Skip to content

Releases: UmbraSpaceIndustries/MKS

USI Kolonization Systems v0.50.8.0

17 Dec 23:42
Compare
Choose a tag to compare

0.50.8 - (KSP 1.2.2)

Updates for KSP 1.2.2
The Karibou Rover has been merged into MKS.
Added Weight Distribution to the Ranger Battery Pack and Mini Hab (Thanks Dboi88)
Since MKS does change the behavior of EL reactions, in the short term, we're moving back to part supression.
Several new Kerbal types have been added! They can be recruited directly from the Kolonization Dashboard at a significant discount (as well as recruiting Pilots, Engineers, and Scientists.)
All converters have had their effects updated. Note that Scientists, Engineers, and Pilots will encompass relevant (new) effects, so this change is backwards compatible. But you now have the option of using low-cost Kolonists for crewing your colonies.
Bundled MKS KSPedia! Thanks Dboi88!
The heat pump will no longer deactivate, but instead will simply cease working if your ship does a physics 'hop' on load.
Ranger workshop moved earlier in the CTT tech tree

USI Kolonization Systems v0.50.7.0

23 Nov 16:19
Compare
Choose a tag to compare

0.50.7 - 2016.11.23

Fixed converter nullref spam

USI Kolonization Systems v0.50.6.0

19 Nov 14:10
Compare
Choose a tag to compare

0.50.6 - 2016.11.19

Various fixes to the efficiency system

USI Kolonization Systems v0.50.5.0

15 Nov 02:01
Compare
Choose a tag to compare

0.50.5 - (KSP 1.2.1)

Fixed an issue where disabling one warehouse disabled all planetary logistics
Updated the efficiency part and swappable bay logic to fix several efficiency issues
Updated all converters and harvesters to properly reflect dynamic load
Increased cost of the Salamander (Thanks LeLeon!)
Corrected fertilizer consumption on the Duna Agroponics Module (Thanks andreszlima!)
Moved stabilizers, etc. to the 'Ground' category (Thanks SixDasher!)
Fixed node points for the short Tundra Hub (Thanks Tarheel1999!)
Various CTT / Category fixes (Thanks SirCharizard17!)
Fixed mass of the 4x Kontainer Tank (Thanks kkdredd!)
Added some new code to support experience effects for resource converters. Note that as this is based on stock, your Kerbal must be in the same vessel to ge the specialty bonus. But they do not need to be inside of the part.
Moved Ranger battery pack to specializedElectrics
Drill separators now properly separate and stack
Pilots can be anywhere within 500m of a base to provide logistics
Planetary Logistics now properly requires a pilot
Recyclers and Habs will work even with reduced efficiency, and properly scale down effecacy.
Fixed the cost / balance of the various airlocks
Moved Skycrane to the Engine category
Corrected descriptions for the Tundra agriculture modules
Added EC to a number of modules that were missing it
The Space Akademy training function is open for business again!
Fixed the workshop CTT node
Fixed various USI-LS issues (see that changelog) that impacted life support modules
The assembly plant now includes the auto repair function
Updated the mass of several parts
Updated costs for various modules
The nuclear fuel processor no longer has storage for Enridhed Uranium and Depleted Fuel. But its converters can now properly feed containers for these resources on the same vessel. So attach Nuclear and depleted fuel containers, whicn are configured as warehouses then perform maintenance to use the fuel.

USI Kolonization Systems v0.50.4.0

23 Oct 15:05
Compare
Choose a tag to compare

0.50.4 - 2016.10.22

Fixed an issue involving the dynamic mass of expanded modules
Fixed EPL config (Thanks Aelfhe1m and everyone for helping!)
Part Tags! (Thanks DavidRWilliamsJr!)
Fixed FlexOTube texture (Thanks mattpolicastro!)
Added a new short version of the 250 Hub with 2.5m end caps vs. 1.25m end caps.
Added swap costs to the part info for swappable parts.
Pioneer Modules now let you collect your Colony Rewards via the PAW
For all ranger modules over 2 tons, moved a portion of their mass into MaterialKits.
Added a new module - a Geothermal Heat Pump. This module lets you use geothermal wells to provide cooling for your various modules. Works as an active vessel wide radiator with the added benefit of being able to bleed off significant thermal flux.

