Releases: UmbraSpaceIndustries/MKS
USI Kolonization Systems v1.1.0.0
1.1.0 - 2019.02.05
KSP 1.6.x Compatibility
USI Kolonization Systems v0.55.0.0
0.55.0 - 2018.03.13
KSP 1.4.1 Compatibility
USI Kolonization Systems v0.54.1.0
0.54.1 - 2018.03.11
SwappableConverter Fixes
USI Kolonization Systems v0.54.0.0
0.54.0 - 2018.03.07
KSP 1.4.0 Compatibility
USI Kolonization Systems v0.53.2.0
0.53.2 - 2017.03.06
Added Transport Credit support for OrbLog
USI Kolonization Systems v0.53.1.0
0.53.1 - 2017.03.06
Depencency Updates
Fixed an issue where habitation time would have unpredictable effects when entering/leaving shared life support range
Added antennas to the Karibou (Thanks Voicey99!)
Fixed the fuel cell water output patch (Thanks Wyzard256!)
Updated Kolonization Monitor to reflect crew count with booster traits (Thanks jd284!)
Normalized Tundra decal orientation (Thanks Doktorjet!)
Increased drill cost to balance with stock drills (Thanks Wyzard256!)
Added LH2 boiloff for Karibou tanks if CryoTanks is installed (Thanks Wyzard256!)
Removed duplicate resource from the Karibou short wheelbay (Thanks wile1411!)
Fixed the Habitation capability of the Karibou Crew Cab (Thanks voicey99!)
Orbital Logistics are back!
- Both Tundra and Duna Logistics Modules can now initiate transfers.
- Both sending and receiving vessels require a logistics module to be present.
Drills have received a balance pass. Mass will tend to drop a bit, efficiency will slightly increase for manned drills, decrease for unmanned drills. These tweaks are reflected on the USI Balance Worksheet.
An issue causing extreme lag when working with parts that have swappable converters has been corrected, and the configs of all parts with swappable converters have been updated.
USI Kolonization Systems v0.53.0.0
0.53.0 - 2017.10.09
KSP 1.3.1
Fixed recycleable amount for fertilizer(G) (Thanks jarosm!)
Fixed PAL_Gripper syntax errors (thanks Wyzard256!)
Reduced KIS volume of the Node Helper (Thanks Wyzard256!)
Moved automated drills into appropriate CTT categories (Thanks Wyzard256!)
USI Kolonization Systems v0.52.2.0
0.52.2 - 2017.08.15
Dependency Updates (including updating Ground Construction)
Mechanics can now swap converters (not just engineers)
Better Weight Distribution mechanics (thanks Dboi88!)
Restore class name as default display title in the VAB for converters
Fixed some potential nullref spam
Fixed an issue where Karibou legs started as deployed
USI Kolonization Systems v0.52.1.0
0.52.1 - KSP 1.3
KSP 1.3 Compatibility
Fix local logistics vessel list not being updated
Sifters now use the geology bonus
Allow incremental payment of inflatables deployment cost
Fix recruitement of various kolonist classes
Updated TAC-LS config
Added rock production to various drills, as well as residual rock output to different converters (Thanks voicey99!)
Removed hard coded references to the EXConstructionSkill (these are handled via MM) - thanks theRagingIrishman!
The Pioneer Modules and Logistics Centers are now probe control points (thanks DanStaal!)
Fix for AC Recruitment and planet packs (Thanks Gnurfos!)!
Fore and aft attachment nodes for the Karibou hub roof rack (Thanks Wyzard256!)
Removed OSE's extra harvesters from stock drills when MKS is installed (Thanks Qyzard256!)
Stock Fuel cells now produce water as a byproduct (Thanks Boiler1!)
Custom settings via the stock settings dialog have been added:
- You may now disable machinery consumption for MKS. The default is on. This setting effectively puts this mod very close to where MKS-Lite was, and is a good starting point if you want to avoid most of the core resource chain.
Extensive changes to the Astronaut Complex. You can now: - Toggle the ability to customize Kerbonauts. If enabled, you can change bravery/stupidity and choose a starting level. If disabled, these options will not be available.
- Enable / disable the hiring of Kolonist Kerbonauts (i.e. combined with the option below, you can disable MKS extended classes altogether).
- Enable / disable Kolonist Kerbonauts being available in rescue contracts (if disabled, only base kerbonauts appear as rescue kerbals).
- Use either the stock calculated cost or a custom price for your Kerbals. This setting is independent for base vs kolonists, so you could use standard pricing for your pilots, engineers, and scientists - but still get cheap pricing for Kolonists.
- Enable/disable and configure a custom price cap for all hires. i.e. you could decide to use the stock hiring scheme, but with a specific max cap so it does not rise to unreasonable exponential numbers.
USI Kolonization Systems v0.52.0.0
0.52.0 - KSP 1.3
KSP 1.3 Compatibility
Fix local logistics vessel list not being updated
Sifters now use the geology bonus
Allow incremental payment of inflatables deployment cost
Fix recruitement of various kolonist classes
Updated TAC-LS config
Added rock production to various drills, as well as residual rock output to different converters (Thanks voicey99!)
Removed hard coded references to the EXConstructionSkill (these are handled via MM) - thanks theRagingIrishman!
The Pioneer Modules and Logistics Centers are now probe control points (thanks DanStaal!)
Fix for AC Recruitment and planet packs (Thanks Gnurfos!)!
Fore and aft attachment nodes for the Karibou hub roof rack (Thanks Wyzard256!)
Removed OSE's extra harvesters from stock drills when MKS is installed (Thanks Qyzard256!)
Stock Fuel cells now produce water as a byproduct (Thanks Boiler1!)
Custom settings via the stock settings dialog have been added:
- You may now disable machinery consumption for MKS. The default is on. This setting effectively puts this mod very close to where MKS-Lite was, and is a good starting point if you want to avoid most of the core resource chain.
Extensive changes to the Astronaut Complex. You can now: - Toggle the ability to customize Kerbonauts. If enabled, you can change bravery/stupidity and choose a starting level. If disabled, these options will not be available.
- Enable / disable the hiring of Kolonist Kerbonauts (i.e. combined with the option below, you can disable MKS extended classes altogether).
- Enable / disable Kolonist Kerbonauts being available in rescue contracts (if disabled, only base kerbonauts appear as rescue kerbals).
- Use either the stock calculated cost or a custom price for your Kerbals. This setting is independent for base vs kolonists, so you could use standard pricing for your pilots, engineers, and scientists - but still get cheap pricing for Kolonists.
- Enable/disable and configure a custom price cap for all hires. i.e. you could decide to use the stock hiring scheme, but with a specific max cap so it does not rise to unreasonable exponential numbers.