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Kore Design
This page covers the key design decisions that you'll encounter with MKS.
- Provide an option to build 100% self-sufficient bases, but provide this at a significant cost, in both time and effort, commensurate with the reward.
- Add the capability of having parts that can be launched as lightweight packages, then 'built out' in-situ.
- Build a mechanism that forces part dependencies. For example, to get food the player must build an Agriculture Module, which requires Dirt from the Drill, and many converters require machinery generated by the Assembly Plant to operate.
- Include resource exploitation through a mechanism that forces the player to choose their colonization sites carefully, and situate them with easy access to resources.
- Keep things at a fairly high abstraction level. The sweet spot of MKS is in construction and logistics management over a fairly abstracted system of resources.
- Leverage existing add-ons where possible, and do this with minimal dependencies. The stock resource system is used to handle all generators and harvesters, the Community Resource Pack (CRP) handles shared resources, and the USI Catalog is used for Generators, Life-Support, and Kontainers.
Using the USI-LS life support mod with MKS can help provide an appropriate challenge where players will weigh the costs, risks, and rewards of supplying missions exclusively with carried life support Supplies, or in making the investment in a permanent colony. That being said, this is not just a single greenhouse part (although food production is part of the mod). Rather, it brings an entire colonization end-game to KSP in a fun and challenging way. Once fully developed, a planetary MKS colony can provide for a self sustaining support loop. Due to the way MKS is designed, orbital colonies will always have some degree of lossiness and need to be supported with periodic supplies from Kerbin or a nearby ground base.
The USI_LS mod also includes the Habitation construct, where Kerbals need room to move around or they get grumpy. They're also fond of Kerbin, and unless serious effort is made to create the kreature comforts of home, known as ColonySupplies, they'll eventually need to go back to Kerbin.
For more information, see Life Support
There are three classes of kolonization parts. Each has its purpose in the building of your kolony.
- The smaller Ranger series is intended as the simplest way to deploy the basic modules. They sacrfice small size with the need to deploy large Material Kits. The parts also have a lower efficiency rate than the other two classes.
- The middle Duna series offers better performance based on standardized lander configurations. They can use the Ranger modules either as direct support or as enhancers.
- The Tundra series, the largest of the three, has both 2.5 and 3.75 form factor that serves well as either a landed or orbital base.
For more information, see the Parts page.
THESE SECTIONS NEED TO BE COMPLETED
There are many trade-offs when designing a base. Here are several of the main ones.
###Resource Consumption (Supplies/Mulch, Machinery/Recyclables, EnrichedUranium/DepletedFuel)
USI-LS introduced the concept of Supplies being converted by Kerbals into Mulch just by the fact the Kerbals exist.
MKS introduces two other primary resource conversions. First, everything that does "work" requires Machinery, which slowly wears down into Recyclables. Similarly, there are replenishable nuclear power sources that work by converting EnrichedUranium into DepletedFuel and Xenon gas. Both of these conversions take place whenever the modules are used and are at a fixed rate.
###Shipping-in vs producing supplies (Manufacturing)
Beginning bases can normally service for quite some time on shipped in resources. Each Kerbal requires 16.2 Supplies
per 6-hour Kerbin-day. A single Mini-Pak will hold over 6 days worth of Supplies, and a single 1.25 flat tank hold enough for over 30 days. However, as you move further out and shipping becomes less convenient, you'll need to start producing your consumables.
For more information, see Manufacturing.
###Agroponics vs Agriculture When evaluating how you'll produce Supplies, there are three paths:
- Convert
Mulch
straight intoSupplies
with the Agroponics converter in an Agriculture module - Use
Water
,Fertilizer
, andSubstrate
with the Cultivate(S) converter in an Agriculture module - Use
Water
,Fertilizer
, andDirt
with the Cultivate(D) converter in an Agriculture module
This choice is often made based on what local resources you can find. If you find a go location with a good supply of Water
and either Substrate
or Dirt
, the Cultivate converters make more sense as they're more efficient. If not, you can use the Agroponics converter.
###Logistics and Planetary Resources MKS provides a means of transporting resources around without having to have parts physically connected. Parts that are within 2000m of each other can be pulled from one part into another. In addition, ISM or Logistics module, resources can be moved into "Planetary Logistics" where they can be retrieved from any other ISM or Logistics module.
Resources are only pulled when necessary by a part that is performing an operation. The resources are pulled in bulk when required, instead of of trickling in.
See Logistics for more information.
###Landed vs Orbital Orbital stations can be created from any of the MKS parts, but the Tundra parts are especially designed for that task, as well as the Expandable Habitats. By design, orbital stations can never be 100% self sufficient as they have source of resources. They also cannot participate in Planetary Logistics, at least not yet.
See Base Construction for more information.
###Kerbal Skills Particular Kerbals provide increases in the efficiencies of particular operations. Also, their experience level impacts the part efficiencies. Initially, you may be able to get by with just Jeb and Bill, but eventually, you'll need to bring additional, less experienced scientists, engineers, and pilots. You can use the Tundra Training Akademy to raise their experience, or train them in the traditional way.
For more information, see Crew Skills Impact on Parts