Paul Kingtiger

Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]

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On 7/3/2019 at 11:01 AM, DStaal said:

There appears to be a problem with one of the textures.  It's a bit... Transparent.

download

I haven't done an exhaustive test, but I only really notice it on one side (though some of the hinges are missing as well) on the 2.5m 2x shroud, in the one color variant.

Opening the bay it's solid from the other side, but remains invisible from the 'outside'.

What mod is that command pod from?

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5 minutes ago, subyng said:

What mod is that command pod from?

It's one of the Near Future packs, I think Near Future Spacecraft.  It also contains the engines you can see peaking out of the side.

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52 minutes ago, DStaal said:

It's one of the Near Future packs, I think Near Future Spacecraft.  It also contains the engines you can see peaking out of the side.

You sure? It looks a lot like this one:

 

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5 minutes ago, Jognt said:

You sure? It looks a lot like this one:

 

I'm sure.  You've actually managed to find a parts mod I *don't* have installed.  ;)  There's several parts mods with command pods based on/inspired by the SpaceX Dragon.

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On 7/4/2019 at 3:01 AM, DStaal said:

There appears to be a problem with one of the textures.  It's a bit... Transparent.

download

I haven't done an exhaustive test, but I only really notice it on one side (though some of the hinges are missing as well) on the 2.5m 2x shroud, in the one color variant.

Opening the bay it's solid from the other side, but remains invisible from the 'outside'.

Urk, that's an old bug. It's only cosmetic so it shouldn't harm the aero, but it has been fixed and will be pushed out in the next update :)

On 7/19/2019 at 10:29 AM, Tabris said:

@Paul Kingtiger, any update on when the 1.875m straight faring will be included?

Sorry it's taken so long, but yeah they are coming as Paul said. I'm also working on a new profile of shrouds right now to tie in with @Beale's work, but they do take forever to complete. Unlike the creation of normal parts, you've got the deployment animation, internal mechanism, external skin, height variants, and all of the unity work so they shroud their contents properly. Not to mention the solar goodies we have coming :)

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3 hours ago, Jognt said:

You sure? It looks a lot like this one:

 

 

3 hours ago, DStaal said:

I'm sure.  You've actually managed to find a parts mod I *don't* have installed.  ;)  There's several parts mods with command pods based on/inspired by the SpaceX Dragon.

I am honored but that dragon is waay too good looking to be mine :P

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3 hours ago, Daishi said:

Sorry it's taken so long

Yes, thank you for apologizing for not having finished that thing you are under 0 obligations to do and are doing in your free time. (sarcasm heavily implied)

Dude. You guys do amazing work and I'm very thankful for what you've given us to play with. Please don't feel the need to apologize for this! Seriously!

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Hello, I just started playing again after being gone a while, and I was trying to build a lander with a US2 trunk, and noticed the lack of a module to hold the new surface experiments.  I tried to remove the KAS tags from the KAS wedge and add the following

 

MODULE
                {
                        name = ModuleInventoryPart        
                        InventorySlots = 6
                }    

and then also attempted 

MODULE
                    {
                        name = USModuleSwitch
                        SwitchID = 0
                        TargetModule = ModuleInventoryPart
                        TargetFields = maxVolume|slotsY
                        TargetValues = 6;9;12|2;3;4
                    }              

 

I wasn't sure that this would work, but hoped at least i could get six inventory slots on the new part named  USESLWedge  BUT the cfg's for these are FAR more complicated than I am used to from when I made some of my own parts.  Could someone steer me in the correct direction, or has someone already built a config for this and i am just missing it?

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Here you go @MrWizerd:

+PART[USKASRadial]:AFTER[KIS]
{
    @name=USKASRadial_BREAKINGGROUND

    !MODULE[ModuleKISInventory] {}

    MODULE
	{
		name = ModuleInventoryPart
		InventorySlots = 2
	}
}

+PART[USKASWedge]:AFTER[KIS]
{
    @name=USKASWedge_BREAKINGGROUND

    !MODULE[ModuleKISInventory] {}

    MODULE
	{
		name = ModuleInventoryPart
		InventorySlots = 2
	}
}

Note that I tried to be more realistic in how large the experiments are and how much space they take up.  (The stock containers have some sort of hyperspace tech to allow them to hold what they hold...)

