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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018


Paul Kingtiger

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Yay its here much appreciated, can't wait for US2..keep up the good work.:D

And as soon i load up a new game for testing, i came across an oddity:

In the Stock Research Tree the US-"Science Jr." is found in the "Stability"-node (for 18 science), while the regular "Science Jr." is found in the "Basic Science"-node (45 Science) (along with the US-"Science Bay").

Might be intentional, but i'll guess there was a mix up between that two. 

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3 hours ago, Rantanplan1986 said:

Yay its here much appreciated, can't wait for US2..keep up the good work.:D

And as soon i load up a new game for testing, i came across an oddity:

In the Stock Research Tree the US-"Science Jr." is found in the "Stability"-node (for 18 science), while the regular "Science Jr." is found in the "Basic Science"-node (45 Science) (along with the US-"Science Bay").

Might be intentional, but i'll guess there was a mix up between that two. 

US-Science Jr. is a Dmagic Orbital Science part

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@Rantanplan1986All the dmagic/US parts are in those construction branches. I've mentioned it to dmagic but he says that's the way he wants it.

I just manually edit the dmagicCommunityTechTree.cfg in the resources folder to move them down to the corresponding electric/sci nodes. Here is mine: https://www.dropbox.com/s/frprtp80ts6zdug/DMagicCommunityTechTree.cfg?dl=0

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4 minutes ago, Torih said:

@Rantanplan1986All the dmagic/US parts are in those construction branches. I've mentioned it to dmagic but he says that's the way he wants it.

I just manually edit the dmagicCommunityTechTree.cfg in the resources folder to move them down to the corresponding electric/sci nodes. Here is mine: https://www.dropbox.com/s/frprtp80ts6zdug/DMagicCommunityTechTree.cfg?dl=0

Thanks, and good to know. I'll take a look at your changes :)

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5 hours ago, Paul Kingtiger said:

Universal Storage 1.2.0.1 for KSP 1.2

This is compatibility update for KSP

Awesome thank you guys do much. Have loved US since the start. Just can't make nice looking rockets without your wedges! 

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Just reporting a typo/error in the file ".\GameData\UniversalStorage\Parts\US_1R350_Wedge_Waste\US_1R350_Wedge_Waste.cfg"

 

Excerpt from the log file:

[LOG 22:57:21.338] PartLoader: Compiling Part 'UniversalStorage/Parts/US_1R350_Wedge_Waste/US_1R350_Wedge_Waste/US_1R350_Wedge_Waste'
[WRN 22:57:21.339] PartLoader Warning: Variable unfocusedRange not found in Part

 

Excerpt from the part file:

MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Take 002
        actionGUIName = Toggle Fairing
        startEventGUIName = Fairing Off
        endEventGUIName = Fairing On
        allowAnimationWhileShielded = False
    }unfocusedRange = 5
    }

 

line 60 is problematic...

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Anybody else finding rockets with US to be quite "flippy"?

Parachute -> Mk1 pod -> 4-wedge US -> heatshield -> [launcher stack]

vs

Parachute -> Mk1 pod -> Payload bay -> heatshield -> [launcher stack]

 

The US-rocket struggles in the stock aerodynamics, especially when coming up to max Q, to the point I've had to add fins to the launcher stack, and requires very active control during descent. The "standard" rocket flies fine in comparison (similar total weights of both).

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11 hours ago, micha said:

Anybody else finding rockets with US to be quite "flippy"?

Parachute -> Mk1 pod -> 4-wedge US -> heatshield -> [launcher stack]

vs

Parachute -> Mk1 pod -> Payload bay -> heatshield -> [launcher stack]

 

The US-rocket struggles in the stock aerodynamics, especially when coming up to max Q, to the point I've had to add fins to the launcher stack, and requires very active control during descent. The "standard" rocket flies fine in comparison (similar total weights of both).

The payload bay is a single part with things inside it, but the Wedges are lots of parts stuck to the side of another part.  I usually use FAR which handles US nicely, but I'll do some testing with stock aero and see what happens.

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Also, you really ought to gate optional part module configurations otherwise it throws errors on game startup if those mods are not installed.

Eg, for CLS:
MODULE:NEEDS[CONNECTEDLIVINGSPACE]
{
   name = ModuleConnectedLivingSpace
   ...
}

and ditto for KIS, TweakScale, etc.

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Some weirdness about universal storage waste tank.

It doesn't seem to be adding waste resource space. It should have added 75 storage for Waste, but resource panel shows only .20:

http://imgur.com/a/7WhN7

 

Here's the CFG file, everything seems normal:

PART:NEEDS[TacLifeSupport]
{
\\Basic
	author = Paul Kingtiger & Daishi
	mesh = model.mu
	module = Part
	name = US_1R350_Wedge_Waste
	rescaleFactor = 1
	tags = Universal, life

//Node
	attachRules = 1,0,1,1,0
	node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0

//Description	
	category = Utility
	description = Tired of 0G snack wrappers jamming themselves inside the navball? Worried about the structural integrity of capsule vomit bags after a hard splashdown? Fret not! The US Waste Storage unit is designed with heavy duty sanitary waste containment in mind. Comes pre-packed with a "Grind-o-Matic" processing unit to purée and compress particulates into a highly competitive density of at least 250kg\m3. Features an easy access hatch and complementary cleaning chisel.   
	manufacturer = New Horizons & Nox Industrial
	subcategory = 0
	title = Universal Storage: Waste Tank

//Costs & RD	
	cost = 250
	entryCost = 1250
	TechRequired = spaceExploration

//Physical
	bulkheadProfiles = wedge
	crashTolerance = 7
	mass = 0.155
	maxTemp = 1200
	emissiveConstant = 0.95
	thermalMassModifier = 4.0

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

//Animation
MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Take 001
        actionGUIName = Toggle hatch
        startEventGUIName = Open hatch
        endEventGUIName = Close hatch
        allowAnimationWhileShielded = False
    }

MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Take 002
        actionGUIName = Toggle Fairing
        startEventGUIName = Fairing Off
        endEventGUIName = Fairing On
        allowAnimationWhileShielded = False
    }unfocusedRange = 5
	}

//KIS
	MODULE
	{
		name = ModuleKISItemEvaTweaker
		editorItemsCategory = false
		carriable = true
		equipSlot = jetpack
		equipMeshName = jetpack_base01
		equipBoneName = bn_jetpack01
		equipPos = (0,-0.05,-0.3)
		equipDir = (0,270,0)
		runSpeed = 1
	}	

//Resources
	RESOURCE
	{
		name = Waste
		amount = 0
		maxAmount = 75
	}
}

TAC LS is installed obviously.

Also, in the debug menu under Database/Resource found this:

http://imgur.com/a/mkVS5

Edited by cicatrix
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@Paul Kingtiger & @Daishi- Thank you guys so much for the update.

 

You know I've lurked around the forums for a while and asked about issues here and there, but I really wanted to take the time today just to say thank you both so much for the time you guys spend not just making and updating this mod, but on the continued development and upcoming version 2. It's people like you that really sell this game and make it so much fun. It is such beautiful work and I hope you guys know you are very much appreciated!

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Hi

I noticed that these US parts seems heavier than reported

i have a simple linear craft with US-science-parts in a quad-core on a single thumper rocket. All 5 parts with 0.25t in total. I can get ~600m/s from launch

In other similar craft I switched the US with 4 stock science jr parts in a total of 0.8t. With this configuration I get ~1200m/s.

It's more ~0.55t lighter with US parts according to engineer report in vab. Why this difference?

Great mod : )

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