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<KSPedia xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" Name="mkskspedia" CreatedTime="-8587159687877574036">
<Categories>
<Category Name="USI - MKS">
<Title>USI - MKS</Title>
<TitleScreen>0 - 0 MKS </TitleScreen>
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<Subcategory Name="CoreConcepts">
<Title>CoreConcepts</Title>
<TitleScreen>1 - 0 CoreConcepts</TitleScreen>
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</Subcategory>
<Subcategory Name="Ranger Series">
<Title>Ranger Series</Title>
<TitleScreen>2 - 0 Ranger Series Simple</TitleScreen>
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<Screen>2 - 1 Ranger Part List</Screen>
<Screen>2 - 2 Ranger Inflatables</Screen>
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<Title>Duna Series</Title>
<TitleScreen>3 - 0 Duna Series</TitleScreen>
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<Screen>3 - 1 Duna Parts</Screen>
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<Subcategories />
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<Subcategory Name="Tundra Series">
<Title>Tundra Series</Title>
<TitleScreen>4 - 0 Tundra Series</TitleScreen>
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<Screen>4 - 1 Tundra Modules</Screen>
<Screen>4 - 2 Tundra Parts</Screen>
<Screen>4 - 3 Tundra Inflatables</Screen>
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</Subcategory>
<Subcategory Name="Base Construction">
<Title>Base Construction</Title>
<TitleScreen>5 - 0 Base Construction</TitleScreen>
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<Screen>5 - 1 Konstruction Parts0</Screen>
<Screen>5 - 2 Landing Parts</Screen>
<Screen>5 - 3 Connecting Parts</Screen>
<Screen>5 - 4 Construction Ports</Screen>
<Screen>5 - 5 Servos &amp; Magnets</Screen>
<Screen>5 - 5a Konstruction Examples</Screen>
<Screen>5 - 6 Base Locations</Screen>
<Screen>5 - 7 Advanced - KIS</Screen>
<Screen>5 - 6a Base Examples</Screen>
<Screen>5 - 61 Base Locations Cont.</Screen>
<Screen>5 - 9 Ground Tether - Base Stabilizer</Screen>
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<Subcategories />
</Subcategory>
<Subcategory Name="Mining &amp; Manufacturing">
<Title>Mining &amp; Manufacturing</Title>
<TitleScreen>6 - 0 Mining &amp; Manufacturing </TitleScreen>
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<Screen>6 - 1 Scanning</Screen>
<Screen>6 - 2 Extractable Resources</Screen>
<Screen>6 - 3 Resource Extraction</Screen>
<Screen>6 - 4 Resource Processing</Screen>
<Screen>6 - 5 Parts &amp; Supplies Manufacturing</Screen>
<Screen>6 - 6 Advanced - Career Funds</Screen>
<Screen>6 - 7 Active Resource Harvesting</Screen>
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<Title>Logistics</Title>
<TitleScreen>7 - 0 Logistics </TitleScreen>
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<Screen>7 - 1 Logistics </Screen>
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<Subcategory Name="Habitation">
<Title>Habitation</Title>
<TitleScreen>8 - 0 Habitation</TitleScreen>
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<Screen>8 - 1 Habitation Parts</Screen>
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<Title>Life Support</Title>
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<Screen>9 - 2 Converters</Screen>
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<Title>Rovers</Title>
<TitleScreen>10 - 0 Rovers</TitleScreen>
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<Screen>10 - 1 Akita</Screen>
<Screen>10 - 2 Karibou</Screen>
<Screen>10 - 3 Malumte </Screen>
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<Title>Ship Building - EL</Title>
<TitleScreen>11 - 1 ExtraPlanetaryLaunchPad Basics</TitleScreen>
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<Screen>11 - 2 ExtraPlanetaryLaunchPad Parts</Screen>
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<Title>Kontainers</Title>
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<Title>Power</Title>
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<Title>Efficiency &amp; Load</Title>
<TitleScreen>14 - 0 Efficiency &amp; Load</TitleScreen>
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<Subcategory Name="Crew Training">
<Title>Crew Training &amp; Professions</Title>
<TitleScreen>15 - 0 Crew Training</TitleScreen>
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<Subcategory Name="Med Bay &amp; Colony Supplies">
<Title>Med Bay &amp; Colony Supplies</Title>
<TitleScreen>16 – 0 Med Bay &amp; Colony Supplies</TitleScreen>
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</Subcategory>
<Subcategory Name="Kolonization Dashboard">
<Title>Kolonization</Title>
<TitleScreen>17 - 0 Kolonization</TitleScreen>
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<Screen>17 - 1 Kolonization Dashboard</Screen>
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<Screens>
<Screen Name="9 - 2 Converters">
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<AssetPath>Assets/Pages/9 - 2 Converters.prefab</AssetPath>
<Title>Converters</Title>
<Background />
<Text>
<Text Name="Heading">
<Text>Converters</Text>
</Text>
<Text Name="Heading (1)">
<Text>'Ranger' Agricultural Module</Text>
</Text>
<Text Name="Heading (2)">
<Text>'Ranger' Agricultural Module
Agroponics: Mulch, Fertilizer → Supplies
Cultivate(S): Substrate, Water, Fertilizer → Supplies
Cultivate(D): Dirt, Water, Fertilizer → Supplies
[GreenHouse] Efficiency Part</Text>
</Text>
<Text Name="Heading (3)">
<Text>Agroponics: Mulch, Fertilizer → Supplies
Cultivate(S): Substrate, Water, Fertilizer → Supplies
Cultivate(D): Dirt, Water, Fertilizer → Supplies
Agriculture(S): Substrate, Water, Organics, Fertilizer → Organics
Agriculture(D): Dirt, Water, Organics, Fertilizer → Organics</Text>
</Text>
<Text Name="Heading (4)">
<Text>'Duna' Agriculture Module</Text>
</Text>
<Text Name="Heading (5)">
<Text>'Tundra' Agriculture Module (2.5m)</Text>
</Text>
<Text Name="Heading (6)">
<Text>Agroponics: Mulch, Fertilizer → Supplies
Cultivate(S): Substrate, Water, Fertilizer → Supplies
Cultivate(D): Dirt, Water, Fertilizer → Supplies
Agriculture(S): Substrate, Water, Organics, Fertilizer → Organics
Agriculture(D): Dirt, Water, Organics, Fertilizer → Organics</Text>
</Text>
<Text Name="Heading (7)">
<Text>'Tundra' Agriculture Module (3.75m)</Text>
</Text>
<Text Name="Heading (8)">
<Text>Agroponics: Mulch, Fertilizer → Supplies
Cultivate(S): Substrate, Water, Fertilizer → Supplies
Cultivate(D): Dirt, Water, Fertilizer → Supplies
Agriculture(S): Substrate, Water, Organics, Fertilizer → Organics
Agriculture(D): Dirt, Water, Organics, Fertilizer → Organics</Text>
</Text>
<Text Name="Heading (9)">
<Text>'Tundra' Habitation Ring</Text>
</Text>
<Text Name="Heading (10)">
<Text>[GreenHouse] Efficiency Part</Text>
</Text>
<Text Name="Heading (11)">
<Text>
USI-LS Nom-O-Matic 5000</Text>
</Text>
<Text Name="Heading (12)">
<Text>USI-LS Nom-O-Matic 5000</Text>
</Text>
<Text Name="Heading (13)">
<Text>Agroponics: Mulch, Fertilizer → Supplies</Text>
</Text>
<Text Name="Heading (14)">
<Text>USI-LS Nom-O-Matic 25000</Text>
</Text>
<Text Name="Heading (15)">
<Text>Agroponics: Mulch, Fertilizer → Supplies</Text>
</Text>
<Text Name="Heading (16)">
<Text>USI-LS Nom-O-Matic 25000</Text>
</Text>
<Text Name="Heading (17)">
<Text>Agroponics: Mulch, Fertilizer → Supplies</Text>
</Text>
</Text>
<Tooltips />
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<Screen Name="9 - 1 Recyclers">
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<AssetPath>Assets/Pages/9 - 1 Recyclers.prefab</AssetPath>
<Title>Recyclers</Title>
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<Text>
<Text Name="Heading">
<Text>Recyclers</Text>
</Text>
<Text Name="Heading (1)">
<Text>'Duna' KerbitatModule
Recycler: 77% Crew: 4</Text>
</Text>
<Text Name="Heading (2)">
<Text>'Duna' Pioneer Module
Recycler: 70% Crew: 4</Text>
</Text>
<Text Name="Heading (3)">
<Text>'Tundra' Kerbitat (2.5m)
Recycler: 81% Crew: 4
Purifier, 90.5% Crew: 4</Text>
</Text>
<Text Name="Heading (4)">
<Text>'Tundra' Kerbitat (2.5m)
Recycler: 81% Crew: 4
Purifier, 90.5% Crew: 4</Text>
</Text>
<Text Name="Heading (5)">
<Text>'Tundra' Pioneer - Logistics Module
Recycler: 70% Crew: 4</Text>
</Text>
<Text Name="Heading (6)">
<Text>USI-LS RT-500 Recycling Module
Recycler: 60% Crew: 1</Text>
</Text>
<Text Name="Heading (7)">
<Text>USI-LS RT-5000 Recycling Module
Recycler: 79% Crew: 3</Text>
</Text>
</Text>
<Tooltips />
</Screen>
<Screen Name="9 - 0 Life Support ">
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<AssetPath>Assets/Pages/9 - 0 Life Support .prefab</AssetPath>
<Title>Life Support</Title>
<Background />
<Text>
<Text Name="Heading">
<Text>Life Support </Text>
</Text>
<Text Name="Heading (1)">
<Text>USI Life Support introduces three new resources
(and uses one stock resource)
Supplies - kerbals need them to survive
ElectricCharge - kerbals need 0.01 EC/s
Mulch - Kerbals produce this as waste when
they consume Supplies
Fertilizer - greenhouses can convert a combination
of Mulch and Fertilizer into Supplies
</Text>
</Text>
<Text Name="Heading (2)">
<Text>Consumption
Each kerbal consumes Supplies. For every unit of Supplies they consume, kerbals produce one unit of Mulch as waste.