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Posted (edited)

This is one of my favorite mods, it's so professional-looking and useful.

There are a few things I'd like to mention.

1) A radially-attached payload/experiment bay. As-is right now I usually just use tweakscale radially-attach the experiment container in an empty node and shrink it to fit, so this currently has a workaround.

2) Long-term, and probably not feasible, but I kind of really want a 0.625m Universal Storage mount. I imagine something like an offset truss, and the parts stack vertically. This is just a brainstorm, nothing super important. Many of the US2 items look like they'd fit in the 0.625m cylindrical bay... if it had a radial node stuck on the back wall.

3) The one thing I really did want to mention: the Remote Operations System... right now it's a 2-slot item, but I feel like it should be 1-slot. It's just a radially-mounted Hecs probe core. I feel like it needs to do something more for the space premium. I don't mind a radially-attached probe core, but for 2 slots? Eehhhhhh... 

Edited by Frostiken

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Posted (edited)
10 hours ago, DStaal said:

Here you go @MrWizerd:


+PART[USKASRadial]:AFTER[KIS]
{
    @name=USKASRadial_BREAKINGGROUND

    !MODULE[ModuleKISInventory] {}

    MODULE
	{
		name = ModuleInventoryPart
		InventorySlots = 2
	}
}

+PART[USKASWedge]:AFTER[KIS]
{
    @name=USKASWedge_BREAKINGGROUND

    !MODULE[ModuleKISInventory] {}

    MODULE
	{
		name = ModuleInventoryPart
		InventorySlots = 2
	}
}

Note that I tried to be more realistic in how large the experiments are and how much space they take up.  (The stock containers have some sort of hyperspace tech to allow them to hold what they hold...)

 

Might want to remove the AFTER conditional/timer so the patch goes through without KIS too. ;) 

 

4 hours ago, Frostiken said:

This is one of my favorite mods, it's so professional-looking and useful.

There are a few things I'd like to mention.

1) A radially-attached payload/experiment bay. As-is right now I usually just use tweakscale radially-attach the experiment container in an empty node and shrink it to fit, so this currently has a workaround.

2) Long-term, and probably not feasible, but I kind of really want a 0.625m Universal Storage mount. I imagine something like an offset truss, and the parts stack vertically. This is just a brainstorm, nothing super important. Many of the US2 items look like they'd fit in the 0.625m cylindrical bay... if it had a radial node stuck on the back wall.

3) The one thing I really did want to mention: the Remote Operations System... right now it's a 2-slot item, but I feel like it should be 1-slot. It's just a radially-mounted Hecs probe core. I feel like it needs to do something more for the space premium. I don't mind a radially-attached probe core, but for 2 slots? Eehhhhhh... 

What if it were suddenly also an experiment storage unit? :) 

Edited by Jognt

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2 hours ago, Jognt said:

Might want to remove the AFTER conditional/timer so the patch goes through without KIS too. ;) 

That was my first version - it doesn't work.  The parts I'm duping are ':NEEDS[KIS]', so they don't actually exist until after MM has done a pass for KIS, and KIS is installed.  You would have to dupe and edit the config file.

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46 minutes ago, DStaal said:

That was my first version - it doesn't work.  The parts I'm duping are ':NEEDS[KIS]', so they don't actually exist until after MM has done a pass for KIS, and KIS is installed.  You would have to dupe and edit the config file.

Good point. The initial part of course is only there if KIS is there.

You can also just instance a new part (instead of copy the KIS US one) and copy the relevant info for it from the US cfg.

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Posted (edited)

I  made a new part and have the config as follows.

Going to load now will report back in this post under the code.

// 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 = USESLWedge

{
	// 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, MrWizerd
		manufacturer = #autoLOC_US_Manufacturer //New Horizons & Nox Industrial
		subcategory = 0
	/-
	// .- -- .- --.. .. -. --.     --. ..- -.-- ...



