Paul Kingtiger

Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]

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On 6/2/2019 at 2:27 PM, Paul Kingtiger said:

Hey everyone,

Now that the expansion is out I'm working on making wedges compatible with the stock storage system.  

Getting the storage wedge to act as a cargo container should be easy, but I'm not sure if we'll be able to get wedges stored inside the storage wedge, I'll play around with it and see.

Otherwise everything should still be working with the new expansion / patch, let me know if it isn't!


...... Wedgeception?

Take your time, if my experience with BG is anything to go by I'm guessing most people are twiddling their thumbs until Squad's first bugfix patc. :P 
 

Oh by the way.. I'm new to Universal Storage II, but have I mentioned how insanely in love I am with them?

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On 6/2/2019 at 12:27 PM, Paul Kingtiger said:

Hey everyone,

Now that the expansion is out I'm working on making wedges compatible with the stock storage system.  

Getting the storage wedge to act as a cargo container should be easy, but I'm not sure if we'll be able to get wedges stored inside the storage wedge, I'll play around with it and see.

Otherwise everything should still be working with the new expansion / patch, let me know if it isn't!

@Paul Kingtiger

 

here is the patch I used to add the new Stock InventorySlots to crew pods (makes sense - Kerbals get one, why shouldn't their pods?)

Spoiler

@PART[*]:HAS[#CrewCapacity[>0]] {

	MODULE:HAS[!MODULE[ModuleInventoryPart]]:NEEDS[SquadExpansion/Serenity]	{
		name = ModuleInventoryPart	
		InventorySlots = 1
		@InventorySlots *= #$../CrewCapacity$
	}
}

// zer0Kerbal

 

Also - been reading your code and am curious about "/+ /- " - is this a block or a block comment or another form of comment? don't believe I have seen this in other part.cfg's before. What does it do/is it for?

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Posted (edited)
43 minutes ago, zer0Kerbal said:

@Paul Kingtiger

Also - been reading your code and am curious about "/+ /- " - is this a block or a block comment or another form of comment? don't believe I have seen this in other part.cfg's before. What does it do/is it for?

It's set as a code folding marker in the accompanying notepad++ ModuleManager language config. So I'm guessing he uses it to fold code.

Edited by Jognt

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2 hours ago, Jognt said:

It's set as a code folding marker in the accompanying notepad++ ModuleManager language config. So I'm guessing he uses it to fold code.

hmmm... maybe I am missing something because I used the language file provided and doesn't seem to do anything in npp -

but if it is a language marker - I've never seen it in KSP part.cfg before. and if it is just for npp, it would cause errors in KSP unless KSP has it defined as well. (interpreted code, rather than compiled code)

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On 5/1/2019 at 3:32 PM, Paul Kingtiger said:

@Erzengel I've pushed a fix to the Beta folder (link in my sig).  1.7.0.11  let me know how you get on.

I installed the beta version but the ROS is still not working!

Great mod by the way, keep up the fantastic work!

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11 hours ago, zer0Kerbal said:

hmmm... maybe I am missing something because I used the language file provided and doesn't seem to do anything in npp -

but if it is a language marker - I've never seen it in KSP part.cfg before. and if it is just for npp, it would cause errors in KSP unless KSP has it defined as well. (interpreted code, rather than compiled code)

 

I don’t know about how KSP sees it, but with NPP: select KSP Module Manager from the Language menu. Or set CFG as extension for it. 

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Apologies if this was asked before and I missed it, but now that the Sabatier is producing Methane, is there any way to store that in US2 currently? It looks like even the radial tank doesn't have a switchable resource definition for that. Are there any plans to add that to the existing tanks for Oxygen, Hydrogen, and CO2? (while I am sort of asking for things, what about an option to switch a tank to Nitrogen, for the Kerbalism users? :-D

This continues to be my #1 "must-have" mod, and the newest art assets are beyond amazing. I can certainly write my own MM patch to add N2 and CH4 to an existing tank, but given that both are in fairly widespread use, I was just wondering if there were plans to potentially add them, or if someone had already written a patch to add those resources to an existing wedge.

 

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Posted (edited)
1 hour ago, panarchist said:

Apologies if this was asked before and I missed it, but now that the Sabatier is producing Methane, is there any way to store that in US2 currently? It looks like even the radial tank doesn't have a switchable resource definition for that. Are there any plans to add that to the existing tanks for Oxygen, Hydrogen, and CO2? (while I am sort of asking for things, what about an option to switch a tank to Nitrogen, for the Kerbalism users? :-D

This continues to be my #1 "must-have" mod, and the newest art assets are beyond amazing. I can certainly write my own MM patch to add N2 and CH4 to an existing tank, but given that both are in fairly widespread use, I was just wondering if there were plans to potentially add them, or if someone had already written a patch to add those resources to an existing wedge.

