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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]


Paul Kingtiger

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On 5/15/2020 at 5:45 PM, dtoxic said:

Hi all, i am searching for a tweakscale patch for US2, can anyone point me in the right direction?

Hi!

Make a request on TweakScale Companion Thread. To make my life easier, mention the URL on Forum for the Add'On you want support and I will take it from there.

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On 4/29/2020 at 8:46 AM, Daishi said:

I think so! Please if you're not sure, try it on a fresh install of KSP first, or deorbit crafts with US2 parts in them before updating. I'd hate to break anyone's save games :(  This build here is what you'd want. https://1drv.ms/f/s!As-w_rlhH66Hl7QLCNdqc4h37igUJg

The US2 decouplers do not seem to be working. When you hit the staging, they make the noise, but do not come off like they should.

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9 hours ago, Smurfalot said:

The US2 decouplers do not seem to be working. When you hit the staging, they make the noise, but do not come off like they should.

Any one in particular? I'm pretty sure I patched that with Beta 5 :\

 

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I am facing a bug that originates in US2. Apparently, it is rapidly adding and removing resources from the game which then results in this behavior. I had originally attributed the bug to Kerbalism, but after discussion with the mod's very kind authors, it seems that the bug is in US2.

Here's another video of the phenomena, 

 Sometimes it happens on the ground too!

 I am happy to share the logfile if someone can tell me where I can upload the ~4MB file.

Thanks!

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19 hours ago, iteranthypatic said:

 I am happy to share the logfile if someone can tell me where I can upload the ~4MB file.

Dropbox, Google Drive, OneDrive, or any legit file sharing service, etc.  Then post the link here.

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On 5/28/2020 at 10:59 AM, Daishi said:

Any one in particular? I'm pretty sure I patched that with Beta 5 :\

 

All of them I have tried so far, but I am not certain I have unlocked 100% of them. Also the two 1.25 cylinder fairings with the LFO/Mono tank options are also having problems. One does not have a tank no matter which option you select and the other always has Mono no matter which other options you select.

I am currently using UniversalStorage2 1.9.1.12 B2.zip, should I try B5 instead? I do not see it on the Onedrive.

Edited by Smurfalot
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7ffc4b2205.jpgJust Started Using US2 the wedge probe core doesn't have any signal only can use the prograde and retrograde buttons to point the craft. Its like the probe core has no signal to ksc.  KSP version 1.9. Anyone else had this problem

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I feels like something is wrong with 2.5m tapered fairing, I tried to use it for reentry capsule is still overheat and explode even it is behind a heatshield, but it act like the fairing was directly exposed to reentry heat like there is no heatshield behind it. I made another capsule in similar shape with stock fairing it worked fine.

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Had the same issue with US2 battery not working, after removal of the only mod on this list that I had in common and that altered the part, according to the MMpatch log, the battery resumed normal operation.

the mod in question: Kerbal Research & Development

  

On 5/2/2020 at 12:39 AM, RogueJedi said:

Also seeing this, using the latest beta build. Not sure if another mod could be messing with it as asked earlier, here's my mod list:

