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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
[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
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) However, looking at the change-log for MKS 1 4 1, it looks like Ground Construction has been removed from the MKS installation A folder for Global Construction was included, but it is empty And then in the TBD for 1 5 0, it says that Konstruction is the new default mod for this
[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) - Page 370 - KSP1 Mod . . . I'm looking to fully cusomize my MKS experience I see the GUI to change all the various life support options for MKS LS on the KSP view window (Green polygon button) I see a menu option for "Kolonization" in the settings window for the Game What I dont know exists or cannot find is an option that changes the settings file for MKS proper
[1. 12. x] - Modular Kolonization System (MKS) - Page 336 - KSP1 Mod . . . MKS has a reputation of being very complex and hard to learn I want to show people MKS can actually be quite simple The first example station would be: 1 a Command pod, 2 a Hitchhiker, 3 a battery, 4 a solar panel, 5 a supply container
Extraplanetary Launchpads for MKS-Lite (Patch) MKS-Lite and Extraplanetary Launchpads are created by separate people, and I had no part in making their greatness Enjoy them, and show their developers your thanks, if you can If you're a fan of the way MKS-Lite does it's simplified resources and utilization, you'd probably like to have a simple, integrated solution for Extraplanetary
[1. 4. 3] MKS Explainer - Kerbal Space Program Forums This mod adds in game explanations about efficiency load calculations done by MKS It mostly shows intermediate steps, so that you can determine where this "843 52% load" is coming from (and how to improve it) Known limitations: it works by reverse engineering, rather than introspection, so it i