USI Kolonization Systems v0.50.3.0

16 Oct 16:00
Compare
Choose a tag to compare

0.50.3 - 2016.10.16

Fixed a lot of logistics-related log spam and possibly other shenanigans
Fixed the EL config
Beefed up Tundra nodes

USI Kolonization Systems v0.50.2.0

16 Oct 15:18
Compare
Choose a tag to compare

0.50.2 - 2016.10.16

Added a Ranger-style 6K battery
Added Mulch to the supply pack
CTT Update! (Thanks theRagingIrisman!)
Fixed missing ResourceDistributor configs for the Pioneer and Logistics Centers

USI Kolonization Systems v0.50.1.0

15 Oct 19:10
Compare
Choose a tag to compare

0.50.1 - 2016.10.15

Corrected an issue where some modules were not auto-transferring resources
Corrected an issue where modules were deactivating on scene change
Corrected an issue where efficiency converters were not working properly
Fixed several icon transparency issues
The Salamander and Scout Lander are now in correct default tech tree nodes
Fixed resource typo for minerals
The Ranger Crusher and Smelter now have better colliders
Modules that can take advantage of an Efficiency Part have their efficiency group listed in the VAB (i.e. Greenhouse, Crusher, Smelter). these correspond to the efficiency converter on other parts (by convention shown in brackets - i.e. [Greenhouse])
Station Manager and Orbital Logistics icons are gone for now while I work on their replacements.
Fixed an issue that was causing a stack overflow crash when the HabRing was selected and USI-LS was not present.
Added Salamander and Scout-II CTT Updates
Globally reduced EC costs for swapping modules in flight

USI Kolonization Systems v0.50.0.0

11 Oct 21:18
Compare
Choose a tag to compare

0.50.0 - (KSP 1.2)

Dependency Updates, and recompilation for KSP 1.2
UKS, Kolonization, Konstruction, and MKS-Lite have all been merged into a single package, and we will be using the original mod name (Modular Kolonization System - MKS).
Revised / consolidated part lines!