[x] Science! Continued (xScienceContinued 5.26)
AT Utils (AT-Utils v1.9.2)
BetterBurnTime (BetterBurnTime 1.10)
ClickThrough Blocker (ClickThroughBlocker 0.1.9.5)
Community Category Kit (CommunityCategoryKit 5.0.0.0)
Community Delta-V Maps (CommunityDeltaVMaps v2.6.0)
Community Resource Pack (CommunityResourcePack 1.3.0.0)
Community Tech Tree (CommunityTechTree 1:3.4.1)
Configurable Containers Core (ConfigurableContainers-Core 2.4.8.2)
Dated QuickSaves (DatedQuickSaves 1.2.4.3)
Docking Cam (DockingCamKURS 1.3.7.2)
Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1)
Firespitter Core (FirespitterCore v7.15)
Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.1.2)
HullcamVDS Continued (HullcamVDSContinued 0.2.0)
IndicatorLights (IndicatorLights 1.6)
KEI (KEI 1.2.10.2)
Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0)
Kerbal Attachment System (KAS 1.6)
Kerbal Inventory System (KIS 1.25)
Kerbal Research & Development (KRnD 1.16.0.7)
Kerbal Reusability Expansion (SpaceXLegs 2.8.5)
Konstruction (Konstruction 1.3.0.0)
KSP AVC (KSP-AVC 1.4.1.4)
MagiCore (MagiCore 1.3.2.3)
MechJeb 2 (MechJeb2 2.9.2.0)
Mk-X Spaceplane Parts (Mk-X 0.1.0)
Real Plume (RealPlume 2:v13.3.0)
Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.0)
Science - Full Reward! (Continued) (Science-Full-Reward v5.1)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
SpaceTux Library (SpaceTuxLibrary 0.0.2.3)
Surface Mounted Lights (surfacelights 1.15)
TAC Fuel Balancer (TacFuelBalancer v2.21.5.1)
Toolbar Controller (ToolbarController 1:0.1.9.4)
Tracking Station Evolved (TrackingStationEvolved 5.0)
Trajectories (Trajectories v2.3.1)
Transfer Window Planner (TransferWindowPlanner v1.7.2.0)
TriggerAu Flags (TriggerAu-Flags v2.10.0.0)
Universal Storage II (UniversalStorage2 1.7.0.10)
USI Core (USI-Core 1.3.0.0)
USI Freight Transport Technologies (USI-FTT 1.3.0.0)
USI Life Support (USI-LS 1.3.0.0)
USI Tools (USITools 1.3.0.0)
Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)
 

Edited by Vulpodrac
added quote
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On 5/29/2020 at 8:05 AM, iteranthypatic said:

I am facing a bug that originates in US2. Apparently, it is rapidly adding and removing resources from the game which then results in this behavior. I had originally attributed the bug to Kerbalism, but after discussion with the mod's very kind authors, it seems that the bug is in US2.

Here's another video of the phenomena, 

 Sometimes it happens on the ground too!

 I am happy to share the logfile if someone can tell me where I can upload the ~4MB file.

Thanks!

Here's the log file! https://www.dropbox.com/s/ftck2qkfflgqx4n/KSP.log?dl=0

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On 6/2/2020 at 4:11 PM, Vulpodrac said:

Had the same issue with US2 battery not working, after removal of the only mod on this list that I had in common and that altered the part, according to the MMpatch log, the battery resumed normal operation.

the mod in question: Kerbal Research & Development

  

Good find, thanks for posting this! I removed this and my batteries are now working as well.

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I managed to get the 1.9.1 B2 version working, was just a bit tricky digging out all the hotfixes throughout the many pages and working out which version they applied to or not.

Perils of playing with a beta version, so I'm not complaining.

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Just an FYI about a part.

I needed to change the cfg file for the Hydrogen wedge.  The resource type you have is Hydrogen, but in the latest version of the game the resource name is LqdHydrogen.

I havent found a part that uses a resource Hydrogen, only LqdHydrogen.

 

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2 hours ago, SkiRich said:

Just an FYI about a part.

I needed to change the cfg file for the Hydrogen wedge.  The resource type you have is Hydrogen, but in the latest version of the game the resource name is LqdHydrogen.

I havent found a part that uses a resource Hydrogen, only LqdHydrogen.

 

The fuel cells burn hydrogen. Both in this mod and BDB among others.

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37 minutes ago, birdog357 said:

The fuel cells burn hydrogen. Both in this mod and BDB among others.

Thats what I needed this for.  The fuel cells refused to start saying there was no Liquid Hydrogen on board.

Once I changed the cfg file all was well.

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7 hours ago, SkiRich said:

Thats what I needed this for.  The fuel cells refused to start saying there was no Liquid Hydrogen on board.

Once I changed the cfg file all was well.

The fuel cell got goofed up then. It should be just hydrogen to be compatible with other mods.

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23 hours ago, birdog357 said:

The fuel cells burn hydrogen. Both in this mod and BDB among others.

My apologies, what I failed to notice is the Universal Storage mod had its own Fuel cells coded to use Oxygen and Hydrogen, while Squad provides Fuel Cells that run on LiqHydrogen and Oxidizer.

I was using the Squad Fuel Cells.

I found the mods' fuel cells and duplicated the cfg files so I can have multiple versions.

The fuel containers now make sense to me.

Great mod by the way.  Thank you.

