
Start with just a habitation module or two and ship in supplies. I try to make a base, and it seems I just need so many different parts! Do you ship things in? Do you set up multiple bases? Or use low-efficiency harvesting to get trace materials and salvage the rest from scrapped components? Now you get to enjoy some of the challenges that result from resource constraints. I can't find a place to create my base that has all of the resources! you are going to need a few more rockets.

Rather, it's the journey to get to that point that is the fun bit. The idea of MKS is that it is not about plunking down a base and being done.

It's going to take a lot of launches and a lot of work. I can't seem to fit a 100% self sufficient base in a single launch - what am I doing wrong?īuilding a self sufficient colony is hard. MKS Documentation even has its own development thread here. There's also an excellent community maintained wiki available here.
Kerbal space program mks full#
Thanks to enjoys full KSPedia documentation. The patterns learned with a small base quickly scale for larger ones. Start with life support, and don't get fixated on trying to build everything at once. MKS has significant depth and breadth, but provided you don't try to do everything at once, you will find the learning curve can be pretty reasonable. I hear MKS is really complicated - is that true?
Kerbal space program mks manual#
Equipment wear and tear along with manual and automated maintenance tools.Wireless power transmission and Geothermal wells.The ability to support permanent colonies as well as ark-ships as your Kerbals expand their knowledge and become more experienced with off-world colonies.Kolony rewards, providing ever increasing efficiencies as well as tangible bonuses in career mode, as your Kerbals gain experience colonizing other planets and moons.Comprehensive and seamless integration with USI Life Support, including life support, habitation, and homesickness.Expanded Kerbal traits and effects in support of Kolonization.Parts for mobile bases via the bundled Karibou Expedition Rover.
Kerbal space program mks mod#


MKS adds a rich array of new features to support the challenge of building interplanetary colonies, including: If you want something that transforms your gameplay, and gives you unapologetically difficult goals where you have to juggle planning, logistics, and the harsh constraints imposed by space, then you will likely get as much enjoyment playing MKS as I have received building and designing it. If you want a parts pack where your idea of a colony is landing a single ship and call it a day, this is probably not the mod for you. But it can also be an incredibly rewarding gameplay experience, bringing back that sense of wonder and accomplishment that many of us remember from our first Mun landing. It can be soul crushingly hard, and as unforgiving as gravity. It is a gameplay mod that adds a massive amount of end-game content for KSP, and can serve as the perfect capstone for your career save. USI's Modular Kolonization System (MKS) provides a huge array of new gameplay systems and supporting parts to support the experience of designing, building, and maintaining interplanetary colonies in Kerbal Space Progam.įor over three years, MKS has been the definitive Colonization mod for KSP, with continued refinement of the parts and core systems (including the resource system now integrated in the stock game) based on extensive community feedback and continued development and design. Interplanetary Colonization represents one of the largest technological and logistical challenges on the horizon for manned spaceflight.