To reduce the rate at which kerbals convert Supplies to Mulch, you can use life support Recyclers. For longer missions, Converters may be used to produce Supplies from Mulch with the use of Fertilizer. Each unit of fertilizer is equal to 3.14 Kerbal-hours of Supplies (at the default 8.5:1 conversion ratio).
Recyclers
Recyclers can reduce the rate of consumption of Supplies. Each Recycler has an efficiency and a crew capacity. For example, the stock MPL Science Lab can reduce consumption by 70% (efficiency) for up to five kerbals (crew capacity). After the crew capacity is exceeded, the efficiency is reduced by the amount you are over capacity. For example, the MPL Science Lab's efficiency divided by 2 if ten kerbals are present on the ship (double the Recycler's crew capacity).
If you have multiple Recyclers running, their effects are cumulative. The vessel-wide consumption reduction is capped by the most efficient recycler - so if your most efficient Recycler is a Science Lab, you can't reduce your Supplies consumption by more than 70%, no matter how many Recyclers are running.
Converters
USI-LS includes two greenhouses that can convert Mulch and Fertilizer into Supplies. By beginning your mission with a Converter, some Fertilizer, and only a small amount of initial Supplies, you can dramatically reduce the total mass of resources you need.
To calculate the amount of Fertilizer required, first calculate the total amount of Supplies required for your mission. Then divide this number by the "Supplies to Fertilizer Ratio". For example, if your mission will require 850 units of Supplies and you choose to utilize a Nom-O-Matic 5000, then you should pack 100 units of Fertilizer. With some small amount of Supplies to begin with (so that Mulch is produced), your greenhouse will add a bit of Fertilizer to your Mulch and produce 850 units of Supplies before running out of Fertilizer.
Also note the rate at which Converters produce Supplies. Multiple Converters may be necessary to produce the daily Supplies requirement for multiple kerbals. Converters work independent from one another so their effects are cumulative.</Text>
</Text>
</Text>
<Tooltips />
</Screen>
<Screen Name="8 - 1 Habitation Parts">
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<AssetPath>Assets/Pages/8 - 1 Habitation Parts.prefab</AssetPath>
<Title>Habitation Parts</Title>
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<Text>
<Text Name="Text (1)">
<Text>Habitation Parts</Text>
</Text>
</Text>
<Tooltips />
</Screen>
<Screen Name="8 - 0 Habitation">
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<AssetPath>Assets/Pages/8 - 0 Habitation.prefab</AssetPath>
<Title>Habitation</Title>
<Background />
<Text>
<Text Name="Text (1)">
<Text>Habitation </Text>
</Text>
<Text Name="Text (2)">
<Text>All crewed modules provide a certain amount of Habitation, measured in "Kerbal-Months" (30 six-hour Kerbin-Days), equal to the number of seats on board. For example, the Mk1 Command Pod provides 1 kerbal-month of Habitation. More specialized parts may provide additional Habitation. For example, the Hitchhiker Can provides 660 kerbal-days of Habitation (in addition to the 28 kerbal-days provided by its 4 seats).
Pilots and Scouts are immune to habitation values.
Habitat Multipliers
The kerbal-months provided by your habitat space is multiplied by the vessel's total Hab Multiplier value. Every vessel has a base Hab Multiplier of 1. Any additional multipliers provided by parts are added to that to get the vessel's final Hab Multiplier. For example, a Cupola has a Hab Multiplier of 1.76. If a vessel has two Cupolae, its final Hab Multiplier is 1 + (1.76 * 2) = 4.52. If the vessel provides a base Habitation of 100 kerbal-months, the Hab Multiplier increases the ship's total Habitation to 452 kerbal-months.
Habitation and Homesickness
Kerbals can only stay in a confined space away from home for so long before bad things happen. Each kerbal has two running clocks (displayed for each active kerbal in the USI-LS window) which determine this time limit.
Hab time- how long the kerbal will be happy on his current vessel
Home time- how long the kerbal will be happy before getting homesick for Kerbin
.
Hab time is reset every time a kerbal enters a new vessel. It begins with the vessel's provided Habitatation time (divided by the number of kerbals present) and counts down to zero. The concept of Hab time is how comfortable your kerbal is with his current vessel. He can't live in tight spaces for long, and he gets tired of staying in the same place.
Home time never resets of it's own accord and starts counting down from the moment of launch. However, it is increased by the highest amount of Habitation ever experienced by the kerbal. The concept of Home time is how homesick the kerbal is. Spacious vessels will help him stay positive for a longer time, but eventually he's going to miss home. However, this timer can be reversed if there is a functioning colonization module present. See 'Med Bay &amp; Colony Supplies' for more info . . .
For example, imagine we have a rocket (Habitation = 30 days) with an attached lander (Habitation = 5 days) and a space station (Habitation = 1000 days). When Jebediah launches (alone) his Hab time and Home time both start at 30 days and begin counting down. He arrives at the Mun 5 days later with a Hab time and Home time of 25 days each. Then he moves to the lander. His Home time will be unaffected (still 25 days, counting down), but his Hab time will be reset/decreased to 5 days (because the lander is only able to support a kerbal for 5 days). Jeb visits the surface of the Mun and returns to his ship in orbit after 4 days. At this point his Hab time is 1 day and his Home time is 21 days. When he moves back to the rocket his Hab time will reset to 30 days, but his Home time will remain at 21 days. Jebediah then travels to the space station for 10 days (Hab = 20 days, Home = 11 days). When he enters the space station, Hab time is reset to 1000 days (a nice new station for him to stretch his legs in). His Home time is also increased, but not to 1000. He has already been away from home for 19 days at this point, which means his Home time will be reset to 981 days (29 days shy of 1000). After 100 days on the station he boards the rocket again (Hab goes down to 30, Home is unaffected and at 951) and heads back to Kerbin, where he is recovered.</Text>
</Text>
</Text>
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<Screen Name="7 - 1 Logistics ">
<BundleName>mkskspedia</BundleName>
<AssetPath>Assets/Pages/7 - 1 Logistics .prefab</AssetPath>
<Title>Logistics Examples</Title>
<Background />
<Text>
<Text Name="Text (2)">
<Text>Logistics Examples</Text>
</Text>
<Text Name="Text (10)">
<Text>Scavenging (150m)</Text>
</Text>
<Text Name="Text (11)">
<Text>Supplies</Text>
</Text>
<Text Name="Text (12)">
<Text>Supplies</Text>
</Text>
<Text Name="Text (13)">
<Text>When supplies are low, land a full Kontainer nearby.</Text>
</Text>
<Text Name="Text (14)">
<Text>The Kerbitat(Logistics Consumer) will initate a ‘pull request’ and supplies will
be transfered from the Kontainer into the Kerbitat.</Text>
</Text>
<Text Name="Text (15)">
<Text>Supplies</Text>
</Text>
<Text Name="Text (16)">
<Text>Supplies</Text>
</Text>
<Text Name="Text (17)">
<Text>Scavenging (150m)</Text>
</Text>
<Text Name="Text (18)">
<Text>Scavenging (150m)</Text>
</Text>
<Text Name="Text (19)">
<Text>Metallic
Ore</Text>
</Text>
<Text Name="Text (20)">
<Text>Metallic
Ore</Text>
</Text>
<Text Name="Text (21)">
<Text>You can avoid connecting your bases together by using the scavenging logistics.</Text>
</Text>
<Text Name="Text (22)">
<Text>Metals</Text>
</Text>
<Text Name="Text (23)">
<Text>Here we have a mining base with
storage and a drill for MetallicOre.</Text>
</Text>
<Text Name="Text (24)">
<Text>Here we have a refining base. We have storage for both
the MetallicOre we are going to refine and for the metal
we are going to produce.</Text>
</Text>
<Text Name="Text (25)">
<Text>Requirements:
Logistics Consumer
Refinery Set to Metal Production &amp; Enabled
Storage for the MetallicOre</Text>
</Text>
<Text Name="Text (26)">
<Text>Requirements:
Kontainer must have USI
Module Resource Warehouse
Storage for the MetallicOre</Text>
</Text>
<Text Name="Text (27)">
<Text>Metals</Text>
</Text>
<Text Name="Text (28)">
<Text>The Refinery(Logistics Consumer) will
initiate a ‘pull request’ and MetallicOre
will be transfered from the Mining
Base into the Kerbitat.</Text>
</Text>
<Text Name="Text (29)">
<Text>Metallic
Ore</Text>
</Text>
<Text Name="Text (30)">
<Text>Metallic
Ore</Text>
</Text>
<Text Name="Text (31)">
<Text>Scavenging (150m)</Text>
</Text>
<Text Name="Text (32)">
<Text>Requirements:
Kontainer must have USI
Module Resource Warehouse
</Text>
</Text>
<Text Name="Text (33)">
<Text>Requirements:
Logistics Consumer
A Kerbal to use the Supplies
Storage for the Supplies</Text>
</Text>
<Text Name="Text (34)">
<Text>Scavenging (150m)</Text>
</Text>
<Text Name="Text (35)">
<Text>Regardless of how you use the Scavenging mechanic it will always follow these basic rules.</Text>
</Text>
<Text Name="Text (36)">
<Text>Scavenging will only occur when a ‘Logistics Consumer’ is present.
The ‘Logistics Consumer’ must be active, i.e. a Habitat must be crewed, a Converter must be turned on.
Resources will ALWAYS flow towards the ‘Logistics Consumer’.
Resources are always ‘Pulled’ &amp; NEVER ‘Pushed’.
Storage for the resource being transferred is required on both vessels.
‘Logistics Consumers’ will only initate a ‘pull request’ when their own storage is below 50% capacity.
‘Logistics Consumers’ will only initate a ‘pull request’ for 10% of their capacity at a time.
