Paul Kingtiger

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About Paul Kingtiger

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    NASA Fanboi

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  • Skype Paul.Kingtiger

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  • Location New York
  • Interests Space, Computer games, Computer other stuff, Hiking and Camping, Cycling, Cooking, Carpentry, Cats
  1. [WIP] Universal Storage

    At this point you're just embarrassing Squad
  2. [WIP] Universal Storage

    Nice! Can you surface mount into the walls? On to the doors?
  3. [WIP] Universal Storage

    I don't think they need one. A heat shield can be placed underneath.
  4. Universal Storage (For KSP 1.3.x) 26th May 2017

    Yes it will work with all version of 1.3. We haven't had to make any changes for a while now, the KSP code base is pretty static. We will likely update Universal Storage to the final version when we release US2, it's unlikely to be supported after that because I'm sure everyone will want to use the new, better version. There will be some overlap though to allow people to carry on existing campaigns, or maybe install both to keep current designs working while allowing you to build new craft with the new parts.
  5. [WIP] Universal Storage

    That's a great idea,!
  6. [WIP] Universal Storage

    That is Epic!
  7. Universal Storage (For KSP 1.3.x) 26th May 2017

    My testing shows that US works perfectly with the latest patch. Let me know if you've found otherwise. Busy weekend with comic con, but I'll update the version check on Monday.
  8. [WIP] Universal Storage

    I've still got all the work from last time, pretty sure i can spreadsheet my way though this!
  9. [WIP] Universal Storage

    Weight, cost and processor rates are the things most likely to change. I'll include an optional balanced to realism (US1) values so people who want it can continue to use it.
  10. Universal Storage (For KSP 1.3.x) 26th May 2017

    The US parts are balanced based on their physical dimensions and how much resource can be stored in that space (allowing for compressibility of gasses). These are based off real world values where available. The result is that with recyclers, food is the limiting factor (which seems to be the story in real world isolated environments like space craft and submarines). With US 2, which will support Kerbalism, we're taking a slightly different approach and balancing against stock so everything works better in game. But I'll include optional real world balance for people who want to use it (all the hard work is already done). The biggest difference between the two approaches will be weight and cost as those are the two primary factors in a space craft.
  11. [WIP] Universal Storage

    I'm interested to know, would people prefer parts balanced to the game or to historical equivalents? As an example I can balance a fuel cell to the real systems from the various NASA programs or I can try and balance it against the fuel cells in stock. Same story with the tanks, I can use real world values for the volume of the tank or set it in line with stock parts. I already have a prefered option in my head but I'd be interested to know what other people think before settling on a solution.
  12. Universal Storage (For KSP 1.3.x) 26th May 2017

    If anyone wants to see Universal Storage parts in action Quill18 is running though a modded KSP career game on youtube, featuring US and Dmagic Orbital Science mods among others. Highly recommended!
  13. [WIP] Universal Storage

    @Daishi I wonder if the system that created the cut away views for crewed compartments can be used to make parts of the shroud transparent? The system shows the IVA and you can't select anything inside, which would be different to parts hidden behind other parts which were then clickable. I'll dig around and see if I can find some information on how it works.
  14. Universal Storage (For KSP 1.3.x) 26th May 2017

    Universal storage goo observation and orbital telescope observation parts are part of the @Dmagic orbital science mod, so I can't help you with those, but he should be able to.
  15. Universal Storage (For KSP 1.3.x) 26th May 2017

    The parts haven't been renamed since before KSP V1.0, so I'm not sure how this happened. What version did you have before because US 1.3 is identical to US 1.2, the only difference being the version files for AVC.