	// Common fields
	// Every part has these core variables
	/+
		// Base attributes
			title = #autoLOC_US_US_KASWedge_Title //Universal Storage: Equiptment Storage System
			category = Payload
			tags = #autoLOC_US_US_KASWedge_Tags //Universal Storage Kerbal Equiptment Locker Attachment
			description = #autoLOC_US_US_KASWedge_Description //A cargo storage wedge, accessible via EVA.  Three size variants are available.
			cost = 210
			mass = 0.039
			maxTemp = 2000
			fuelCrossFeed = False
			bulkheadProfiles = wedge
			crashTolerance = 6

		// Tech Tree
			TechRequired = spaceExploration
			entryCost = 3600
	/-
	// .- -- .- --.. .. -. --.     --. ..- -.-- ...



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

    MODULE
	{
		name = ModuleInventoryPart
		InventorySlots = 2
	}

				MODULE
				{
						name = ModuleInventoryPart		
						InventorySlots = 6
				}	
					MODULE
					{
						name = USModuleSwitch
						SwitchID = 0
						TargetModule = ModuleInventoryPart
						TargetFields = maxVolume|slotsY
						TargetValues = 6;9;12|2;3;4
					}				
	/-
	// .- -- .- --.. .. -. --.     --. ..- -.-- ...



	// 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 = USESLWedge
		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, 0.3728,0.9311,0.3472, 0.3705,0.9279,0.5354, 0.208,0.952,0.2921, 0.1964,0.9695,0.77, 0.2679,0.8903,0.4183, 0.2678,0.89,0.3715, 0.03621,0.006237,0, 0.4759,0.7672,0.546
				cube = A1, 0.7393,0.8775,0.4664, 0.7395,0.9131,0.4804, 0.3049,0.883,0.8821, 0.302,0.876,0.9317, 0.5782,0.9162,0.5992, 0.575,0.9157,0.5959, 0.04838,-0.1969,0, 0.5164,1.206,0.6396
				cube = A2, 0.9657,0.8918,0.2612, 0.9661,0.91,0.4883, 0.3029,0.8865,1.325, 0.3,0.8839,1.297, 0.7838,0.9141,0.5997, 0.7942,0.9068,0.5964, 0.04465,-0.3977,0.0002207, 0.5239,1.607,0.6402
			}

		// Model call
			MODEL
			{
			model = UniversalStorage2/Parts/Utility/KASWedge
			scale = 1, 1, 1
			}

		// Variant switch
			MODULE
			{
				name = USSwitchControl
				SwitchID = 0
				ButtonName = #autoLOC_US_Height //Height
				ModuleDisplayName = #autoLOC_US_Height //Height variants
				CurrentVariantTitle = #autoLOC_US_Height
				ShowPreviousButton = False
				//ObjectNames = #autoLOC_US_DoubleHeight;#autoLOC_US_TripleHeight;#autoLOC_US_QuadHeight
				// Disabled size switch due to bug when reverting to VBA
				ObjectNames = #autoLOC_US_DoubleHeight
				FuelSwitchModeOne = True
				//VariantColors = #537a3d,#999999;#3a562a,#999999;#2e4321,#999999
				// Disabled size switch due to bug when reverting to VBA
				VariantColors = #537a3d,#999999
			}

			MODULE
			{
				name = USMeshSwitch
				SwitchID = 0
				MeshTransforms = KAS2;KAS3;KAS4
				AffectColliders = True
				DeleteUnused = True
			}

			MODULE
			{
				name = USDragSwitch
				SwitchID = 0
				DragCubes = A0;A1;A2
			}

			MODULE
			{
				name = USCostSwitch
				SwitchID = 0
				DisplayCurrentModeCost = True
				AddedCost = 0;210;420
			}

			MODULE
			{
				name = USMassSwitch
				SwitchID = 0
				DisplayCurrentModeMass = True
				AddedMass = 0.000;0.039;0.078
			}

		// 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{}
/+

/-
// .- -- .- --.. .. -. --.     --. ..- -.-- ...