‘Logistics Consumers’ will never request Machinery and only EC when connected to a proper PDU system.</Text>
</Text>
</Text>
<Tooltips />
</Screen>
<Screen Name="7 - 0 Logistics ">
<BundleName>mkskspedia</BundleName>
<AssetPath>Assets/Pages/7 - 0 Logistics .prefab</AssetPath>
<Title>Logistics</Title>
<Background />
<Text>
<Text Name="Text (2)">
<Text>Logistics </Text>
</Text>
<Text Name="Text">
<Text>In MKS, Logistics is the process of moving things from one vessel (the Warehouse) to another (the Consumer). This can happen via many different methods each with their own ranges and requirements, but all logistics use the same basic mechanism.
Regardless of the specific method's range, a few things must be true. The Consumer must have the LogisticsConsumer module, the Warehouse must have the ResourceWarehouse module, and they must be within range.
Consumers will also only request resources if they are below 50%, will never request more than 10% of their capacity at a time, will never request Machinery, and will only request EC if they are hooked up into a proper Power Coupling/Distribution network. See 'Power' for more info . . .</Text>
</Text>
<Text Name="Text (1)">
<Text>Scavenging (150m)</Text>
</Text>
<Text Name="Text (3)">
<Text>When a vessel is short on stuff, the Kerbals can grab what they need from nearby vessels and debris.
Example: If your base is running out of life support, just drop a box of stuff nearby, and it will automatically be transferred into your ship as necessary! You must have available storage for the resource you want to pull.</Text>
</Text>
<Text Name="Text (4)">
<Text>Resource Distribution (2 km)</Text>
</Text>
<Text Name="Text (5)">
<Text>Sometimes you need stuff from far away. Even without dedicated storage of their own, these vessels can relay resources between parts within range so long as they are piloted. Qualifying rover parts include the Karibou Expedition Rover cockpit, and the surface Pioneer Module.
</Text>
</Text>
<Text Name="Text (6)">
<Text>Example: Your mining rig is over a kilometer away from your processing plant. Just toss a qualifying rover in range of both, and resources will flow automatically to the ship that needs them. You must have available storage for the resource you want to pull.</Text>
</Text>
<Text Name="Text (10)">
<Text>Planetary Logistics</Text>
</Text>
<Text Name="Text (11)">
<Text>Sometimes the stuff you want is on the other side of the planet. And sometimes you make so much stuff that you run out of a place to put it. Planetary Logistics is like a giant warehouse shared by every vessel on the planet, and uses special warehouses that can tap into planetary storage (which is infinite!).</Text>
</Text>
<Text Name="Text (12)">
<Text>If the warehouse has too much stuff, it puts it in storage. If it has too little, it pulls it out. There's a GUI where you can see how much stuff you have in the giant global warehouse. Requires a plioted Logistics Module. Requires a pilot to pull resources from Planetary Logistics, resources can be pushed to Planetary Logistics without a crew. Welcome back unmanned mining outposts.
Local Logistics: Resources may now be manually transferred between any two craft within 150m provided crew are present on at least one of the two vessels. This GUI may be accessed from the Kolonization Dashboard.
</Text>
</Text>
</Text>
<Tooltips />
</Screen>
<Screen Name="6 - 7 Active Resource Harvesting">
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<AssetPath>Assets/Pages/6 - 7 Active Resource Harvesting.prefab</AssetPath>
<Title>Active Resource Harvesting</Title>
<Background />
<Text>
<Text Name="Heading">
<Text>Resource Processing</Text>
</Text>
<Text Name="Heading (1)">
<Text>Pioneer Modules may now perform a Resource Scan which will identify nearby 'Resource Lodes'. These are physical objects that must be grappled, at which point both the Range and Tundra regolith sifters can convert the ResourceLode resource into a variety of other resources based on planetary composition (similar to how Dirt works today). These however cannot be converted when the craft is not focused, hence ‘Active’. Larger resources can also be found using the ‘Orbital Survey Scanner’, these are 100 times the size of local nodes and will require you to either travel long distances with your equipment or bring the resource lode to your base in inventive ways. On larger bodies the local resource lodes will spawn at distance greater than the 2km resource range of the Karibou Rover Cab. You can invent your own methods for moving these beasts. Umbra Space Industries take no responsibility for any damage to Rover Cabs caused by excessive ramming.
</Text>
</Text>
<Text Name="Heading (2)">
<Text>Here is an example craft. Notice;
Karibou configurable Kontainers so that we can choose from any of the MKS resources to sift from the resource lode.
We can also use ‘Local Logistics’ to push resources to a nearby base up to 2km.
The microwave power receiver to provide wireless power transfer from nearby bases up to 2km.
The Karibou VTOL engines allow us to ‘bunny hop’ between lodes.
The Karibou Rover Cab extends our Logistics range to 2km.
The ‘Ranger’ Sifter allows us to convert the resource lode.
The Docking Claw on the rear to allow us to grapple the lode. You can also use KIS pipes or FlexOTubes.
</Text>
</Text>
<Text Name="Heading (3)">
<Text>Here is an example of a craft to move far away lodes closer to a base.
These craft files are available for download on the MKS Github Wiki</Text>
</Text>
</Text>
<Tooltips />
</Screen>
<Screen Name="6 - 6 Advanced - Career Funds">
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<AssetPath>Assets/Pages/6 - 6 Advanced - Career Funds.prefab</AssetPath>
<Title>Career Funds</Title>
<Background />
<Text>
<Text Name="Heading">
<Text>Career Funds</Text>
</Text>
</Text>
<Tooltips />
</Screen>
<Screen Name="6 - 5 Parts &amp; Supplies Manufacturing">
<BundleName>mkskspedia</BundleName>
<AssetPath>Assets/Pages/6 - 5 Parts &amp; Supplies Manufacturing.prefab</AssetPath>
<Title>Parts &amp; Supplies Manufacturing</Title>
<Background />
<Text>
<Text Name="Heading">
<Text>Parts &amp; Supplies Manufacturing</Text>
</Text>
<Text Name="Heading (1)">
<Text>Overview
Once you have processed your raw materials into refined materials you can the use these to manufacture MaterialKits, SpecializedParts or Colony Supplies. You can then use these to keep your colonies vital supplies stocked.
Workshop and Assembly Plant Modules will require a Kerbal with the engineer effect to be present in the vessel for peak operation (based on star level).
Agriculture Modules will require a Kerbal with the science effect to be present in the vessel for peak operation (based on star level).
All processes require their parts to be filled with machinery to reach 100% efficiency and will slowly consume machinery while outputting recyclables. Processes substituting Dirt for Substrate are much less efficient.</Text>
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<Text>'Ranger' Inflatable Workshop - An inflatable workshop suitable for small-scale fabrication. Can be configured as either MaterialKits or Machinery production. Can be converted to an efficiency part [Workshop] to enhance the 'Tundra' Assembly Plant. Engineers onboard will also perform automatic maintenance of all modules within 150m keeping your production lines fully stocked whic requires a reserve of machinery. See 'Ranger Inflatables' &amp; 'Efficiency &amp; Load' for more info. . . </Text>
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<Text>'Tundra' Assembly Plant - An off-world manufacturing facility suitable for large-scale fabrication. Can be configured as either MaterialKits, Machinery, ColonySupplies or SpecializedParts production. Can take advantage of the 'Ranger' Inflatable Workshop [Workshop] to increase the efficiency. Engineers on-board will also perform automatic maintenance. See 'Efficiency &amp; Load' for more info. . .</Text>
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<Text>'Ranger' Agriculture Module - An expandable greenhouse that can be configured as an algae-based farm and biological filter using either recycled waste (yuck!) or local resources (either substrate or dirt, plus water). Requires fertilizer, and can be used to supplement larger greenhouse-type modules.</Text>
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<Text>'Duna' Agriculture Module -This module brings more advanced farming techniques to your colony. While it's own space is limited, it can take advantage of 'Ranger' Agriculture Module in [GreenHouse] to increase efficiency. See 'Efficiency &amp; Load' for more info. . . </Text>
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<Text>'Tundra' Agriculture Module - This module brings larger advanced farming techniques to your colony. It can take advantage of 'Ranger' Agriculture Module in [GreenHouse] mode to increase efficiency. See 'Efficiency &amp; Load' for more info. . .</Text>
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<Text>Metals, Chemicals, Polymers → MaterialKits
MaterialKits, SpecializedParts → Machinery
[Workshop] Efficiency Part</Text>
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<Text>Metals, Chemicals, Polymers → MaterialKits
MaterialKits, SpecializedParts → Machinery
Silicon, RefinedExotics → SpecializedParts
MaterialKits, SpecializedParts, Organics → ColonySupplies</Text>
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<Text>Mulch, Fertilizer → Supplies
Substrate, Water, Fertilizer → Supplies
Dirt, Water, Fertilizer → Supplies
[GreenHouse] Efficiency Part</Text>
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<Text Name="Heading (10)">
<Text>Mulch, Fertilizer → Supplies
Substrate, Water, Fertilizer → Supplies
Dirt, Water, Fertilizer → Supplies
Substrate, Water, Fertilizer, Organics → Organics
Dirt, Water, Fertilizer, Organics → Organics</Text>
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<Text Name="Heading (11)">
<Text>Mulch, Fertilizer → Supplies
Substrate, Water, Fertilizer → Supplies
Dirt, Water, Fertilizer → Supplies
Substrate, Water, Fertilizer, Organics → Organics
Dirt, Water, Fertilizer, Organics → Organics</Text>
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<Text>Resource Processing</Text>
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<Text>Before you can make anything useful out of the raw materials you've mined you will need to process those raw materials into more refined materials. Or if you only have Dirt extraction capabilities you can sift out raw materials that can then be fed into your processing systems.