  • Ranger Series. Light, expandable, KAS/KIS deployable. Great for your first bases.
  • Duna series. Ruggedized, more advanced modules. Also compatible with the Karibou for mobile bases.
  • Tundra-250 Series. Similar to the Duna parts, though a bit larger and more delicate. Excellent for stations or anything built on a 2.5m stack.
  • Tundra-375 Series. Replacements for the old Mk-III modules. Larger versions of the Tundra-250's, but more focused on manufacturing and other advanced colony functions.
    Many parts, even if they are the same or very similar, have been renamed. Be sure to get rid of the following folders (if you are installing over an older version):
  • UmbraSpaceIndistries/Kolonization
  • UmbraSpaceIndistries/MKS-Lite
  • UmbraSpaceIndistries/UKS
    ModuleCommand has been removed from most of the modules (other than those meant to be command pods) This will help with PAW spam and performance. So be sure your base has at least one part that includes ModuleCommand!
    Resources are now transferred to planetary storage when flowState is toggled to false. This allows for dumping resources into planetary storage and also to keep from pulling a unwanted resource from planetary storage. (Thanks qberticus!)
    Less hobbit-like Kerbals. The default supply consumption has been adjusted slightly downward (from 16.2 per day to 10.8 per day) - no more second breakfasts. To adjust for this, change per second consumption to 0.0005 from 0.00075 in the GUI.
    With the general rebalance, there are siginificant EC requirement changes. Be sure to account for this!
    Added the Planetary Assembly Lander, a series of parts for base construction, Including:
  • Truss segments and Stabilizers
  • Wheels
  • Magnetic grapplers
  • Forklifts and Claws
  • Cradles for mounting 2.5/3.75m horizontal modules
    Modified the stock Klaw to also include an electromagnet.
    Included new Construction Port variants (stack-attach only) based on the Clamp-o-Tron docking port. These can be compressed and the parent parts fused together. They can also have their force/torque/roll/range settings adjusted dynamically, and snap in 90 degree increments when docking.
    All Konstruction parts appear in their own custom category.
    Added the Akita Rover - a small rover that can be mixed and matched with parts from the Planetary Assembly Lander. Akita parts can be found in the Construction category.
    Added the Salamander command pod and the Scout Lander Mk-II. These replace the Scout Lander and Koala command pod, which has been deprecated.
    Engineers can now operate power couplers if they are within scavange range (thanks tomforwood).
    Two way auto transfers! Resources above 85% are now pushed to warehouses (thanks tomforwood).
    Resources are now transferred to planetary storage when flowState is toggled to false. This allows for dumping resources into planetary storage and also to keep from pulling a unwanted resource from planetary storage. (Thanks qberticus!)
    All Kontainers moved to the Logistics division (to support new category icons)
    All tanks now have a standard crash tolerance of 8m/s and are set to stock dry mass / volume ratios.
    Corrected volume of the containers (no more kontainers of holding)
    Dry Kontainers and Tanks now have five more resources - Silicates, Silicon, RefinedExotics, Organics, and ColonySupplies.
    Organics has made a comeback! These represent more complex crops as well as edible organisms such as fish, etc. They require an initial stock, take up a lot more space, are slower to convert and are more resource intensive, but are a key component of ColonySupplies.
    ColonySupplies - represents better food, disco-filled thumb drives, and other quality of life improvements for your Kerbals that can affect their hab timer.
    The drill models have been reduced to three - Small, Medum, and Large. Resource selection (Dirt or discreet resources) is now handled via swappable sorters. One sorter in the small drill, three in the medium, and five in the large.
    Swapping drill sorters requires an expenditure of MaterialKits, SpecializedParts, and ElectricCharge, and is done on EVA with an engineer. These are drawn from eligible resource warehouses.
    All procesing and conversion modules also take advantage of swappable bays, with some models having more than one processing bay that can be configured.
    Efficiency parts now require resources to operate, generally ElectricCharge. They may also (in some cases) use RequiredResources.
    Efficiency has been drastically simplified, and uses only the stock attributes and a relative weight bonus from efficiency parts shared accross similar converters.
  • Efficiency Parts now add a variable efficiency bonus to the converter versus a flat 100%
  • Both Efficiency Parts and the modules that consume them are grouped by 'Tags'. These are grouped together, and efficiency bonuses are weighted, so larger modules will consume more of the total efficiency bonus available.
  • By convention, Efficiency Part converters are shown in brackets so you can quickly identify which efficiency converters support which modules. For example, the [Greenhouse] converter on the expandable AgModule supports any larger converter that has a [Greenhouse] tag.
  • Living Space / Happiness has been deprecated (this is a life support concern)
  • Workspaces have been deprecated - this is assumed to be worked into the mass, etc. of the converter.
  • Stock efficiency calculations for appropriate crew traits will be used. This means you only need a single Kerbal present on the vessel with the appropriate trait. So large industrial colonies relying mostly on automation will work fine.
    Checking for Kolony Rewards is no longer automatic, and is a function of the Pioneer Module. Rewards are still accumulated with any MKS module, but can only be collected once a Pioneer Module is present.
    All MK-III and OKS Parts have been DEPRECATED! These are replaced by the Tundra 250 and 375 series parts (see below)
    Logistics Tweaks.
  • Scavenging remains as is.
  • Resource Distribution still requires a distributor. Duna/Tundra Pioneer Modules and the Karibou retain this role.
  • Warehouse leveling has been deprecated.
  • Planetary Logistics requires a Logistics Center, available in Duna and Tundra form factors. The Logistics Center will scan any directly attached warehouses for resources to send to the planetary pool. The best use case for this is to use the new overflow mechanics to fill a nearby logistics vessel which in turn can ship off the excess.
    MKS Part Updates - These are generic parts that are used by several modules.
  • The little trolley wheels are back, and fully functional.
  • A new stabilizer featuring rotations that allow horizontal mounting, and a stock alike gray paintjob on the original stabilizer
  • The skycrane got a paint job as well and is a bit less clown like
  • Fixed an issue where the Microwave Tranceiver and Power Coupler were not tranceiving or coupling...
  • Deprecated the deployable light globe while it awaits it's replacement
  • The original rigid tube is now gone, and replaced by the 'Tundra' Multi-Truss.
  • The planetary survey scanner has been deprecated, as it's functions can be replicated with stock parts.
  • The MKS docking port has been deprecated, use stock parts instead.
  • Expand-O-Tubes have been deprecated. Use Tundra Multi-Trusses with konstruction and docking ports.
  • The Flex-O-Tube has been moved to the new Coupling parts category
  • The Logistics Hub part is no longer included pending it's replacement.
  • Mobile and Module Bases have been deprecated.
  • The MKS ILMs have been deprecated. Use ISMs, or USI-Core Kontainers.
  • The MKS Workspace part has been deprecated, as the workspace mechanic is no longer used.
    Two new modules are available in Duna, Tundra-250, and Tundra-375 form factors.
  • The Colony Module represents permanent colony accomodations. It consumes ColonySupplies, and in return, increases both habitation timers for your Kerbals.
    = The Medical Bay works only on Tourists, and at a hefty ColonySupplies cost, also increases their habitation timers. Note that the tourists must be inside of the part.
    Ranger Part Updates (Small inflatables)
  • All expandable modules will have a significantly lower launch mass, but this mass will have to be repaid when they are assembled on-site. This cost is paid in MaterialKits, and is visible in the VAB.
  • Expandable modules are comparable in stats, mass, etc. to their rigid cousins once fully assembled on site.
  • The ball hub now has top and bottom nodes, and the anchor hub now has a secondary bottom node.
  • Both the ball and anchor hub have had their nodes slightly adjusted.
  • Added an adapter suitable for connecting VTOL-style Ranger bases onto a 2.5 stack (without losing the rear node of your anchor hub).
  • The Agriculture Module is no longer a recycler. It operates with a single agriculture bay, which can be configured for Agroponics (Mulch+Fertilizer=Supplies), or Cultivation (Substrate or Dirt + Water). Note that cultivation with dirt is significantly less efficient. The bay can also be configured to operate as an efficiency part for larger Duna/Tundra modules.
  • Agriculture Modules will require a Kerbal with the science effect to be present in the vessel for peak operation (based on star level).
  • Agriculture Modules act as a [Greenhouse] efficiency part if this converter is active and online.
  • The HabModule can operate as either a hab extender (as private quarters) or as a hab multiplier (common space). No specialties are required, and the hab module does not behave as an efficiency part.
  • The crusher is limited to either mineral or gypsu...
Read more