Total failure. . .  no part.

Edited by MrWizerd
update part status

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Posted (edited)
On 7/31/2019 at 3:11 AM, MrWizerd said:

I  made a new part and have the config as follows.

Going to load now will report back in this post under the code.


// 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 = USESLWedge

{
	// 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, MrWizerd
		manufacturer = #autoLOC_US_Manufacturer //New Horizons & Nox Industrial
		subcategory = 0
	/-
	// .- -- .- --.. .. -. --.     --. ..- -.-- ...



	// Common fields
	// Every part has these core variables
	/+
		// Base attributes
			title = #autoLOC_US_US_KASWedge_Title //Universal Storage: Equiptment Storage System
			category = Payload
			tags = #autoLOC_US_US_KASWedge_Tags //Universal Storage Kerbal Equiptment Locker Attachment
			description = #autoLOC_US_US_KASWedge_Description //A cargo storage wedge, accessible via EVA.  Three size variants are available.
			cost = 210
			mass = 0.039
			maxTemp = 2000
			fuelCrossFeed = False
			bulkheadProfiles = wedge
			crashTolerance = 6

		// Tech Tree
			TechRequired = spaceExploration
			entryCost = 3600
	/-
	// .- -- .- --.. .. -. --.     --. ..- -.-- ...



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

    MODULE
	{
		name = ModuleInventoryPart
		InventorySlots = 2
	}

				MODULE
				{
						name = ModuleInventoryPart		
						InventorySlots = 6
				}	
					MODULE
					{
						name = USModuleSwitch
						SwitchID = 0
						TargetModule = ModuleInventoryPart
						TargetFields = maxVolume|slotsY
						TargetValues = 6;9;12|2;3;4
					}				
	/-
	// .- -- .- --.. .. -. --.     --. ..- -.-- ...



	// 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 = USESLWedge
		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, 0.3728,0.9311,0.3472, 0.3705,0.9279,0.5354, 0.208,0.952,0.2921, 0.1964,0.9695,0.77, 0.2679,0.8903,0.4183, 0.2678,0.89,0.3715, 0.03621,0.006237,0, 0.4759,0.7672,0.546
				cube = A1, 0.7393,0.8775,0.4664, 0.7395,0.9131,0.4804, 0.3049,0.883,0.8821, 0.302,0.876,0.9317, 0.5782,0.9162,0.5992, 0.575,0.9157,0.5959, 0.04838,-0.1969,0, 0.5164,1.206,0.6396
				cube = A2, 0.9657,0.8918,0.2612, 0.9661,0.91,0.4883, 0.3029,0.8865,1.325, 0.3,0.8839,1.297, 0.7838,0.9141,0.5997, 0.7942,0.9068,0.5964, 0.04465,-0.3977,0.0002207, 0.5239,1.607,0.6402
			}

		// Model call
			MODEL
			{
			model = UniversalStorage2/Parts/Utility/KASWedge
			scale = 1, 1, 1
			}

		// Variant switch
			MODULE
			{
				name = USSwitchControl
				SwitchID = 0
				ButtonName = #autoLOC_US_Height //Height
				ModuleDisplayName = #autoLOC_US_Height //Height variants
				CurrentVariantTitle = #autoLOC_US_Height
				ShowPreviousButton = False
				//ObjectNames = #autoLOC_US_DoubleHeight;#autoLOC_US_TripleHeight;#autoLOC_US_QuadHeight
				// Disabled size switch due to bug when reverting to VBA
				ObjectNames = #autoLOC_US_DoubleHeight
				FuelSwitchModeOne = True
				//VariantColors = #537a3d,#999999;#3a562a,#999999;#2e4321,#999999
				// Disabled size switch due to bug when reverting to VBA
				VariantColors = #537a3d,#999999
			}

			MODULE
			{
				name = USMeshSwitch
				SwitchID = 0
				MeshTransforms = KAS2;KAS3;KAS4
				AffectColliders = True
				DeleteUnused = True
			}