All parts require machinery stores to be full to operate at 100% efficiency and they slowly consume machinery and output recyclables as they work.</Text>
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<Text>Refined Materials</Text>
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<Text>Chemicals
Metals
Polymers</Text>
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<Text>Silicon
Refined Exotics
Fertilizer</Text>
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<Text>'Ranger' Regolith Sifter - Shovel in dirt, crank the handle, filter out useful stuff. Useful during initial exploration due to it's light weight. Limited to resources with a planetary abundance greater than 1%.</Text>
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<Text>'Tundra' Industrial Regolith Sifter - Designed to take in vast amounts of dirt and extract it's useful contents, this industrial sifter redefines the meaning of 'Resource Exploitation'.</Text>
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<Text>'Ranger' Crush-O-Matic Portable Extractor - A lightweight multi-resource extractor configured for agricultural use. Can be set to convert either gypsum or raw minerals into fertilizer.</Text>
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<Text>'Tundra' Agriculture Support Module - The Agricultural Support Module is designed to support off-world farming on an industrial scale, with three configurable bays that can be set up for fertilizer generation or water extraction from Gypsum, Minerals, Hydrates &amp; Karbonite. It can take advantage of 'Ranger' Crush-O-Matic in [Crusher] mode to increase efficiency.</Text>
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<Text>'Ranger' Smelt-O-Matic Portable Smelter - A lightweight multi-resource smelter designed for industrial use. Can convert minerals, metallic ore, and substrate into Chemicals, Metals &amp; Polymers.</Text>
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<Text>'Tundra' Industrial Refinery - A large refinery designed to support off-world resource exploitation on an industrial scale, with three configurable bays that can be set up to refine a variety of resources into Chemicals, Metals &amp; Polymers. Can take advantage of the 'Ranger' Smelt-O-Matic [Smelter] to increase the efficiency.</Text>
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<Text>'Tundra' Nuclear Fuel Plant - Processing plant for nuclear fuel production and refinement. The centrifuge processes Uraninite using machines spinning really fast and produces EnrichedUranium. DepletedFuel can also be reprocessed with USI Breeder technology, coaxing out every bit of EnrichedUranium left in the fuel.</Text>
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<Text>'Tundra' Recycling Module - A large, mobile recycling plant that can take broken parts and other recyclables, and reclaim a portion of their raw materials. Outputs Chemicals, Metals &amp; Polymers.</Text>
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<Text>Dirt → All Resources</Text>
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<Text>Dirt → All Resources</Text>
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<Text>Gypsum → Fertilizer
Minerals → Fertilizer
[Crusher] Efficiency Part</Text>
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<Text>Gypsum → Fertilizer
Minerals → Fertilizer
Hydrates → Water
Ore → Water
Karbonite → Water</Text>
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<Text>MetallicOre → Metals
Substrate → Polymers
[Smelter] Efficiency Part</Text>
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<Text>Minerals → Chemicals
MetallicOre → Metals
Substrate → Polymers
Silicates → Silicon
RareMetals, ExoticMinerals, Chemicals → RefinedExotics
[Smelter] Efficiency Part</Text>
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<Text>Uraninite → EnrichedUranium
DepletedFuel → EnrichedUranium</Text>
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<Text>Recyclables → Metals, Chemicals, Polymers</Text>
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<Title>Resource Extraction</Title>
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<Text>Resource Extraction </Text>
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<Text>Permanent Base Parts in both 2.5m and 3.75m form factors. Conversion rates for resource production and construction are much larger than the previous Duna modules. Also includes more advanced modules like the Nuclear Fuel Processor. Fully self-sustaining bases are not possible without using Tundra Modules. Tundra modules do not have any landing leg’s which makes them perfect to us as space station parts. It is recommended to use the Cradles from USI Konstruction for horizontal placement or the included ‘Scout' Landing Module for vertical placement.</Text>
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<Text>Mining Parts</Text>
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<Text>MEU-100 Pulse Drill
1 Seperator Slot
Requires to switch
1 SpecializedPart
5 MaterialKits
5 Electric Charge</Text>
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<Text>MEU-500 Pulse Drill
3 Seperator Slots
Requires to switch
3 SpecializedPart
15 MaterialKits
15 Electric Charge</Text>
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<Text>Industrial Strip Miner
5 Seperator Slots
Requires to switch
8 SpecializedPart
40 MaterialKits
40 Electric Charge</Text>
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<Text>These will allow you to excavate resources from the body's surface, at a speed dependent on concentration at that location. These resources can then be used to make more useful products. All 3 drills come equipped with multiple separators that can be switched between resources. Switching between resources requires SpecializedParts, MaterialKits &amp; Electric Charge. Take note of the drill temperatures. They will not operate at peak efficiency if they overheat.</Text>
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<Title>Extractable Resources</Title>
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<Text>Extractable Resources</Text>
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<Text>Permanent Base Parts in both 2.5m and 3.75m form factors. Conversion rates for resource production and construction are much larger than the previous Duna modules. Also includes more advanced modules like the Nuclear Fuel Processor. Fully self-sustaining bases are not possible without using Tundra Modules. Tundra modules do not have any landing leg’s which makes them perfect to us as space station parts. It is recommended to use the Cradles from USI Konstruction for horizontal placement or the included ‘Scout' Landing Module for vertical placement.</Text>
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<Text>Certain resources can be extracted from the environment in KSP, these resources can be found in the atmosphere, in the water, in the crust, and in space. Resources are biome-specific, and some biomes may not contain certain resources. Further, the concentration of resources varies within each biome and will change with each save game. Some locations will have higher concentrations of each resource than other locations. This will affect the rate of resource extraction.</Text>
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<Text>Dirt
Gypsum
Minerals
Substrate
MetallicOre
Water</Text>
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<Text>Hydrates
Uraninite
RareMetals
ExoticMinerals
Silicates</Text>
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<Text>Extractable Resources</Text>
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<Title>Scanning Guide</Title>
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<Text>Resource Scanning
Guide</Text>
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<Text>Build a small satellite to put the M700 Survey Scanner into a polar orbit of the body you're looking for resources on. Be sure to include some decent EC storage solar panels and antenna.
Once established in an acceptable orbit, deploy the scanner and perform a scan. This will give you a basic idea of what resources are present, and where higher and lower concentrations are, though its not highly detailed.
Turn on the overlays in map mode, and find a spot that is bright in things you care about to choose an area for further exploration.
Land a rover with the narrow band scanner in the spot you chose.
Take a surface reading.
Look at narrow band scanner UI, find a spot with better concentrations of things you care about, drive/hop there
Repeat until you are feeling good and have found a suitable spot for your mining.
Land your base as close as you can to your rover.
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<Text>Step 1
Step 2
Step 3
Step 4
Step 5
Step 6</Text>
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<Screen Name="6 - 0 Mining &amp; Manufacturing ">
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<Title>Mining &amp; Manufacturing</Title>
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<Text>Mining &amp; Manufacturing</Text>
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<Text>Permanent Base Parts in both 2.5m and 3.75m form factors. Conversion rates for resource production and construction are much larger than the previous Duna modules. Also includes more advanced modules like the Nuclear Fuel Processor. Fully self-sustaining bases are not possible without using Tundra Modules. Tundra modules do not have any landing leg’s which makes them perfect to us as space station parts. It is recommended to use the Cradles from USI Konstruction for horizontal placement or the included ‘Scout' Landing Module for vertical placement.</Text>
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<Title>Ground Tether</Title>
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<Text>Ground Tether
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<Text>Ground Tether - Base Stabilizer
Ground tether is provided on over 50 different MKS parts. If you’ve built and MKS base you will have this feature. On any enabled part select ‘Enable Ground Tether’. This will turn on the Ground Tether for the whole craft/base. You do not have to enable it on every part. Ground tether secures your base to the surface of a body to ensure it will not shift on slopes or during physics load.
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<Title>Advanced - KIS</Title>
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<Text>Advanced - KIS</Text>
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<Text>Base Examples
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<Text>'Ranger' Lander - Using the 2.5m stack adapters allows us to attach fuel tanks and engines without sacrificing the Anchor Hub's side mounts. These can be detatched once landed. Pro Tip, if you have MaterialKits storage within 'Scavenge' range then recycle these parts using the right click menu.</Text>
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<Text>'Ranger' Base - An example of a deployed base using the 'Ranger Series'. Notice the use of nodes on the MultiTruss to mount accessories.</Text>
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<Text>'Duna' Lander - Using the SkyCrane enables a well balanced and easy to control landing vehicle. Pro Tip, if you have MaterialKits storage within 'Scavenge' range then recycle the SkyCrane and fueltanks using the right click menu.</Text>
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<Text>'Duna' Base - An example of a 'Duna Series' Base supplemented by 'Ranger' parts.</Text>
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<Text>'Tundra' Lander - Using the SkyCrane and 'Scout' Lander enables a well balanced and easy to control landing vehicle that can comfortable land on any surface. Don't forget to use the 'Scout' Lander's built in Load Balancing Feature. See 'Landing Parts' for more info . . .</Text>
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<Text>'Tundra' Base - An example of a 'Tundra' base supplemented by 'Ranger' parts. Bases like this are best built onsite using either Konstruction Vehicles, ExtraPlanetaryLaunchpads or KIS. See 'Advanced - KIS' &amp; 'Ship Building' for more info . . .</Text>
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<Text>Mobile Base - An example of a mobile base built using the USI - Karibou rover parts. Capable of off world construction using ExtraPlanetaryLaunchpads and holds an Akita rover in it's Cargo Bay. Karibou parts supplied separately see the USI Catalog for more info . . . </Text>
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<Title>Base Location</Title>
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<Text>Base Locations
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<Text>Resource Detection</Text>
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<Text>The resource detection generally used is the same stock resource detection method in KSP, and used in the same manner as for stock Ore, except we will be looking for different resources.
The stock system uses the same 3 parts to accomplish a full analysis of resources present on any planetary body in the Kerbol System. The M700 Survey Scanner and M4435 Narrow-Band Scanner are stock parts that can be used in a polar orbit to locate surface resources and concentrations and display them as an overlay on the map.
Simply put them in an acceptable orbit of the planetary body you wish to scan and then select the scanner on the vessel and cycle through which resource to display.
It will offer every resource it is capable of scanning for acess this information using Kerbnet.
The M700 is used to give a general idea of what resources are present, while the M4435 can also be used while landed and is used to give a slightly more detailed idea of how much is present. To get more exact readings on how high of a concentration of a resource is actually present, a Surface scanner such as the stock Surface Scanning Module must be used while landed.
The stock surface scanner now shows data for all relevant resources - enjoy prospecting!
