![]() ![]() Some of the habitat parts add additional days to the habitability of the craft, others add a multiplier, so a combination of these two is best. not heavy) and inflated using Material Kits when they reach their destination (when they become significantly heavier). In addition, there are also "inflatable" parts, which also have the same effect - but these can be transported uninflated (i.e. There are also numerous special habitat parts supplied with the mod, and if you need more Planetary Base Systems has more options. Each habitat module requires you to "Start Habitat" on those parts to give the benefit, and this uses a small amount of electricity. Improving the length of time that a Kerbal can spend in a craft is relatively straightforward.Īdd special habitat parts - of the standard parts, the Hitch-hiker pod and the Cupola both provide habitat bonuses. This also applies to transferring of crews - so if a Kerbal has spent the journey in a nice roomy spacecraft, they can climb into a cramped capsule for a week or so before going on strike. MKS is designed so that you can do almost everything Mun-related without having to worry about the above - crews can starve for a week, and cope with cramped conditions for a week. The numbers it gives are from when the craft was last visited - just because it is showing that electricity has run out, that doesn't necessarily mean that it has - if you have solar panels / reactors / etc on those vessels then they are almost certainly fine - similarly with fertiliser / agroponics setup, the supplies remaining is not necessarily accurate. It is possible to change the default behaviour of what happens when they run out of supplies/habitation, but I would advise against it because of the potential for bugs that might just kill them.Īt any point whilst in flight you can see the state of all vessels by clicking on the green life support button. If a crew member becomes a Tourist due to lack of supplies or being stir-crazy, returning them to Kerbin, or placing them in a medical bay with some colony supplies on board will make them revert to their actual profession. Again, by default, they will convert into Tourists when they run out of supplies. Essentially, if you give your kerbals too little room to move around in and no creature comforts, they will go on strike after a period of time and refuse to work (become Tourists).Ĭrews need supplies to keep them alive. This means additional crew cabins and special habitat modules to stop your Kerbals going stir-crazy. MKS life support adds two things you need to worry about:Ĭrews need plenty of room. I'm also missing screenshots for particularly challenging destinations for bases such as Eve or Tylo. I'm using screenshots from my own saves here - but would love to get some other screenshots (or craft files) of your bases to include in the guide - because of my particular play style I'm particularly lacking in level 1 landed bases (just agroponics), level 3 landed bases (up to material kits but no further), bases permanently connected with tubes, and disconnected bases with lots and lots of different landed pieces (I tend to max out at 4). If you need precise details on efficiency you can always use the wiki here. ![]() In this tutorial I will not cover which precise parts to use - just the general different part types and strategies that you might need, and some sample craft and screenshots. MKS adds a significant level of challenge and complexity to KSP, and isn't recommended for the starting player - if you're comfortable being able to send 40 ton payloads to other planets though, this may be ideal for you, as this opens up a whole new game. Other mods that can be of significant help whilst playing with MKS are Kerbal Inventory System, Kerbal Attachment System, MechJeb and Kerbal Alarm Clock (some of the Near-Future stuff can also help, mainly providing variety in terms of engines and suchlike). If you then make the mission larger, you can start building a self-sufficient colony that can produce its own rockets. MKS means that you're no longer just doing exploration missions - you're going to stay at least for a while, and you have to worry about life support. They can be supplemented with Planetary Base Systems ( ) and Extra Planetary Launchpads (EPL) ( ) which I assume you have installed for the purposes of this tutorial (or at the least the purposes of screenshots here). Roverdude's Modular Kolonization Systems (MKS) suite of mods ( ) allow colonisation of other planets and moons.
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