			MODULE
			{
				name = USDragSwitch
				SwitchID = 0
				DragCubes = A0;A1;A2
			}

			MODULE
			{
				name = USCostSwitch
				SwitchID = 0
				DisplayCurrentModeCost = True
				AddedCost = 0;210;420
			}

			MODULE
			{
				name = USMassSwitch
				SwitchID = 0
				DisplayCurrentModeMass = True
				AddedMass = 0.000;0.039;0.078
			}

		// 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{}
/+

/-
// .- -- .- --.. .. -. --.     --. ..- -.-- ...

Total failure. . .  no part.

 

Looks like you're missing the PART declaration. You can add that, or give these a go (also copy pasted from the original CFGs, but cleaned up a bit).
The Radial one should work. The wedge variant _should_ work too, but I removed some stuff related to size switching since I don't think we can dynamically adjust the amount of slots it has anyway, and I haven't yet been able to check how that impacts the part.

Let me know how they turn out if you're going to try 'em.
 

Spoiler

Radial:


// Patch to add a Radial part that can contain Breaking Ground carryable stuff
// Relevant info copy/pasted from the US2 part CFG

PART:NEEDS[UniversalStorage2,SquadExpansion/Serenity]
{
	MODEL
	{
		model = UniversalStorage2/Parts/Utility/KASRadialBay
		scale = 1, 1, 1
	}
	name = USKASRadial_BREAKINGGROUND
	module = Part
	author = Daishi, DMagic, Paul Kingtiger
	rescaleFactor = 1
	node_attach = 0.0, 0.0, 0.2, 0.0, 0.0, -1.0
	TechRequired = spaceExploration
	entryCost = 750
	cost = 200
	category = Payload
	subcategory = 0
	title = #autoLOC_US_US_KASRadial_Title
	manufacturer = #autoloc_US_Manufacturer
	description = #autoLOC_US_US_KASRadial_Description
	attachRules = 0,1,0,0,1
	mass = 0.05
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 1
	crashTolerance = 6
	maxTemp = 2000
	fuelCrossFeed = False
	bulheadProfiles = wedge
	tags = #autoLOC_US_US_KASRadial_Tags
	DRAG_CUBE
	{
		cube = A0, 0.3728,0.9311,0.3472, 0.3705,0.9279,0.5354, 0.208,0.952,0.2921, 0.1964,0.9695,0.77, 0.2679,0.8903,0.4183, 0.2678,0.89,0.3715, 0.03621,0.006237,0, 0.4759,0.7672,0.546
	}
	MODULE
	{
		name = USAnimateGeneric
		primaryAnimationName = KASBayAnim
		primaryAvailableInEVA = true
		primaryAvailableInVessel = true
		primaryAvailableInEditor = true
		primaryActionAvailable = true

		allowDoorLock = false
		allowPrimaryDeployLimit = false

		statusTitle  = #autoLOC_US_Status

		primaryStartEventGUIName = #autoLOC_US_DeployPrimaryBays
		primaryEndEventGUIName = #autoLOC_US_RetractPrimaryBays
		primaryToggleActionName = #autoLOC_US_TogglePrimaryBays
	}
	MODULE
	{
		name = ModuleInventoryPart
		InventorySlots = 3
	}
}

Wedge:


// Patch to add a Wedge part that can contain Breaking Ground carryable stuff
// Relevant info copy/pasted from the US2 part CFG