UKS also works with SCANsat which offers a more immersive resource scanning experience and more detailed mapping options. Its a slightly more complex method than stock and has a few different options on how it can function.
See 'Scanning' for a step by step approach that outlines an approach to finding a nice area for resource extraction and base construction, as well as a few tips on what to look for in a site.
Things to look for in a site
Gypsum and Minerals will alow you to indefinitely extend your life support.
Either Ore or Karbonite is essential if you want to launch again, since you'll need a supply of LFO.
MetalicOre, Substrate, &amp; Minerals, in roughly equal quantities. All that matters is the lowest of the three, since that'll govern your industrial production.
RareMetals, ExoticMinerals &amp; Silicate in roughly equal quantities if you plan on increasing your industrial production to ship building and onsite construction.
Uraninite will be essential for advanced bases but can be ignored in your initial base.
Landing near (within 100 meters of) a biome border allows you to use proxy logistics to mine from 2 different biomes in one base. making a finding a high yield site easier/possible.</Text>
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<Title>Base Locations</Title>
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<Text>Base Locations
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<Title>Konstruction Examples</Title>
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<Text>Konstruction Examples</Text>
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<Text>The adjustable Konstruction parts listed below can all be controlled from the Servo GUI. You can access it by pressing .
This will open the following window. From here you can control every joint individually.
You can also set parts into groups so they can all be controlled together. You set one to master ad the rest of the group to slave, then the whole group will follow the master. All parts have two modes, 'Free' and 'Goal'. In free mode they will move at the set speed until they reach their limit. In goal mode they will move at the set speed towards their set 'Goal'.
See the key below for more information.</Text>
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<Text>Servos &amp; Magnets</Text>
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<Text>1</Text>
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<Text>2</Text>
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<Text>3</Text>
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<Text>4</Text>
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<Text>5</Text>
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<Text>6</Text>
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<Text>7</Text>
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<Text>8</Text>
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<Text>9</Text>
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<Text>10</Text>
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<Text>11</Text>
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<Text>11</Text>
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<Text>12</Text>
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<Text>13</Text>
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<Text>14</Text>
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<Text>15</Text>
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<Text>16</Text>
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<Text>1 Minimises Part Settings
2 Highlight Part
3 Set Master/Slave
4 Set Group Number
5 Set All Parts Free/Goal
6 Stop All Parts
7 Adjustment Name
8 Enter Goal Value
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<Text>9 Goal Value Currently Set
10 Current Value
11 Change Direction Of Adjustment
12 Set Speed Zero</Text>
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<Text>13 Set Goal/Free
14 Change Speed Negative Direction
15 Current Speed
16 Change Speed Positive Direction</Text>
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<Text>PAL Crane - A mobile crane with integrated magnet for getting stuff from here to there! The crane cane be rotated, the boom length adjusted, the upper and lower pivots can be adjusted. Be careful not to set the magnet strength too high.</Text>
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<Text>PAL Manipulator Claw - A fully articulated manipulator suitable for grasping and moving parts or holding parts in place. Not for use in retrieving Kerbals. The grabber, , grabs and all the joints are adjustable to get in those hard to reach places.</Text>
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<Text>PAL Forklift - An articulated forklift useful for transporting large parts. The forklift can be stowed away when not in use, the forks angle adjusts and can be moved laterally. </Text>
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<Text>PAL Adjustable Wheel (Inline) - A ruggedized all terrain wheel, can be stowed when not in use. For moving sideways, automatically keeps the wheels at a stable 90 angle to the surface when adjusting.</Text>
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<Text>PAL Adjustable Wheel (Inline) - A ruggedized all terrain wheel, can be stowed when not in use. For moving fowards, automatically keeps the wheels at a stable 90 angle to the surface when adjusting.</Text>
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<Text>PAL Stabilizer - A deployable stabilizer that can be raised and lowered, as well as extended for horizontal stability. Pivots can be adjusted.</Text>
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<Text>PAL Magnetic Coupler - This module features a powerful electromagnet in its undercarriage, useful for securing and transporting large or bulky parts. Be careful not to set the magnet strength too high.</Text>
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<Text>PAL Magno-Pad - A specialized pad used when you want your magnets to target a specific point on a vessel. Great for ensuring the module being lifted remains upright.
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<Text>Advance Grabbing Unit - They even found the time to upgrade the advanced grabbing unit. The same magnet technology from the Konstruction range of docking ports has been retrofitted to the Advanced Grabbing Unit.</Text>
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<Title>Konstruction Ports</Title>
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<Text>Construction Ports</Text>
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<Text>The force setting is the overall magnet strength.</Text>
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<Text>The Angle Snap when turned on stops the port from actually engaging until the angle of the port you are docking to matches the setting given.</Text>
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<Text>The range setting is how far away the magnet engages.</Text>
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<Text>The roll setting is how strong the force will roll a ship into the correct docking orientation, i.e. make up match up on both ports.</Text>
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<Text>The torque setting is how strong the force will twist the whole ship that's being docked into alignment laterally.</Text>
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<Text>The Constructions Ports have adjustable settings to assist with building stations and bases.
The settings control the strength of the magnet in different axis.
There is also an option to limit when the dock will engage. This allows you to preset the required orientation and the dock will not engage until the angle requirement is met.
The docks can then be 'collapsed' removing both docking ports and re-joining the parts on either side. This can greatly reduce part count when bases and stations are built in small sections.</Text>
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<Title>Connecting Parts</Title>
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<Text>Connecting Parts</Text>
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<Text>The Multi-Hub using the middle and bottom nodes to drop from the 'Tundra' 3.75m height to the 'Tundra' 2.5m height.</Text>
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<Text>MiniTruss - A smaller tube suitable for connecting various MKS modules. Attachment styles include 'Ranger' style doughnut connectors, standard 1.25m nodes, and flush mounts suitable for linking trusses together, or attaching to larger surfaces.</Text>
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<Text>MultiTruss - A tube suitable for connecting various MKS modules. Attachment styles include 'Ranger' style doughnut connectors, standard 1.25m nodes, and flush mounts suitable for linking trusses together, or attaching to larger surfaces.</Text>
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<Text>The Multi-Hub using the middle and bottom nodes to drop from the 'Tundra' 2.5m height to the 'Duna' height.</Text>
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<Text>'Tundra' MultiHub - The Multi-Hub features attachment points at heights suitable at MKS 'Ranger' and 'Tundra' (both 2.5m and 3.75m) product lines. See below for examples . . .</Text>
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<Text>'Tundra' Mini Airlock - A smaller airlock module suitable for use with the 'Tundra' series for orbital or surface bases. </Text>
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<Text>The 'Tundra' Airlock fits perfectly on the 2.5m Cradle.</Text>
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<Text>'Tundra' Airlock - An airlock module suitable for use with the 'Tundra' series for orbital or surface bases.
Seats 4 Crew.
Provides no Habitation value.</Text>
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<Text>'Tundra' 3.75m Adapter - An attachment cap suitable for 3.75m parts. Comes automatically applied to all 3.75m 'Tundra' Modules when using the outer node.</Text>
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<Text>'Tundra' 2.5m Adapter - An attachment cap suitable for 2.5m parts. Comes automatically applied to all 2.5m 'Tundra' Modules when using the outer node.</Text>
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<Title>Landing Parts</Title>
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<Text>Landing Parts</Text>
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<Screen Name="5 - 1 Konstruction Parts0">
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<Title>Konstruction Parts</Title>
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<Text>Konstruction Parts</Text>
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<Text>Variants of the popular Clamp-O-Tron Docking Ports Jr. that can be compressed for construction, and will snap to 90 degree angles. Dock cannot engage with regular Clamp-O-Tron Docking Ports.</Text>
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<Text>See 'Konstruction Ports' for more info . . .</Text>
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<Text>PAL Manipulator Claw - A fully articulated manipulator suitable for grasping and moving parts or holding parts in place. Not for use in retrieving Kerbals. See 'Konstruction Ports' for more info . . .</Text>
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<Text>PAL Forklift - An articulated forklift useful for transporting large parts.See Servos &amp; Magnets for more info . . </Text>
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<Text>PAL Crane - A mobile crane with integrated magnet for getting stuff from here to there! See Servos &amp; Magnets for more info . . .</Text>
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<Text>PAL Counterweight - An inline counterweight for your konstruction vehicles. Can be loaded and unloaded in-situ with local material (i.e. space rocks and space dirt!)</Text>
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<Text>PAL Humpback truss - An open-frame elevated short truss segment to allow higher mounting points for winches, couplers, etc.</Text>
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<Text>PAL Magnetic Coupler - This module features a powerful electromagent in its undercarriage, useful for securing and transporting large or bulky parts. See Servos &amp; Magnets for more info . . .</Text>
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<Text>PAL Multi-Mount Truss Segment - A short truss segment with both upper and lower side mounting points for more konstruction goodness!</Text>
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<Text>PAL Truss - This large, structural truss can be used to attach various konstruction parts.</Text>
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<Text>PAL Magno-Pad - A specialized pad used when you want your magnets to target a specific point on a vessel. See Servos &amp; Magnets for more info . . .</Text>
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<Text>PAL Ladder - An extra long ladder suitable for climbing onto PAL-based konstruction vehicles.</Text>
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<Text>PAL Stabilizer - A deployable stabilizer that can be raised and lowered, as well as extended for horizontal stability. See Servos &amp; Magnets for more info . . .</Text>
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<Text>Cradle (2.5m &amp; 3.75m) - A platform suitable for horizontally deploying 2.5m modules. Includes independently adjustable stabilizers.</Text>
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<Text>A ruggedized all terrain wheel, can be stowed when not in use. See Servos &amp; Magnets for more info . . .</Text>
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<Text>PAL Adjustable Wheel (Inline)</Text>
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<Text>PAL Adjustable Wheel (Lateral)</Text>
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<Text>PAL Wheel</Text>
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<Text>PAL Mini Wheel</Text>
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<Screen Name="5 - 0 Base Construction">
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<Title>Base Construction</Title>
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<Text>Base Construction</Text>
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<Text>Umbra Space Industries introduces it's yellowest venture yet Konstruction! Konstruction adds new parts and game mechanics to KSP centered around base and orbital construction!
