Bleeding Edge: new and modified things. - UmbraSpaceIndustries/MKS GitHub Wiki

The purpose of this section is to describe changes and functions present in the latest pre-release version of the constellation.

Latest version: Constellation pre-release

Konstruction ports are being deprecated. Look for the functionality in the stock docking ports.

By default this is disabled and you can choose among several options. To enable it edit \GameData\UmbraSpaceIndustries\Konstruction\Patches\ConstructionPorts.cfg

There are MKS containers compatible with KSP stock inventory. Plenty of space for your parts.

Kerbcicle-250 Cryotank

Now, to create your routes, you have to transport MKS containers created specifically for that purpose. The cost is still the mass lost in tones, but the cargo capacity created is that of the kontainer.

New passenger routes, using special containers to set up the route. They come in two flavors, standard and luxury. Tourists are restricted to the last one. You need your kerbals close to the new terminals to use this passenger routes.


There are parts that can modify the mass limits for EVA construction. Each one adds some Konstruction Points.

PAL Hump --- 4

PAL Multimount --- 2

PAL Counterweight --- 6

PAL Magnet --- 8

PAL Crane --- 10

PAL Forklift --- 10

PAL Stabilizer --- 10

PAL Miniwheel --- 4

PAL Salamander --- 4

PAL Gripper --- 10

PAL Claw --- 10

Duna Pioneer --- 8

Ranger Workshop --- 4

Tundra Workshop --- 16

You can check the current limit at the bottom left of the screen, in EVA konstruction mode. This is for the Mun.

Then I enable konstruction in the Pioneer module

And get an increased mass limit. You will see that when you activate the module there will be a on screen message stating a different mass limit, The one that is correct is the bottom left one.

EVA construction at Minmus: Stock, pioneer and pioneer+workshop


Orbital shipyard in two sizes (at the moment there is no difference between them, both can build anything). It also has a printer for parts up to 600 liters in volume.

Ground shipyard.

Konstructor UI

Now there are new materials to better represent the fabrication of ships. In Roverdude's own words


Short version:  MatKits cover mass.  SpecParts through Prototypes cover cost.  So bulky cheap things are matkits only,

small expensive things use more specialized bits up through prototypes (which are 30,000 funds or so per unit).

New UI that allows to transfer resources to nearby ships in flight (TODO: change picture to one with ships present). Now you can't transfer some things, like EC or nuclear fuel, but in future releases it will be possible.

Konfabricator, to print small parts in-situ. It is incorporated to the shipyards, accessible through the PAW.


Passenger routes.

  1. Setup routes the same way you would for cargo transport routes. One difference though is that the duration of the route is also now recorded and used later when you transfer the Kerbals.

  2. Setup a terminal anywhere in the origin and destination biomes.

  3. Kerbals need to be near or in a terminal to send them on their way. They will get locked into the system (similar to the way the new cryo freeze function in USI-LS works). The duration recorded in the first step will be used to determine when the Kerbals arrive at the destination biome.

  4. Once the Kerbals have arrived, they can disembark into any terminal in the destination biome.

Additional notes:

  • Repeating a crew transfer route creates a new "flight", it doesn't expand the capacity of existing flights. So you could setup an efficient, slow route initially and then once your infrastructure can support it, create an additional flight that's fast but less efficient. Then you can choose which flight to send Kerbals on based on whatever makes sense for your game.

  • Tourists require luxury seats. Other Kerbals can fly in either an economy or luxury seat.