 

Huh, Is the stock sabatier unit actually producing it? Methane's coming in the far future with full ISRU, odd that we have production of a resource we don't have tankage for. In the meantime we are including support for nitrogen (alongside that quirky, particular service module that used it as a propellant). For use in the stock game however, this part will just use monoprop.

Thanks for the kind words :D

 

Edited by Daishi

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Nice - though I'll admit I find myself wondering how those pipe automatically disconnect and reconnect to each other.  ;)

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9 hours ago, Jognt said:

 

I don’t know about how KSP sees it, but with NPP: select KSP Module Manager from the Language menu. Or set CFG as extension for it. 

I did.

3 hours ago, panarchist said:

Apologies if this was asked before and I missed it, but now that the Sabatier is producing Methane, is there any way to store that in US2 currently? It looks like even the radial tank doesn't have a switchable resource definition for that. Are there any plans to add that to the existing tanks for Oxygen, Hydrogen, and CO2? (while I am sort of asking for things, what about an option to switch a tank to Nitrogen, for the Kerbalism users? :-D

This continues to be my #1 "must-have" mod, and the newest art assets are beyond amazing. I can certainly write my own MM patch to add N2 and CH4 to an existing tank, but given that both are in fairly widespread use, I was just wondering if there were plans to potentially add them, or if someone had already written a patch to add those resources to an existing wedge.

 

you just need tankage  for Kethane? what about ore?

would be easy enough to write a MM patch that +PART (copy existing part) and substitutes in Kethane. Can Kethane be used for generators? tell me what you want, and I can/will whip up a patch to do so. Kindly include what part you want to be copied, and how much Kethane it should hold. (Unless someone objects). Will provide patch here.

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I have to ask, is it intentional that the LF/Ox wedge tanks have an ever-so-slightly incorrect ratio of LF to Ox? They hold multiples of 11 LF to 14 Ox (8.8/11.2) when engines burn using 11.25 LF to 13.75 Ox (9/11). What you have now are cleaner, whole numbers, and the total volume does match the stock tank volume, but it will forever bother me that I have slightly too much oxidizer left over. This only affects the wedge tanks (in all sizes), the radial tank has the correct ratio. Apologies if this has already been covered elsewhere.

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19 hours ago, Daishi said:

Huh, Is the stock sabatier unit actually producing it? Methane's coming in the far future with full ISRU, odd that we have production of a resource we don't have tankage for. In the meantime we are including support for nitrogen (alongside that quirky, particular service module that used it as a propellant). For use in the stock game however, this part will just use monoprop.

Thanks for the kind words :D

That's actually a good question. The part description in the VAB says "Methane", but I didn't check the actual part .cfg to see if that's what it's actually producing.

and you're welcome. Your artwork has impeccable detail. Between your stuff and @Nertea's Restock and NearFuture mods, the immersion factor is way higher. Love the artwork, especially the KIS storage container.

18 hours ago, zer0Kerbal said:

I did.

you just need tankage  for Kethane? what about ore?

would be easy enough to write a MM patch that +PART (copy existing part) and substitutes in Kethane. Can Kethane be used for generators? tell me what you want, and I can/will whip up a patch to do so. Kindly include what part you want to be copied, and how much Kethane it should hold. (Unless someone objects). Will provide patch here.

Methane, not Kethane. I like Kethane, but I'm currently working with a save that aligns closer to real-world elements. Although now that you've reminded me, I should fire up another instance and revisit Kethane, because I did really like the resource mechanics in that mod.

@Daishi - Looks like it *is* Methane:

name = ModuleResourceConverter
				converterName = #autoLOC_US_SabatierReactor //Sabatier Recycler
				StartActionName = #autoLOC_US_StartSabatier //Start Sabatier
				StopActionName = #autoLOC_US_StopSabatier //Stop Sabatier
				ToggleActionName = #autoLOC_US_ToggleSabatier

				AutoShutdown = false
				GeneratesHeat = false
				UseSpecialistBonus = false
			
<SNIP>

				OUTPUT_RESOURCE
				{
					ResourceName = Water
					Ratio = 0.00014142857142857100
					DumpExcess = false
					FlowMode = STAGE_PRIORITY_FLOW
				}
				OUTPUT_RESOURCE
				{
					ResourceName = Methane
					Ratio = 0.087789305666400600
					DumpExcess = true
					FlowMode = STAGE_PRIORITY_FLOW
				}

 

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Yep it's Methane.  This is one of those situations where some people want it to be methane because they use real fuels and others want it as liquid fuel.  In US1 is was liquid fuel although the stretch from methane to stock liquid fuel, is quite a long one in my opinion, I really feel like it needs some intermediate steps to balance.