Weldable, configurable construction ports, with auto-rotation and configurable parameters on the fly. Once connected, these can be removed, resulting in a permanent joint between the parent parts of the two ports.
Design your assembly in the VAB, cut it up and add construction ports, reassemble in-situ.
Great for large bases and stations, or building larger vessels in orbit!
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<Title>Tundra Inflatables</Title>
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<Text>Tundra Inflatables</Text>
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<Title>Tundra Parts</Title>
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<Text>Tundra Parts</Text>
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<Text>'Tundra' 2.5m Adapter
An attachment cap suitable for 2.5m parts. Comes automatically applied to all 2.5m 'Tundra' Modules when using the outer node.</Text>
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<Text>'Tundra' 3.75m Adapter
An attachment cap suitable for 3.75m parts. Comes automatically applied to all 3.75m 'Tundra' Modules when using the outer node.</Text>
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<Text>'Tundra' Airlock - An airlock module suitable for use with the 'Tundra' series for orbital or surface bases. Seats 4 Crew. Provides no Habitation value.
1,000l KIS Storage</Text>
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<Text>'Tundra' Mini Airlock
A smaller airlock module suitable for use with the 'Tundra' series for orbital or surface bases. Seats 1 Crew. Provides no Habitation value.</Text>
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<Text>'Tundra' 2.5M Hub (Short)
When you have to branch your base out, use this hub to link trusses and other modules. Suitable for Tundra 2.5m modules and other base components.
3,000l KIS Storage.</Text>
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<Text>'Tundra' 2.5M Hub
When you have to branch your base out, use this hub to link trusses and other modules. Suitable for Tundra 2.5m modules and other base components.
3,000l KIS Storage.</Text>
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<Text>'Tundra' MultiHub
The Multi-Hub features attachment points at heights suitable at MKS 'Ranger' and 'Tundra' (both 2.5m and 3.75m) product lines. 10,000l KIS Storage
See 'Base Construction' for more info . . . </Text>
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<Text>MiniTruss
A smaller tube suitable for connecting various MKS modules. Attachment styles include 'Ranger' style doughnut connectors, standard 1.25m nodes, and flush mounts suitable for linking trusses together, or attaching to larger surfaces.</Text>
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<Text>MultiTruss
A tube suitable for connecting various MKS modules. Attachment styles include 'Ranger' style doughnut connectors, standard 1.25m nodes, and flush mounts suitable for linking trusses together, or attaching to larger surfaces.</Text>
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<Text>'Salamander' Command Pod
A ruggedized two man pod with an integrated avionics system and a basic life support recycler, ideal for colony dropships.</Text>
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<Text>'Scout' Landing Module - Mk2
Light, with a wide landing stance, the Scout landing module is ideal for landing your first colony modules, even on rough terrain. Features 'weight transfer' to automatically balance the weight of 'Ranger' modules attached to the sides. 1,000l KIS Storage
See 'Base Construction for more info . . .</Text>
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<Screen Name="4 - 1 Tundra Modules">
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<Title>Tundra Modules</Title>
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<Text>Tundra Module List</Text>
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<Text>2.5m Form Factor</Text>
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<Text>3.75m Form Factor</Text>
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<Text>This module brings more advanced farming techniques to your colony.
It can take advantage of 'Ranger' Agriculture Module in [GreenHouse] mode to increase efficiency.
This module will help replenish your supplies through a variety of agriculture options.
Ensure an experienced scientist is on board for optimal efficiency.
Seats 2 Crew.
See 'Manufacturing' &amp; 'Efficiency &amp; Load' for more info. . . </Text>
</Text>
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<Text>This module is outfitted to provide long range power distribution, including large battery stores, and a small nuclear power plant.
Radiators not included.
Seats 2 Crew.
See 'Power' for more info. . . </Text>
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<Text>The Kerbitat brings you all of the comforts of home, in a package guaranteed to have at least 30% less explosive decompression than our competitors.
Can be configured as a life support recycler, crew quarters, or outfitted with comfort and exercise features to make your Kerbal more comfortable.
Seats 2 Crew.
See 'Habitation' for more info. . . </Text>
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<Text>The Kerbitat brings you all of the comforts of home, in a package guaranteed to have at least 30% less explosive decompression than our competitors.
Can be configured as a life support recycler, crew quarters, or outfitted with comfort and exercise features to make your Kerbal more comfortable.
Seats 4 Crew.
See 'Habitation' for more info. . . </Text>
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<Text>Designed for longer term settlements, this advanced Colonization Module provides ample room and amenities for long term habitation.
Checking for Colony Rewards is not automatic, and is a function of the Pioneer Module.
Rewards are accumulated with any MKS module, but can only be collected once a Pioneer Module is present.
The Colonist Module consumes ColonySupplies, and in return, suspends both habitation timers for your Kerbals. Seats 2 Crew.
See 'Med Bay &amp; Colony Supplies' for more info. . . </Text>
</Text>
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<Text>Logistics Module 2.5 Designed to be one of the first parts of a long term colony, the Pioneer module features local logistics capabilities, basic training facilities, recycling facilities for life support, KerbNet access, and survey station capabilities for off-world construction. Rewards are accumulated with any MKS module, but can only be collected once a Pioneer Module is present. Pioneer Modules may now perform a Resource Scan which will identify nearby 'Resource Lodes'.
Seats 2 Crew.
See 'Logistics', 'Med Bay &amp; Colony Supplies', ‘Active Resource Harvesting’ &amp; 'Ship Building' for more info. . .</Text>
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<Text>The Agricultural Support Module is designed to support off-world farming on an industrial scale, with three configurable bays that can be set up for fertilizer generation or water extraction from a variety of materials.
It can take advantage of 'Ranger' Crush-O-Matic in [Crusher] mode to increase efficiency.
Seats 4 Crew.
See 'Manufacturing' &amp; 'Efficiency &amp; Load' for more info. . . </Text>
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<Text>A large refinery designed to support off-world resource exploitation on an industrial scale, with three configurable bays that can be set up to refine a variety of resources into useful products.
Ensure an experienced engineer is on board and is fully supplied with Machinery for optimal efficiency.
Can take advantage of the 'Ranger' Smelt-O-Matic [Smelter] to increase the efficiency.
Seats 4 Crew.
See 'Manufacturing' &amp; 'Efficiency &amp; Load' for more info. . . </Text>
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<Text>An off-world manufacturing facility suitable for large-scale fabrication. Can be configured as either MaterialKits, Machinery, ColonySupplies or SpecializedParts production.
Ensure an experienced engineer is on board and is fully supplied with Machinery for optimal efficiency.
Can take advantage of the 'Ranger' Inflatable Workshop [Workshop] to increase the efficiency. Engineers on-board will also perform automatic maintenance of all modules within 150m keeping your production lines fully stocked, requires a reserve of machinery.
Seats 4 Crew.
See 'Manufacturing' &amp; 'Efficiency &amp; Load' for more info. . . </Text>
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<Text>A large, mobile recycling plant that can take broken parts and other recyclables, and reclaim a portion of their raw materials. Ensure an experienced engineer is on board and is fully supplied with Machinery for optimal efficiency.
Seats 4 Crew.
See 'Manufacturing' for more info . . .
</Text>
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<Text>Processing plant for nuclear fuel production and refinement. The centrifuge processes Uraninite using machines spinning really fast and produces EnrichedUranium. DepletedFuel can also be reprocessed with USI Breeder technology, coaxing out every bit of EnrichedUranium left in the fuel. Suitable for interplanetary operations, spacecraft, stations, and surface bases (radiators not included.) Centrifuge not suitable for Kerbal entertainment purposes. Ensure an experienced engineer is on board and is fully supplied with Machinery for optimal efficiency.
Seats 4 Crew.
See 'Manufacturing' for more info . . .
</Text>
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<Text>Designed to take in vast amounts of dirt and extract it's useful contents, this industrial sifter redefines the meaning of 'Resource Exploitation'. Ensure an experienced engineer is on board and is fully supplied with Machinery for optimal efficiency. When resources lodes are grappled, the sifter resource into a variety of other resources based on planetary composition (similar to how Dirt works).Seats 4 Crew. See 'Manufacturing' &amp; 'Efficiency &amp; Load' &amp; Active Resource Harvesting For More Information . . .</Text>
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<Text>This module brings more advanced farming techniques to your colony.
It can take advantage of 'Ranger' Agriculture Module in [GreenHouse] mode to increase efficiency.
This module will help replenish your supplies through a variety of agriculture options.
Ensure an experienced scientist is on board for optimal efficiency.
Seats 4 Crew.
See 'Manufacturing' &amp; 'Efficiency &amp; Load' for more info. . . </Text>
</Text>
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<Text>A field training center for training your Kerbonauts.
When training is conducted, attendees will gain experience based on the instructors present, and in their chosen field.
Up to one star when used on Kerbin, two stars while in orbit, and three stars if training takes place landed on another planet or moon.
Seats 12 Crew.
See 'Crew Training' for more info. . . </Text>
</Text>
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<Text>Designed for longer term settlements, this advanced Colonization Module provides ample room and amenities for long term habitation.
Checking for Colony Rewards is not automatic, and is a function of the Pioneer Module.
Rewards are accumulated with any MKS module, but can only be collected once a Pioneer Module is present.
The Colonist Module consumes ColonySupplies, and in return, suspends both habitation timers for your Kerbals.
Seats 6 Crew.
See 'Med Bay &amp; Colony Supplies' for more info. . . </Text>
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<Text>When mishaps befall your Kerbals, or when Kerbals become homesick, simply transfer them into the medical bay, and any scientist on your crew can help them become happy and healthy again.
Only works on Kerbals inside of the module, consumes ColonySupplies.
Includes medical facilities for 4 Kerbals.
