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- [1. 12. x] - Modular Kolonization System (MKS)
MKS adds a rich array of new features to support the challenge of building interplanetary colonies, including: A huge assortment of parts suitable for surface and orbital bases and stations, drawing inspiration from real-world parts and concepts from Bigelow, NASA, and others
- MKS Guide - KSP1 Tutorials - Kerbal Space Program Forums
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 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
- [1. 12. x] - Modular Kolonization System (MKS) - Page 2 - KSP1 Mod . . .
Just by keeping Kerbals (pilots, Kolonists, and others with the Rep Boost effect) on a planet and alive and well So just by using MKS you will naturally raise up this value, and it is on a per-body basis Thank you! In other news, working with @allista on integration between MKS, Konstruction, and his marvelous Ground Construction mod The
- [1. 12. x] - Modular Kolonization System (MKS)
It's a pity we can't soft-start WOLF with reverse-hoppers that take a certain quantity of eg: MKS MaterialKits Per Hour and convert them into WOLF Material Kit Availability There is no biome on Minmus in my game which will allow the production of Transport Credits
- [1. 1. 3] MKS Lite - A lighter, friendlier colonization mod from USI [0. 4. 4]
MKS is a complex mod - it has a lot of resources, and a lot of moving parts And while it’s pretty awesome once it’s up and running, it can also be intimidating to a newer player So I’ve been carefully considering the best way to overcome this hurdle without sacrificing the
- [1. 12. x] [Jan 9 2024] MKSPlusSSPX - Kerbal Space Program Forums
A set of 3 75m parts that mimic the 3 75m parts that come with MKS, using kitbashed models from SSPX Also comes with a patch that adds combined storage for all components needed to manufacture Specialized Parts and Material Kits to SSPX cargo containers to help cut down on part count Requirements
- [1. 12. x] - Modular Kolonization System (MKS)
MKS with Global Construction is a workable combination You can use various modules from MKS to produce the MaterialKits that GC uses to construct things from DIY Kits You can also create DIY kits using GC or MKS, eg: set up a craft to land a specific DIY kit at your destination, then build that craft using the MKS orbital shipyard
- [1. 12. x] - Modular Kolonization System (MKS)
Just added MKS to a fresh instal, Just MKS from Github and Squad in GameData KSP v1 12 3 But while the parts show up, they do not have any manufacturing capability, say the Tundra Assembly Plant The infatable parts do not work either What am I missing here? Never mind, I guess it jsut doesnt work work with the latest KSP
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