Keep in mind that the amounts produced from the life support cycle are tiny.  It really only becomes useful as a fuel when you have ISRU from a carbon dioxide source (such as the atmosphere or Mars).  At some point in the future we'll have some ISRU parts.

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Would it be possible to add a combo storage unit and engine mount as one unit. (Add the engine flavor required)

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7 hours ago, Redacted said:

Would it be possible to add a combo storage unit and engine mount as one unit. (Add the engine flavor required)

When you say combo storage unit, do you mean a core?  What would be the use case for that as opposed to attaching an engine to the bottom of a core?

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1 hour ago, Paul Kingtiger said:

When you say combo storage unit, do you mean a core?  What would be the use case for that as opposed to attaching an engine to the bottom of a core?

Clarification: Engine mount or pod that doubles as storage. Would be handy for odds and ends that don't fit well on the outside of a body. Things poorly suited in for storage in a full sized cargo bay. Such as RTG's, drone cores, batteries etc. 

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Is it possible to configure the 1.25m-0.625m adapter to have a tank in the middle instead of a crew tube?

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1 hour ago, verdesmarald said:

Is it possible to configure the 1.25m-0.625m adapter to have a tank in the middle instead of a crew tube?

Sure, that doesn't seem like much work :)

On 6/11/2019 at 7:19 AM, Redacted said:

Clarification: Engine mount or pod that doubles as storage. Would be handy for odds and ends that don't fit well on the outside of a body. Things poorly suited in for storage in a full sized cargo bay. Such as RTG's, drone cores, batteries etc. 

So like, a hollow cargo bay part that is shaped to slot under tanks? 

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On 6/8/2019 at 3:14 AM, Paul Kingtiger said:

Yep it's Methane.  This is one of those situations where some people want it to be methane because they use real fuels and others want it as liquid fuel.  In US1 is was liquid fuel although the stretch from methane to stock liquid fuel, is quite a long one in my opinion, I really feel like it needs some intermediate steps to balance.

Keep in mind that the amounts produced from the life support cycle are tiny.  It really only becomes useful as a fuel when you have ISRU from a carbon dioxide source (such as the atmosphere or Mars).  At some point in the future we'll have some ISRU parts.

Right, but currently, unless you're using Kerbalism or a tank mod, there's nothing to store the Methane in - it's simply discarded. As you say, though, it's a minuscule amount.

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13 hours ago, panarchist said:

Right, but currently, unless you're using Kerbalism or a tank mod, there's nothing to store the Methane in - it's simply discarded. As you say, though, it's a minuscule amount.

Yep, it's a vented waste product.  That happens quite a lot though.  The hydrogen from the Elektron on the ISS is vented as is the methane from the test Sabatier they have/had (note sure) up there.

I assume the cost (safety and mass) of the equipment you'd need to make use of it is too high to make it worthwhile.  In KSP we gloss over the equipment needed to collect and store resources, gas compressors, cryogenic coolers and all that stuff is heavy and power hungry.

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Posted (edited)

The problem with the backpack (EVA-X). Сonstantly growing weight (.

in few seconds:

2019-06-21-08-28-36-2.png

2019-06-21-08-28-13-2.png

Edited by Kvaksa

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On 6/21/2019 at 5:05 PM, Kvaksa said:

The problem with the backpack (EVA-X). Сonstantly growing weight (.

in few seconds:

2019-06-21-08-28-36-2.png

2019-06-21-08-28-13-2.png

That's fun!  Can you give me the steps to reproduce?

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Posted (edited)
On 6/24/2019 at 1:26 PM, Paul Kingtiger said:

That's fun!  Can you give me the steps to reproduce?

 

Latest version of KSP/KIS/KAS. Both squad expansion packs are installed.

Location - Mun, in EVA.

Wear a EVA-X and see in inventory. After a couple of minutes, it will weigh several tons... Despite the weight, you can still move.

it's funny, carrying a few tons... The weight is reset when the backpack is thrown away... sometimes.

Edited by Kvaksa

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On 6/26/2019 at 7:20 AM, Kvaksa said:
 

Latest version of KSP/KIS/KAS. Both squad expansion packs are installed.

Location - Mun, in EVA.

Wear a EVA-X and see in inventory. After a couple of minutes, it will weigh several tons... Despite the weight, you can still move.

it's funny, carrying a few tons... The weight is reset when the backpack is thrown away... sometimes.

That is very strange, ok, I will try to reproduce and get back to you.

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Posted (edited)
7 hours ago, Paul Kingtiger said:

That is very strange, ok, I will try to reproduce and get back to you.

Sorry, I forgot to mention one thing, It may be affected by TACLS.

UPD: Confirm. Problem with TACLS. Sorry to disturb you.

 

Edited by Kvaksa

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