See 'Med Bay &amp; Colony Supplies' for more info. . . </Text>
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<Screen Name="4 - 0 Tundra Series">
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<Title>Tundra Series</Title>
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<Screen Name="3 - 1 Duna Parts">
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<Title>Duna Parts</Title>
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<Text>Duna Part List</Text>
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<Text>Designed to be one of the first parts of a long term colony, the Pioneer module features local logistics capabilities, basic training facilities, recycling facilities for life support, KerbNet access, and survey station capabilities for off-world construction. Rewards are accumulated with any MKS module, but can only be collected once a Pioneer Module is present. Pioneer Modules may now perform a Resource Scan which will identify nearby 'Resource Lodes'. See 'Logistics', 'Med Bay &amp; Colony Supplies', ‘Active Resource Harvesting’ &amp; 'Ship Building' for more info. . .</Text>
</Text>
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<Text>The MKS Kerbitat brings you all of the comforts of home, in a package guaranteed to have at least 30% less explosive decompression than our competitors.
It can be configured as a life support recycler (stand-alone or planetary water filtration), or as shared living space for your Kerbals.
Seats 2 Crew.
See 'Habitation' for more info. . . </Text>
</Text>
<Text Name="Text (3)">
<Text>When mishaps befall your Kerbals, or when Kerbals become homesick, simply transfer them into the medical bay, and any scientist on your crew can help them become happy and healthy again.
Only works on Kerbals inside of the module, consumes ColonySupplies. Includes medical facilities for two Kerbals.
Seats 2 Crew.
See 'Med Bay &amp; Colony Supplies' for more info. . . </Text>
</Text>
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<Text>The Logistics Center allows the vessel (and the resource warehouses attached directly to it) to participate in planetary logistics, taking or storing resources in planetary stockpiles.
The Logistics Center will scan any directly attached warehouses for resources to send to the planetary pool.
This is best used at points where resources are generated or consumed.
Seats 2 Crew. Requires a Pilot.
See 'Logistics for more info. . .</Text>
</Text>
<Text Name="Text (5)">
<Text>Designed for longer term settlements, this advanced Colonization Module provides ample room and amenities for long term habitation.
Supports a single Kerbal. Checking for Colony Rewards is not automatic, and is a function of the Pioneer Module.
Rewards are accumulated with any MKS module, but can only be collected once a Pioneer Module is present. The Colonist Module consumes ColonySupplies, and in return, suspends both habitation timers for your Kerbals.
Seats 1 Crew.
See 'Med Bay &amp; Colony Supplies' for more info. . . </Text>
</Text>
<Text Name="Text (6)">
<Text>This module brings more advanced farming techniques to your colony. While it's own space is limited, it can take advantage of 'Ranger' Agriculture Module in [GreenHouse] to increase efficiency. This module will help replenish your supplies through a variety of agriculture options.
Ensure an experienced scientist is on board for optimal efficiency.
Seats 2 Crew.
See 'Manufacturing' &amp; 'Efficency &amp; Load' for more info. . . </Text>
</Text>
<Text Name="Text (7)">
<Text>This module is outfitted to provide long range power distribution, including large battery stores, and a small nuclear power plant. Radiators not included.
Seats 2 Crew. Requires Engineer to transfer power.
See 'Power' for more info. . . </Text>
</Text>
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<Text>Example of a Duna Series base supplemented by Ranger Parts</Text>
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<Title>Duna Series</Title>
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<Screen Name="2 - 2 Ranger Inflatables">
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<Title>Ranger Inflatables</Title>
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<Screen Name="2 - 1 Ranger Part List">
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<Title>Ranger Parts</Title>
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<Text>
<Text Name="Text (1)">
<Text>Ranger Part List</Text>
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<Text>Agricultural Module
An expandable greenhouse that can be configured as an algae-based farm and biological filter using either recycled waste (yuck!) or local resources (either substrate or dirt, plus water).
Requires fertilzer, and can be converted to an efficiency part [Greenhouse] to enhance the 'Ranger' &amp; 'Tundra' Agriculture Modules.
Ensure an experienced scientist is on board for optimal efficiency.
See 'Manufacturing' &amp; 'Efficency &amp; Load' for more info. . . </Text>
</Text>
<Text Name="Text (2)">
<Text>Airlock
Small Airlock with space for one crew member.
This part offers no habitation space.</Text>
</Text>
<Text Name="Text (3)">
<Text>Anchor Hub
A small inflatable-style hub for connecting tubes and mounting Ranger parts includes landing struts and a small probe core making it ideal for the starting point of a base.
Includes 'Load Transfer Technology' see 'Landing Parts' for more info . . .</Text>
</Text>
<Text Name="Text (4)">
<Text>Ball Hub
A small inflatable-style hub for connecting tubes.
Includes 'Load Transfer Technology' see 'Landing Parts' for more info . . .</Text>
</Text>
<Text Name="Text (5)">
<Text>Auxiliary Control
When you don't have space for a full command pod, this Auxiliary Control Module includes basic flight controls and instrumentation for a single kerbal.</Text>
</Text>
<Text Name="Text (6)">
<Text>Battery Pack
An external battery pack for your power hungry colony operations!</Text>
</Text>
<Text Name="Text (7)">
<Text>Communications Pack
A small lab with integrated communication capabilities, suitable for initial planetary exploration and ongoing research.
While the capabilities are inferior to the MPL, its compact size and lower mass make this an attractive option.</Text>
</Text>
<Text Name="Text (8)">
<Text>Redi Pack
When you just need a small amount of supplies.</Text>
</Text>
<Text Name="Text (9)">
<Text>2.5m stack adapter
Attach the smaller ring to the top of an MKS 'Ranger' ball hub or anchor hub.
This lets you build a vertical stack MKS base off of a Tundra Multi-Truss but still fit in a 2.5 stack, and not lose the rear attachment node on the anchor / ball hub.</Text>
</Text>
<Text Name="Text (10)">
<Text>Heat Pump
This module utilizes geothermal wells to transfer and store excess heat in a planetary surface.
This module is more effective on cooler planets or during night cycles.</Text>
</Text>
<Text Name="Text (11)">
<Text>Inflatable Storage Module
A smaller version of the discontinued MKS ILM, suitable for storing smaller quantities of materials.
See 'Ranger Inflatables' for more info. . . </Text>
</Text>
<Text Name="Text (12)">
<Text>Mount Point
A handy attachment point for MKS 'Ranger' style parts.
Allows easy positioning of small surface-attached modules (such as science equipment, etc.).
Also includes supplemental battery power.</Text>
</Text>
<Text Name="Text (13)">
<Text>Power Pack
Using experimental technology, this self-contained power module can provide a steady power supply to your colony for several years, though its output will diminish over time.
Not refuelable.
Includes extension cords to power other nearby modules if an engineer is present.
See 'Power' for more info. . . </Text>
</Text>
<Text Name="Text (14)">
<Text>Saddle Tank
When you just need a small amount of supplies.</Text>
</Text>
<Text Name="Text (15)">
<Text>Crush-O-Matic Portable Extractor
A lightweight multi-resource extractor configured for agricultural use.
Can be set to convert either gypsum or raw minerals into fertilizer.
Ensure an experienced engineer is on board and is fully supplied with Machinery for optimal efficiency.
Can be converted to an efficiency part [Crusher] to enhance the 'Tundra' Agriculture Support Module.
See 'Manufacturing' &amp; 'Efficency &amp; Load' for more info. . . </Text>
</Text>
<Text Name="Text (16)">
<Text>Regolith Sifter
Shovel in dirt, crank the handle, filter out useful stuff. Useful during initial exploration due to it's light weight. Limited to resources with a planetary abundance greater than 1%. When resources lodes are grappled, both the Ranger and Tundra regolith sifters can convert the ResourceLode resource into a variety of other resources based on planetary composition (similar to how Dirt works). See Active Resource Harvesting For More Information . . .</Text>
</Text>
<Text Name="Text (17)">
<Text>Smelt-O-Matic Portable Smelter
A lightweight multi-resource smelter designed for industrial use.
Can convert minerals, metallic ore, and substrate into useful products.
Ensure an experienced engineer is on board and is fully supplied with Machinery for optimal efficiency
Can be converted to an efficiency part [Smelter] to enhance the 'Tundra' Industrial Refinery.
See 'Manufacturing' &amp; 'Efficency &amp; Load' for more info. . . </Text>
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<Text>Inflatable Workshop
An inflatable workshop suitable for small-scale fabrication. Can be configured as either MaterialKits or Machinery production.
Ensure an experienced engineer is on board and is fully supplied with Machinery for optimal efficiency
Can be converted to an efficiency part [Workshop] to enhance the 'Tundra' Assembly Plant.
Engineers onboard will also perform automatic maintenance of all modules within 150m keeping your production lines fully stocked. Requires a reserve of machinery.
See 'Ranger Inflatables', 'Manufacturing' &amp; 'Efficency &amp; Load' for more info. . . </Text>
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<Text Name="Text (19)">
<Text>Habitation Module
All of the comforts of home in a convenient, expandable package.
Can be configured as private living space (Habitation Extension) or outfitted as shared space (Habitation Multiplier).
See 'Ranger Inflatables' &amp; 'Habitation' for more info. . . </Text>
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<Text>Stow Pack
When you just need a small amount of KIS storage.</Text>
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<Title>Ranger Series</Title>
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<Text>Ranger Series</Text>
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<Text>Small light weight or inflatable parts. Capable of being used to build a temporary base or supplement starter bases.
Parts that generate resources can be converted to Efficiency Parts using MaterialKits and/or SpecializedParts so that these parts retain some useful functions once the starter base has been upgraded with better parts from one of the next two classes.
Inflatables will require the appropriate amount of MaterialKits and an engineer on EVA to inflate with one exception being the Inflatable Storage Modules.</Text>
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<Title>Kolonization Dashboard</Title>
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<Text>Kolonization</Text>
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<Text>You can access the Kolonization Dashboard by pressing:
From here you can monitor your Kolony Statistics, Local Logistics, Planetary Logistics &amp; Recruit Kolonists.
Kolony Statistics
Kolony Bonuses are accrued by spending time performing the relevant tasks on the relevant body. Geology is earned by mining activities. Botany is earned by Greenhouses and agricultural modules. Kolonization is earned by active crew members.
Recruit Kolonists
You can now recruit Kolonists for 10k per crew member. Each of the 9 types provides different abilities and bonuses.