PART:NEEDS[UniversalStorage2,SquadExpansion/Serenity]
{
	MODEL
	{
		model = UniversalStorage2/Parts/Utility/KASWedge
		scale = 1, 1, 1
	}
	name = USKASWedge_BREAKINGGROUND
	module = Part
	author = Daishi, DMagic, Paul Kingtiger
	rescaleFactor = 1
	node_attach = 0.0, 0.0, 0.2, 0.0, 0.0, -1.0
	TechRequired = spaceExploration
	entryCost = 750
	cost = 200
	category = Payload
	subcategory = 0
	title = #autoLOC_US_US_KASWedge_Title
	manufacturer = #autoloc_US_Manufacturer
	description = #autoLOC_US_US_KASWedge_Description
	attachRules = 1,0,1,1,0
	mass = 0.05
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 1
	crashTolerance = 6
	maxTemp = 2000
	fuelCrossFeed = False
	bulheadProfiles = wedge
	tags = #autoLOC_US_US_KASWedge_Tags
	DRAG_CUBE
	{
		cube = A0, 0.3728,0.9311,0.3472, 0.3705,0.9279,0.5354, 0.208,0.952,0.2921, 0.1964,0.9695,0.77, 0.2679,0.8903,0.4183, 0.2678,0.89,0.3715, 0.03621,0.006237,0, 0.4759,0.7672,0.546
		cube = A1, 0.7393,0.8775,0.4664, 0.7395,0.9131,0.4804, 0.3049,0.883,0.8821, 0.302,0.876,0.9317, 0.5782,0.9162,0.5992, 0.575,0.9157,0.5959, 0.04838,-0.1969,0, 0.5164,1.206,0.6396
		cube = A2, 0.9657,0.8918,0.2612, 0.9661,0.91,0.4883, 0.3029,0.8865,1.325, 0.3,0.8839,1.297, 0.7838,0.9141,0.5997, 0.7942,0.9068,0.5964, 0.04465,-0.3977,0.0002207, 0.5239,1.607,0
	}
	
	MODULE
	{
		name = USSwitchControl
		SwitchID = 0
		ButtonName = #autoLOC_US_Height //Height
		ModuleDisplayName = #autoLOC_US_Height //Height variants
		CurrentVariantTitle = #autoLOC_US_Height
		ShowPreviousButton = False
		//ObjectNames = #autoLOC_US_DoubleHeight;#autoLOC_US_TripleHeight;#autoLOC_US_QuadHeight
		// Disabled size switch due to bug when reverting to VBA
		ObjectNames = #autoLOC_US_DoubleHeight
		FuelSwitchModeOne = True
		//VariantColors = #537a3d,#999999;#3a562a,#999999;#2e4321,#999999
		// Disabled size switch due to bug when reverting to VBA
		VariantColors = #537a3d,#999999
	}
	
	MODULE
	{
		name = USMeshSwitch
		SwitchID = 0
		MeshTransforms = KAS2;KAS3;KAS4
		AffectColliders = True
		DeleteUnused = True
	}

	MODULE
	{
		name = USDragSwitch
		SwitchID = 0
		DragCubes = A0;A1;A2
	}

	MODULE
	{
		name = USCostSwitch
		SwitchID = 0
		DisplayCurrentModeCost = True
		AddedCost = 0;200;400
	}

	MODULE
	{
		name = USMassSwitch
		SwitchID = 0
		DisplayCurrentModeMass = True
		AddedMass = 0.000;0.05;0.01
	}
	
	NODE
	{
		name = attach
		transform = attach
		size = 0
		method = HINGE_JOINT
	}
	
	MODULE
	{
		name = ModuleInventoryPart
		InventorySlots = 3
	}
	
	MODULE
	{
		name = USModuleSwitch
		SwitchID = 0
		TargetModule = ModuleInventoryPart
		TargetFields = InventorySlots
		TargetValues = 3;6;9
	}
}

 

 

Edit: @MrWizerd I've updated the CFGs to have the same cost, mass, and capacity as the stock container. The Wedge part is now also correctly 2 units high as intended. The model selection appears to be disabled due to some bugs, but I don't know whether those are a KIS/KAS thing or a US thing, so I left that limitation in there. Though this means you'll need two wedges to fit 4 slots. You do correctly get the 3 inventory slots now similarly to stock though.

Edited by Jognt
Updated configs to fix stuff.