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Anyone ever get this? I'm trying to rerun the Advanced Materials bay of Universal storage.
I have a scientist right on top of it. Its not needing a restore and the beepbox data recorder is collecting everything. I've use this thing before on a mobile science lab I ride around in on Kerbin so I know there is no limit to using it if a scientist restores it.
Same with the Universal Mystery Goo. Getting that message with that madule as well.

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16 hours ago, SkiRich said:

Anyone ever get this? I'm trying to rerun the Advanced Materials bay of Universal storage.
I have a scientist right on top of it. Its not needing a restore and the beepbox data recorder is collecting everything. I've use this thing before on a mobile science lab I ride around in on Kerbin so I know there is no limit to using it if a scientist restores it.
Same with the Universal Mystery Goo. Getting that message with that madule as well.

When right clicking the part in the VAB partslist (left) there is a red 'X' on the option 'Rerunnable". So... jeah. 

Just came here to find out if there is a version of this mod that does make the experiment rerunnable or how one would edit the part files to do so. 

 

Edit: Perhaps I misunderstood the option and rerunnable only means that it can be reset by a non-scientis/probe? Whichever the case may be, I got the same 'issue'. 

Edited by Tyoi
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In case anyone's interested, here's an unofficial part config I made to add a Snacks recycler to US2:

Spoiler

// Universal Storage 2 by Paul Kingtiger, Daishi and DMagic.
// See packaged file for license information

// This file is best viewed with notepad++ https://notepad-plus-plus.org/
// Using the KSP Module Manager language file included in the mod.

// name = USWaterPurifier

PART:NEEDS[SnacksUtils]
{
	// Shared by all parts in the mod
	// Module, Author, Manufacturer, Subcategory
	// These values should never change and are common to all parts.
	/+
		module = Part
		author = Daishi, DMagic, and Paul Kingtiger
		manufacturer = #autoLOC_US_Manufacturer //New Horizons & Nox Industrial
		subcategory = 0
	/-
	// .- -- .- --.. .. -. --.     --. ..- -.-- ...



	// Common fields
	// Every part has these core variables
	/+
		// Base attributes
			title = #autoLOC_US_WaterPurifier_Title //Universal Storage: Water Purifier
			category = Utility
			tags = #autoLOC_US_WaterPurifier_Tags //Universal Storage Processor Water Purifier TAC Life Support
			description = #autoLOC_US_WaterPurifier_Description //The water purifier unit uses a array of filters and a centrifuge distillation system to recycle gray water into pure, drinkable water, suitable for drinking or electrolysis.
			cost = 900
			mass = 0.240
			maxTemp = 3200
			fuelCrossFeed = True
			bulkheadProfiles = wedge
			crashTolerance = 12

		// Tech Tree
			TechRequired = electronics
			entryCost = 8500
	/-
	// .- -- .- --.. .. -. --.     --. ..- -.-- ...



	// Special
	// Contains any special functionality for this part
	/+
		

		// KIS
		// Adds KIS functionality when KIS is installed
			MODULE:NEEDS[KIS]
			{
				name = ModuleKISItem
				shortcutKeyAction = drop
				useName = use
				usableFromEva = true
				usableFromContainer = true
				usableFromPod = true
				usableFromEditor = false
				stackable = true
				volumeOverride = 0
				moveSndPath = KIS/Sounds/itemMove
				equipable = true
				equipMode = part
				equipSlot = Back
				equipSkill = <null>
				equipRemoveHelmet = false
				equipMeshName = jetpack_base01
				equipBoneName = aliasJetpack
				equipPos = (0,-0.05,-0.3)
				equipDir = (0,270,0)
				carriable = true
				allowPartAttach = 1
				allowStaticAttach = 0
			}
	/-
	// .- -- .- --.. .. -. --.     --. ..- -.-- ...