USI Kolonization Systems v0.40.4.0

21 Jun 22:15
Compare
Choose a tag to compare

0.40.4 - (KSP 1.1.3)

Updates for KSP 1.1.3
Ensured all parts with command capabilities are resource consumers
Resource Distributors benefit from their own extended range when self-supplying
Some normalization regarding power transmission range.

  • The power pack is both a distributor and a coupler, with a 500 meter range.
  • The Auxiliary Command module is both a distributor and a coupler with a 500 meter range.
  • A new Power Box acts as both a distributor and coupler with a 500 meter range.
  • The PDU acts as both a distributor and coupler, with a 2000 meter range.
  • The Power Antenna acts as both a distributor and coupler, with a 2000 meter range.
    All Kontainers have had their prices fixed.
    Nuclear Fuels Kontainers and Supply Packs have been deprecated. Use the dedicated nuclear fuel / depleted fuel tanks.
    New low-profile containers! Stock-Alike for dry goods, and spherical clusters for liquids. In sizes from 1.25m to 5m
    Bulk harvesters (i.e. sifters) now work without requiring other converters to be active.
    Removed some solid gold ingots that seem to have been left in the OKS hubs, and have significantly reduced their cost as a result.
    Fixed an issue where nuclear waste tanks started full.
    All transfer warehouses now default to ENABLED.
    The legacy Supply Pack and Saddle Tank (the ones I previously moved to USI Core) have been officially deprecated.
    The legacy Mini Rover has been officially deprecated. Logistics capabilities have been provided in other modules.
    The following parts now count as colony parts for rewards purposes:
  • Training Akademy
  • MKS/OKS Pioneer Modules
  • Orbital Dock and Launchpad
  • MKS/OKS Kerbitats
  • MKS PDU
  • 'Ranger' Aux Con
  • 'Ranger' Crusher
  • 'Ranger' Comm-Lab
  • 'Scout' Pod
    Increased raw material requirements for the nuke fuel processor, and decreased storage capacity.
    The PDU is no longer a resource warehouse.
    The Mk3 Industrial Regolith Sifter now has the option of converting minerals into fertilizer.