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Posted (edited)
22 hours ago, Jognt said:

 

Looks like you're missing the PART declaration. You can add that, or give these a go (also copy pasted from the original CFGs, but cleaned up a bit).
The Radial one should work. The wedge variant _should_ work too, but I removed some stuff related to size switching since I don't think we can dynamically adjust the amount of slots it has anyway, and I haven't yet been able to check how that impacts the part.

Let me know how they turn out if you're going to try 'em.
 

  Hide contents

 

Radial:



// Patch to add a Radial part that can contain Breaking Ground carryable stuff
// Relevant info copy/pasted from the US2 part CFG

PART:NEEDS[UniversalStorage2]
{
	MODEL
	{
		model = UniversalStorage2/Parts/Utility/KASRadialBay
		scale = 1, 1, 1
	}
	name = USKASRadial_BREAKINGGROUND
	module = Part
	author = Daishi, DMagic, Paul Kingtiger
	rescaleFactor = 1
	node_attach = 0.0, 0.0, 0.2, 0.0, 0.0, -1.0
	TechRequired = spaceExploration
	entryCost = 3600
	cost = 210
	category = Payload
	subcategory = 0
	title = #autoLOC_US_US_KASRadial_Title
	manufacturer = #autoloc_US_Manufacturer
	description = #autoLOC_US_US_KASRadial_Description
	attachRules = 0,1,0,0,1
	mass = 0.039
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 1
	crashTolerance = 6
	maxTemp = 2000
	fuelCrossFeed = False
	bulheadProfiles = wedge
	tags = #autoLOC_US_US_KASRadial_Tags
	DRAG_CUBE
	{
		cube = A0, 0.3728,0.9311,0.3472, 0.3705,0.9279,0.5354, 0.208,0.952,0.2921, 0.1964,0.9695,0.77, 0.2679,0.8903,0.4183, 0.2678,0.89,0.3715, 0.03621,0.006237,0, 0.4759,0.7672,0.546
	}
	MODULE
	{
		name = USAnimateGeneric
		primaryAnimationName = KASBayAnim
		primaryAvailableInEVA = true
		primaryAvailableInVessel = true
		primaryAvailableInEditor = true
		primaryActionAvailable = true

		allowDoorLock = false
		allowPrimaryDeployLimit = false

		statusTitle  = #autoLOC_US_Status

		primaryStartEventGUIName = #autoLOC_US_DeployPrimaryBays
		primaryEndEventGUIName = #autoLOC_US_RetractPrimaryBays
		primaryToggleActionName = #autoLOC_US_TogglePrimaryBays
	}
	MODULE
	{
		name = ModuleInventoryPart
		InventorySlots = 2
	}
}

Wedge:



// Patch to add a Wedge part that can contain Breaking Ground carryable stuff
// Relevant info copy/pasted from the US2 part CFG

PART:NEEDS[UniversalStorage2]
{
	MODEL
	{
		model = UniversalStorage2/Parts/Utility/KASWedge
		scale = 1, 1, 1
	}
	name = USKASWedge_BREAKINGGROUND
	module = Part
	author = Daishi, DMagic, Paul Kingtiger
	rescaleFactor = 1
	node_attach = 0.0, 0.0, 0.2, 0.0, 0.0, -1.0
	TechRequired = spaceExploration
	entryCost = 3600
	cost = 210
	category = Payload
	subcategory = 0
	title = #autoLOC_US_US_KASWedge_Title
	manufacturer = #autoloc_US_Manufacturer
	description = #autoLOC_US_US_KASWedge_Description
	attachRules = 1,0,1,1,0
	mass = 0.039
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 1
	crashTolerance = 6
	maxTemp = 2000
	fuelCrossFeed = False
	bulheadProfiles = wedge
	tags = #autoLOC_US_US_KASWedge_Tags
	DRAG_CUBE
	{
		cube = A0, 0.3728,0.9311,0.3472, 0.3705,0.9279,0.5354, 0.208,0.952,0.2921, 0.1964,0.9695,0.77, 0.2679,0.8903,0.4183, 0.2678,0.89,0.3715, 0.03621,0.006237,0, 0.4759,0.7672,0.546
	}
	MODULE
	{
		name = USSwitchControl
		SwitchID = 0
		ButtonName = #autoLOC_US_Height //Height
		ModuleDisplayName = #autoLOC_US_Height //Height variants
		CurrentVariantTitle = #autoLOC_US_Height
		ShowPreviousButton = False
		//ObjectNames = #autoLOC_US_DoubleHeight;#autoLOC_US_TripleHeight;#autoLOC_US_QuadHeight
		// Disabled size switch due to bug when reverting to VBA
		ObjectNames = #autoLOC_US_DoubleHeight
		FuelSwitchModeOne = True
		//VariantColors = #537a3d,#999999;#3a562a,#999999;#2e4321,#999999
		// Disabled size switch due to bug when reverting to VBA
		VariantColors = #537a3d,#999999
	}
	NODE
	{
		name = attach
		transform = attach
		size = 0
		method = HINGE_JOINT
	}
	MODULE
	{
		name = ModuleInventoryPart
		InventorySlots = 2
	}
}

