Kerbal Space Program

Kerbal Space Program

Any MKS mod tutorial?
Hi!
Is there are any MKS mod (its kinda colonization mod) tutorial how to build FIRST colony ship? I googled but i cant find anything helpful.
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Showing 1-12 of 12 comments
EchoPapa1 Apr 25, 2017 @ 3:15am 
This might be helpful, though it seems most tutorials are for previous versions:

https://github.com/UmbraSpaceIndustries/MKS/wiki/Tutorials
Supermarine Apr 25, 2017 @ 7:00am 
Originally posted by EchoPapa1:
This might be helpful, though it seems most tutorials are for previous versions:

https://github.com/UmbraSpaceIndustries/MKS/wiki/Tutorials

That one is the best you'll ever find.

But ask away, we might be able to help you on specific questions.
Originally posted by Supermarine:
Originally posted by EchoPapa1:
This might be helpful, though it seems most tutorials are for previous versions:

https://github.com/UmbraSpaceIndustries/MKS/wiki/Tutorials

That one is the best you'll ever find.

But ask away, we might be able to help you on specific questions.
Thanks both of you, I know about that wiki, but I didn't found any example of first colony craft, how to setup this first colony ship on the planet etc.
I would be glad if you can just type me what this 1st colony ship must include :)
:steamhappy:

Fly safe o7
Captain Conundrum Apr 25, 2017 @ 10:16am 
You only really need supplies, habitation, and electricity to start it off. You will need to ship in more supplies over time though, and your kerbals would probably appreciate a way to get back home after a while. Fully self-sustaining bases can be done, but they're really hard to do and not something I recommend if you are just starting out.
Originally posted by Captain Conundrum:
You only really need supplies, habitation, and electricity to start it off. You will need to ship in more supplies over time though, and your kerbals would probably appreciate a way to get back home after a while. Fully self-sustaining bases can be done, but they're really hard to do and not something I recommend if you are just starting out.
I got it.
So, what should i include first from these?
https://puu.sh/vvS6s/bf1c1303a8.png

And can i just place all of this modules like that?
https://puu.sh/vvSbw/d57b4ae81a.png
maj.solo Apr 25, 2017 @ 10:23am 
According to documentation Hitch Hiker Storage Container have big bonus as habitat so add some of those but dont man them. Have the kerbals be in whatever module they supposed to and then have HSC empty only adding to the living space for the kerbals working. This is important so they do not get home sick.

I think preventing home sickness is more important to deal with from start then supplies. Supplies can always be shipped with turbo speed or grown with greenhouses. But preventing home sickness is more important. It is important not to have the max hab days period hurt from the start by them living in cramped spaces.
Captain Conundrum Apr 25, 2017 @ 2:03pm 
Originally posted by Thomas Kub:
Originally posted by Captain Conundrum:
You only really need supplies, habitation, and electricity to start it off. You will need to ship in more supplies over time though, and your kerbals would probably appreciate a way to get back home after a while. Fully self-sustaining bases can be done, but they're really hard to do and not something I recommend if you are just starting out.
I got it.
So, what should i include first from these?
https://puu.sh/vvS6s/bf1c1303a8.png

And can i just place all of this modules like that?
https://puu.sh/vvSbw/d57b4ae81a.png

Assuming you are using all of Roverdude's USI mods including life support, start small and work your way up. Try sending out a mission to either Minmus or the Mun that leaves two people on the surface for 30 days. At the end of that time, they should be able to come home and get some rest. You can probably pull off that mission with just one module and some supplies. The mod adds a nice tool in the VAB for you to see how long the supplies will last and how much time your kerbals will be willing to stay before they get uncomfortable.

Once you have managed to do the short term mission, you can start trying out bigger bases. For fully self sustaining colonies, you will need to carefully choose the landing site and get a mining operation going too.