	// Don't edit anything below this line.  Here be dragons!
	// Drag, Model call, US*Switch
	// Changing these values breaks the part, so don't do that!
	/+
		name = USWaterPurifier
		rescaleFactor = 1
		attachRules = 1,0,1,1,0

		// Drag
			angularDrag = 1
			dragModelType = default
			maximum_drag = 0.2
			minimum_drag = 0.2

			DRAG_CUBE
			{
				cube = A0, 0.2639,0.791,0.4058, 0.2639,0.7917,0.5073, 0.2375,0.941,0.4637, 0.2378,0.8578,0.4041, 0.1909,0.7567,0.5376, 0.1906,0.7528,0.5855, 0.02879,0.1962,0.0139, 0.5187,0.4323,0.6732

			}

		// Model call
			MODEL
			{
			model = UniversalStorage2/Parts/Processors/WaterPurifier
			scale = 1, 1, 1
			}


		// Wedge attach node definitions
			NODE
			{
				name = attach
				transform = attach
				size = 0
				method = HINGE_JOINT
			}
	/-
	// .- -- .- --.. .. -. --.     --. ..- -.-- ...

}




// Module Manager
// Contains @PART code for Module Manager, things that cannot be placed in within PART{}
/+

	//Snacks!
		@PART[USWaterPurifier]:NEEDS[SnacksUtils]
		{
			// Base attributes
				@title = Universal Storage: Soil Recycler
				@tags = Universal Storage Wedge Recycling Soil Snacks
				@description = TBD

			// Tech Tree
				@TechRequired = spaceExploration
				@entryCost = 3200

			// Plugin control
			MODULE
			{
				name = SoilRecycler
				ConverterName = Soil Recycler
				StartActionName = Start Soil Recycler
				StopActionName = Stop Soil Recycler
				AutoShutdown = false
				GeneratesHeat = false
				UseSpecialistBonus = true
				ExperienceEffect = ConverterSkill
				EfficiencyBonus = 1.0
				RecyclerCapacity = 4

				INPUT_RESOURCE
				{
					ResourceName = Soil
					Ratio = 0.00004630
					FlowMode = ALL_VESSEL
				}

				INPUT_RESOURCE
				{
					ResourceName = ElectricCharge
					Ratio = 3
					FlowMode = STAGE_PRIORITY_FLOW
				}

				OUTPUT_RESOURCE
				{
					ResourceName = Snacks
					Ratio = 0.00004630
					DumpExcess = false
					FlowMode = ALL_VESSEL
				}
			}
		}
				
/-
// .- -- .- --.. .. -. --.     --. ..- -.-- ...




// Notes
/+
	// Balanced against 50% of matching TAC LS part
/-
// .- -- .- --.. .. -. --.     --. ..- -.-- ...

 

This is a copy of the US2 Parts/Processors/WaterPurifier.cfg file, but configured for SnacksUtils instead of other LS mods.  It doesn't conflict with the regular WaterPurifier.cfg, because that file doesn't create the part at all when using Snacks, and this file doesn't create the part unless using Snacks.

(Ideally this ought to be integrated into the main WaterPurifier.cfg, but there isn't a Git repo where I can submit a patch, so I'm keeping it in a separate file in my own installation.)

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On 6/11/2020 at 12:02 PM, Tyoi said:

When right clicking the part in the VAB partslist (left) there is a red 'X' on the option 'Rerunnable". So... jeah. 

Just came here to find out if there is a version of this mod that does make the experiment rerunnable or how one would edit the part files to do so. 

 

Edit: Perhaps I misunderstood the option and rerunnable only means that it can be reset by a non-scientis/probe? Whichever the case may be, I got the same 'issue'. 

Well, I'm unsure what happened,  One of the posts mentioned a bug, so I'll attribute it to that.

I built a whole new craft identical to the last one as a test, sent it to orbit with a scientist.  I purposely ran the materials and goo bays till they ran out and collected the data, sent the scientist out to restore the units and he did so and then kept re running and collecting data non-stop so it works.

The only thing I can think of is a weird flaw on science storage.

I had a Beepbox science storage unit onboard, and the MK3 capsule can also store science.

When using ScienceAlert mods, collect all function all the data gets sent to the capsule.  When using beepbox collect all, all science goes to the beepbox.  I think the capsule was full and the beepbox somehow went offline, or some interaction between all these mods glitched it all during that initial flight.

Anyway, I dont collect science via the science alert mech anymore to avoid this happeninig again.  I setup a custom key to collect at the beepbox.

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15 minutes ago, SkiRich said:

Anyway, I dont collect science via the science alert mech anymore to avoid this happeninig again.  I setup a custom key to collect at the beepbox.

I don't know what a beepbox is, but here's a patch that you might find helpful.  It enables the stock "collect all" button on all parts that can hold science, instead of just that one little box.

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