 

 

 

 

 

Testing now! Thanks

 

Ok, They work for sure, the only thing is there four high and hold two, the stock parts are holding 3 and are half the size.  I think I will modify them a bit, will repost the new ones, going to try for a two high and four high 3 and 6 slot.  Will see how that works, will have there weight compared to stock sizes...

Edited by MrWizerd
Function update

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Posted (edited)

Please excuse me if this is a stupid question, but how do you use the EVA-X backpack? No matter what I do, I can't seem to get my kerbals to actually equip and wear it. Goes into their inventory just fine, but I don't see an option to put it on.

Thanks.

(I'm using the 1.3.1 version of the mod with the correct versions of KIS/KAS installed)

Edited by Bomoo

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  Just started playing again after taking an extended break shortly after release...all I have to say is this mod is amazing, thank you devs!

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22 hours ago, Bomoo said:

Please excuse me if this is a stupid question, but how do you use the EVA-X backpack? No matter what I do, I can't seem to get my kerbals to actually equip and wear it. Goes into their inventory just fine, but I don't see an option to put it on.

Thanks.

(I'm using the 1.3.1 version of the mod with the correct versions of KIS/KAS installed)

Right click the EVAx in the KIS window and select equip.

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Posted (edited)
1 hour ago, Paul Kingtiger said:

Right click the EVAx in the KIS window and select equip.

I only see "Drop" as an r-click menu option. Hum. When you say "KIS window" do you mean the kerbal's inventory?

Edited by Bomoo

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Amazing mod, but grr, just noticed that the DMagic parts are broken, time to revert my probe.

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2 hours ago, Bloodbunny said:

Amazing mod, but grr, just noticed that the DMagic parts are broken, time to revert my probe.

Can you be more specific as to what parts are broken and how they are broken?
 

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One thing I've noticed is the mystery goo wedge animation doesn't work. The vase that holds the goo is always extended, even if you start/stop the experiment. All other wedges work fine.

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11 hours ago, Bloodbunny said:

Amazing mod, but grr, just noticed that the DMagic parts are broken, time to revert my probe.

If you mean the orbital Science mod parts, they work fine for me. 

Are you using a mod to activate the experiments like [x] Science? Because that mod has problems with them that the maintainer for some reason doesnt feel like responding to. 

Using the regular part action menu should work fine. 

3 hours ago, Tourman said:

One thing I've noticed is the mystery goo wedge animation doesn't work. The vase that holds the goo is always extended, even if you start/stop the experiment. All other wedges work fine.

Are you using a mod to activate them?

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42 minutes ago, Jognt said:

If you mean the orbital Science mod parts, they work fine for me. 

Are you using a mod to activate the experiments like [x] Science? Because that mod has problems with them that the maintainer for some reason doesnt feel like responding to. 

Using the regular part action menu should work fine. 

Are you using a mod to activate them?

Nope. This is happening in VAB when I attach the part to a service core. The animation plays to deploy the goo container, but it never retracts.

https://prnt.sc/opo21a

 

 

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