Oh, and while you can definitely connect the modules in lots of different ways, that big tower in your screenshot is probably going to fall over. Luckily MKS has some advanced logistics tools that allow you to set down more than one structure near each other and have them share resources.
Originally posted by Captain Conundrum:
Originally posted by Thomas Kub:
I got it.
So, what should i include first from these?
https://puu.sh/vvS6s/bf1c1303a8.png

And can i just place all of this modules like that?
https://puu.sh/vvSbw/d57b4ae81a.png

Assuming you are using all of Roverdude's USI mods including life support, start small and work your way up. Try sending out a mission to either Minmus or the Mun that leaves two people on the surface for 30 days. At the end of that time, they should be able to come home and get some rest. You can probably pull off that mission with just one module and some supplies. The mod adds a nice tool in the VAB for you to see how long the supplies will last and how much time your kerbals will be willing to stay before they get uncomfortable.

Once you have managed to do the short term mission, you can start trying out bigger bases. For fully self sustaining colonies, you will need to carefully choose the landing site and get a mining operation going too.

Oh, and while you can definitely connect the modules in lots of different ways, that big tower in your screenshot is probably going to fall over. Luckily MKS has some advanced logistics tools that allow you to set down more than one structure near each other and have them share resources.
Thanks, I'll try it later.
Can you give me advice what additions mods I must have?
I mean for determine trajectory easier etc.
ExavierMacbeth Apr 25, 2017 @ 9:34pm 
The main module you will want to use as the core of your colony is the "Pioneer" module. If you keep a pilot in it you will be able to collect Kolony Rewards (Money/Sci/Rep generated over time based on kerbals you have in entire colony) & will enable the Local Logistics (Planetary if you use the Tundra version or the deticated Duna logistics module). This allows you to drop things in modules & they will share extre resorces as long as they are within 2000m of eachother (150m if no pilot in it).

After that you just drop more pieces as you expand sustainability.

As for other mods, I would recommend KIS & KAS (Kerbal Inventory System & Kerbal Attachment System) so you can re-arange things on site. Other USI mods (Konstruction & USI-LS specifically) synergize rather well. But for the most part Rover is good about makign his mods stand alone.

I personally also like the Near Future Technologies mods as they give alot more options for power, propulsion, & structural that can help get the colony pieces places. And there are compatability patches in the default installs to make similar things (like nuclear reactors & resorce coverters) recognize eachothers stuff & adapt to it.
Originally posted by ExavierMacbeth:
The main module you will want to use as the core of your colony is the "Pioneer" module. If you keep a pilot in it you will be able to collect Kolony Rewards (Money/Sci/Rep generated over time based on kerbals you have in entire colony) & will enable the Local Logistics (Planetary if you use the Tundra version or the deticated Duna logistics module). This allows you to drop things in modules & they will share extre resorces as long as they are within 2000m of eachother (150m if no pilot in it).

After that you just drop more pieces as you expand sustainability.

As for other mods, I would recommend KIS & KAS (Kerbal Inventory System & Kerbal Attachment System) so you can re-arange things on site. Other USI mods (Konstruction & USI-LS specifically) synergize rather well. But for the most part Rover is good about makign his mods stand alone.

I personally also like the Near Future Technologies mods as they give alot more options for power, propulsion, & structural that can help get the colony pieces places. And there are compatability patches in the default installs to make similar things (like nuclear reactors & resorce coverters) recognize eachothers stuff & adapt to it.
Wow!
Thanks a lot for your advice.
It's really cool to have nuclear power on planet colony btw.

Captain Conundrum Apr 26, 2017 @ 4:05am 
If you're getting into MKS, you might want to install all of Roverdude's mods. They are all designed to work together and they add a lot of parts.
Originally posted by Captain Conundrum:
If you're getting into MKS, you might want to install all of Roverdude's mods. They are all designed to work together and they add a lot of parts.
I guess I should sort out how to play full MKS first :)
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Date Posted: Apr 25, 2017 @ 12:58am
Posts: 12