You can also recruit regular crew members as you are unlikely to be able to use the astronaut facility anymore. You can also grab a random Kerbal for only 1k!
Local Logistics
You can now control and monitor local logistics.
Planetary Logistics
You can also now view the status of Planetary Logistics in the same Dashboard.
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<Text>Kolonization</Text>
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<Text>Kolonization Statistics &amp; Bonuses
Kolonization statistics are rewarded based on the crew that are present on a particular body. Pilots increase the Kolonization bonus, Engineers increase the Geology bonus and Scientist increase the Botany bonus. The new professions also provide bonuses see ‘Crew Training &amp; Professions’ . . .
Kolonization Rewards
Kolonization Rewards are accrued on any body with an MKS part and crew present. They can be collected using a pioneer module and they are collected on a per body basis(no need to have a pioneer module on every base). Rewards are given in the form of Funds, Science &amp; Rep. For more information on which professions provide which rewards see ‘Crew Training &amp; Professions’ . . .
Full Kolonization
Any Kerbal on a planet that has a Kolonization level of 500% and is in a vessel with a habitation rating of 1 year or more will be immune to habitation effects, as this world is now 'Kolonized'.</Text>
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<Title>MedBay &amp; ColonySupplies</Title>
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<Text>Permanent Base Parts in both 2.5m and 3.75m form factors. Conversion rates for resource production and construction are much larger than the previous Duna modules. Also includes more advanced modules like the Nuclear Fuel Processor. Fully self-sustaining bases are not possible without using Tundra Modules. Tundra modules do not have any landing leg’s which makes them perfect to us as space station parts. It is recommended to use the Cradles from USI Konstruction for horizontal placement or the included ‘Scout' Landing Module for vertical placement.</Text>
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<Text>Colonization
Colonization Modules are designed for longer term settlements, these advanced Colonization Module provides ample room and amenities for long term habitation. Checking for Colony Rewards is not automatic, and is a function of the Pioneer Module. Rewards are accumulated with any MKS module, but can only be collected once a Pioneer Module is present.
The Colonist Module consumes ColonySupplies, and in return, increases both habitation timers for your Kerbals. One your Hab timers reach the same level as the highest Habitat they've been in the Colonization Module will freeze the Hab Timers at their maximum amount.
MedBays
When mishaps befall your Kerbals, or when Kerbals become homesick, simply transfer them into the medical bay, and any scientist on your crew can help them become happy and healthy again. Only works on Kerbals inside of the module, and consumes ColonySupplies. Only works on Kerbals that have turned into 'Tourists'.</Text>
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<Text>MedBay &amp; Colony Supplies</Text>
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<Title>Crew Training</Title>
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<Text>Crew Training</Text>
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<Text>USI - MKS provides a field training center for training your Kerbonauts. When training is conducted, attendees will gain experience based on the instructors present, and in their chosen field. Up to one star when used on Kerbin, two stars while in orbit, and three stars if training takes place landed on another planet or moon.
Pilot
Required for planetary logistics (within 500 m of Logistics Centre)
Required for Resource Distribution (extends logistics range to 2 km)
Gives Kolonization Research bonus
Gives Reputation bonus
Engineer
Required for Power Distribution Unit (PDU) operation
Required on EVA to switch modes on swappable converters (incl. USI-LS Nom-O-Matics)
Required in Workshop to perform automated daily maintenance
Can disassemble parts on EVA
Can perform parts maintenance on EVA
Gives Geology Research bonus
Gives Funds bonus
Gives efficiency bonus to Drills (and Convert-O-Trons and same as Stock and Karbonite)•
Scientist
Require at least one for Research Labs operation in Ranger CommPak
Additional Scientists / experience stars add bonus to this lab research
Require a Scientist in the crew to enable the Medical Bay
Require a Scientist in Pioneer modules to enable KerbNet access
Gives Botany Research bonus
Gives Science bonus
Gives an efficiency bonus to all Ag modules and Greenhouses•
Gives efficiency bonus to Ranger Smelter and Crusher•
Gives bonus to Workshop efficiency module•
Note
• These bonuses are scaled by the ScienceSkill and DrillSkill attributes and thus increase with kerbal experience.</Text>
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<Title>Efficiency &amp; Load</Title>
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<Text>Efficiency &amp; Load </Text>
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<Text>Permanent Base Parts in both 2.5m and 3.75m form factors. Conversion rates for resource production and construction are much larger than the previous Duna modules. Also includes more advanced modules like the Nuclear Fuel Processor. Fully self-sustaining bases are not possible without using Tundra Modules. Tundra modules do not have any landing leg’s which makes them perfect to us as space station parts. It is recommended to use the Cradles from USI Konstruction for horizontal placement or the included ‘Scout' Landing Module for vertical placement.</Text>
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<Title>Power</Title>
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<Text>Power</Text>
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<Text>MKS provides a range of different power generation units in many form factors. Some incorporate automatic power distribution.</Text>
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<Text>Nuclear Reactor (0.625m)
A compact nuclear reactor for interplanetary operations, spacecraft, stations, and surface bases.
30EC/s</Text>
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<Text>Nuclear Reactor (1.25m)
A compact nuclear reactor for interplanetary operations, spacecraft, stations, and surface bases.
230EC/s</Text>
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<Text>Nuclear Reactor (2.5)
A compact nuclear reactor for interplanetary operations, spacecraft, stations, and surface bases.
1550EC/s</Text>
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<Text>Nuclear Reactor (3.75m)
A compact nuclear reactor for interplanetary operations, spacecraft, stations, and surface bases.
4500EC/s</Text>
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<Text>'Duna' Power Distribution Unit
This module is outfitted to provide long range power distribution, including large battery stores, and a small nuclear power plant. Radiators not included.
750EC/s</Text>
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<Text Name="Heading (7)">
<Text>'Tundra' Power Distribution Unit
This module is outfitted to provide long range power distribution, including large battery stores, and a small nuclear power plant. Radiators not included.
1200EC/s</Text>
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<Text>'Ranger' Scout-200 Power Pack
Using experimental technology, this self-contained power module can provide a steady power supply to your colony for several years, though its output will diminish over time. Not refuelable. Includes extension cords to power other nearby modules if an engineer is present.
50EC/s</Text>
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<Text>Microwave Power Tranceiver
Allows for the transfer of power via microwave transmission</Text>
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<Text>Power Coupler
Allows for the transfer of power via physical cables</Text>
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<Text>'Ranger' Battery Pack
An external battery pack for your power hungry colony operations!</Text>
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<Title>Kontainers</Title>
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<Text>Kontainers</Text>
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<Text>Kontainer Tank - Cluster 1.25m, 2.5m, 3.75m &amp; 5m
Shipping container for transporting various goods</Text>
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<Text>Kontainer Tank - Flat 1.25m, 2.5m, 3.75m &amp; 5m
Shipping container for transporting various goods</Text>
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<Text>Kontainer 1.25m, 2.5m, 3.75m &amp; 5m
Shipping container for transporting various goods</Text>
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<Text>KIS Kontainer 1.25m, 2.5m, 3.75m &amp; 5m
Shipping container for transporting various goods</Text>
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<Text>Kontainer Tank - Quad-Round (01.8m x 7.5m)
Shipping container for transporting various goods</Text>
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<Text>Nuclear Fuel Container
A specialized container for holding nuclear fuel</Text>
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<Text>Nuclear Waste Container
A specialized container for holding nuclear waste</Text>
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<Text>Kontainer Tank - Round
Shipping container for transporting various goods</Text>
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<Text>Kontainer Tank 1.25m, 2.5m, 3.75m &amp; 5m
Shipping container for transporting various goods</Text>
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<Text Name="Text (12)">
<Text>USI - MKS comes bundled with Kontainers which provide storage tanks in varies form factors.</Text>
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<Title>EL Parts</Title>
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<Text>ExtraPlanetaryLaunchPad Parts</Text>
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<Text>USI - MKS supplies many new parts with which to use with ExtraPlanetarylaunchpads.</Text>
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<Text Name="Heading (24)">
<Text>Mobile Launch Platform
A mobile platform for building rockets off-planet!</Text>
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<Text>Orbital Shipyard
An orbital platform for building rockets in space! Includes rocket construction capabilities.</Text>
</Text>
<Text Name="Heading (26)">
<Text>'Duna' Pioneer Module
Designed to be one of the first parts of a long term colony, the Pioneer module features survey station capabilities for off-world construction.</Text>
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<Text Name="Heading (27)">
<Text>'Tundra' Pioneer - Logistics Module
Designed to be one of the first parts of a long term colony, the Pioneer module features survey station capabilities for off-world construction.</Text>
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<Title>Ship Building - EL</Title>
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<Text Name="Heading (22)">
<Text>ExtraPlanetaryLaunchPad Basics</Text>
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<Title>Malumte</Title>
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<Text Name="Heading (22)">
<Text>Malumte</Text>
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<Screen Name="10 - 2 Karibou">
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<Title>Karibou</Title>
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<Text>Karibou</Text>
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<Screen Name="10 - 1 Akita">
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<Title>Akita</Title>
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<Text Name="Heading (22)">
<Text>Akita</Text>
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<Title>Rovers</Title>
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<Text>Rovers</Text>
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<Title>Core Concepts</Title>
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<Screen Name="0 - 0 MKS ">
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<Title>USI - MKS</Title>
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<Text>
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<Text>Modular Kolonization
Systems
- MKS -</Text>
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<Text Name="Text (2)">
<Text>Welcome to the wide and wonderful worlds of Umbra Space Industries' latest venture. A world leader in corrugated paper products, Umbra Space Industries is now applying their formidable boxing and packaging skills to their latest product – USI Modular Kolonization Systems!
MKS introduces a series of orbital and surface parts for habitation, resource exploitation, and construction. While the parts can be used purely for aesthetics, it is designed to provide a richer gameplay experience through the extension of existing mods, and/or enhancement of career mode.
You've made the right choice in coming here for information! This KSPedia entry will help you through each step of the mod, from Installation to optimizing that Eeloo research base!</Text>
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</KSPedia>
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