, 2014 Why can i not get this mod to install...What am i doing wrong? Also half the links on pages for this mod to the drop box is broken.Here is a picture of where the files are. http://prntscr.com/3mae6h Link to comment Share on other sites More sharing options...
Deadpangod3 Posted May 26, 2014 Share Posted May 26, 2014 the dropbox link says nothings there. Link to comment Share on other sites More sharing options...
taniwha Posted May 26, 2014 Share Posted May 26, 2014 You could try reading the red text at the top of the first post. Link to comment Share on other sites More sharing options...
mcirish3 Posted June 1, 2014 Share Posted June 1, 2014 Hi Guys I am working on a General Flowchart for Modular Kolonization System that covers the whole colony system requirements. Since I am using a 14 Day trial program online I thought perhaps I should Crowdsource this. It Does let me share with other so they can edit so I will share the link and see if I can get this done in a timely manner. I am sure I am not the only one challenged by the complexity of the resource system.http://www.lucidchart.com/invitations/accept/cedec3d6-1bfa-4c65-a335-ce1b307100a7 Link to comment Share on other sites More sharing options...
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