USI Kolonization Systems v0.50.0.0
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 gypsum based fertilizer conversions, and operates best with an engineer.
- The smelter is limited to metal/mineral/polymer based conversions, and operates best with an engineer.
- The sifter has had it's minumum abundance reduced from 2.5% to 1%
- All sifters will operate at rates more in line with other harvesters.
- The ISM no longer stores nuclear fuels, but can now store advanced supply and manufacturing resources.
- The Comm-Lab now has a 5M relay antenna built in and has experiment transfer capabilities.
- The recipe for materialkits has changed slightly to consule less chemicals.
- The recipe for Machinery has changed to be based on MaterialKits and SpecializedParts.
Duna Part Updates (The traditional MKS surface module based on the Mars DRM 2.0) - The Duna parts got a little plump and are back to being symmetrical.
- All Duna parts are power couplers.
- On the whole, Duna modules are a lot lighter than prior versions. They are also lighter than the Tundra or Ranger parts for similar functions.
- The role of the Duna part is high tech in a small package. They will be more capable than a Ranger module, but about half the size of a comparable Tundra 2.5m module.
- The Duna decals got an overhaul, and are simpler and more monochromatic. The last red stripe on the Duna module is also gone.
- A new Duna part, the Logistics Center, has been added. This part (or it's Tundra form-factor counterpart) is required for Planetary Logistics.
- The Duna Agriculture Model has two new modes of operation (Agriculture).)
Tundra-250 Parts (These replace the OKS parts and are based on a 2.5 cylinder). These parts are also suitable as horizontal surface components - The MultiTruss - a replacement for the rigid tube, with flush, doughnut, and 1.25m conical attachment modes.
- The MiniTruss - a shorter version of a MultiTruss :)
- Since a lot of the Tundra parts have dynamic adapters between different node sizes, a 'Node Helper' stick is included to block off nodes in case the wrong one is being selected when attempting to stack modules.
- The Multi-Hub, a four way hub with nodes at three levels - Ranger, 250, and 375. Best for leveling ground bases.
- The 250 Hub, a six-way hub optimized for linking 2.5m parts. Good for ground bases or orbital stations.
- 250 and 375 end caps for joining your 2.5m stack parts to 1.25/3.75 parts.
- A 2.5m airlock similar to the ISS Quest airlock. Suitable for ground use (just add a ladder!) or orbital use, can hold four Kerbals.
- A smaller 1.25m airlock, can hold one Kerbal.
- Tundra versions of the Kerbitat, Agriculture Module, and PDU - all in a larger form factor than their Duna counterparts, and with larger capacities.
- The Tundra 250 Kerbitat can also be configured as living space (for those wanting a more consistent look)
- A Tundra-based Pioneer Module for your stations or surface bases, that integrates the functions of the Duna Pioneer Module and the Duna Logistics Center into a single (larger) part.
Tundra-375 Parts (These replace the octagonal Mk-III Modules) - Larger versions of the Tundra 250 Kerbitat and Agriculture Module. Agriculture can be configured with two separate bays.
- The Training Akademy is now a Tundra 375 part
- The Agriculture Support Module is a three-bay manufacturing part that allows all of the same functions as the Ranger crusher, but also adds water extraction from Hydrates, Ore, and Karbonite.
- The Industrial Refinery can handle all of the same resources as the Ranger smelter, but can also refine silicates, and convert ExtoticMinerals and RareMetals into RefinedExotics.
- The Industrial Regolith Sifter is much larger than the Ranger version, and can also extract even the smallest trace of resources from dirt.
- A large recycler that can convert recyclers to component resources, though this is now lossy
- An assembly plant - this handles the same conversions as the workshop, but adds ColonySupplies (formed from MaterialKits, SpecializedParts, and Organics) as well as SpecializedParts (formed from Silicon and RefinedExotics).
- A Nuclear Fuel Processor, with two bays and facilites for converting either Uraninite or DepletedFuel to EnrichedUranium
Tundra Expandable modules (like the Ranger series, these cost MaterialKits to expand) - Three sizes - 2.75m, 4.25m, and the 19.5m ring.
- Configurable either as living space, or an efficiency part for greenhouses.