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Paul Kingtiger

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Everything posted by Paul Kingtiger

  1. That's been fixed, but to see the changes you might have to delete the moduleManager cache files 1.9.1 Beta 2 is now available on OneDrive (Link in my sig)
  2. Nothing will become unavailable, some parts will have balance changes to their cost, mass or the resources they carry. If in doubt make a copy of your KSP folder, install the update in the copy and play it, if you don't like the results you have the original to carry on with.
  3. Universal Storage Pioneer Update for KSP 1.9.1 Beta release!!! Usual beta rules apply. They will be bugs, all content is subject to change. If you find any issues please let us know here, or even better via the issue tracker (link in my sig) The beta will be updated as a when, I'll let you know about any new updates here. Can be downloaded via OneDrive Beta release here Naked link for the security conscious. https://eur03.safelinks.protection.outlook.com/?url=https%3A%2F%2F1drv.ms%2Fa%2Fs!BPmqbLkW8UIH2aQj6fH4vTH7ojl9sw%3Fe%3D-w8F5itOdEqfGXq1RQvuCw%26at%3D9&data=02|01||c03b30a39e1243a236fb08d7ce3afdac|84df9e7fe9f640afb435aaaaaaaaaaaa|1|0|637204625067143359&sdata=V1rQg2gx7G4hkaAR7duj66VveMX9%2FVeiLG78XpcS6Yw%3D&reserved=0
  4. Maybe. It's on space dock so can be made CKAN compatible and Universal Storage 1 was. I'm not a CKAN user myself, so not up to date with the required config files. But I'll look into it.
  5. Soon (TM) Once I get the models from Daishi there's still a lot of work to do. Each part needs to have it's config file written, then balanced against the base game and the mods it'll work with (The game and every mod has a different approach to balance, especially for units that have no real work equivalent like EC). Then we need to test everything, package it up and release it as a beta. While that's being tested we need to update the website and other documentation and fix any bugs that occur. But it'll be worth a wait, I promise!
  6. I just tested it and it went straight in (not signed into the MS). But it can be temperamental at times. I find I often have issues when generating a new link to a shared folder. All this is in Edge browser (the new one which I highly recommend).
  7. It's been requested a lot but we don't have plans for it in the next release. However some of the fairings will have optional solar panels on the inside of the door giving you a reason to open the fairing in orbit.
  8. Yes, it's a known issue and it's fixed in the current beta, which you can download from the link in my sig.
  9. Hey everyone, I need some user feedback to help me balance a part. The Universal Storage: Guidance Computer, adds functions for kOS and Mechjeb, which do you use it for? https://www.strawpoll.me/19346717 When it's finished cooking Hopefully not too long (weeks not months)
  10. Follow the My KSP OneDrive link in my sig, you'll find a 1.8.1 version there (in the beta section).
  11. @DMagic can speak with more authority on the matter, but because Universal Storage science parts use custom code they are very unlikely to be compatible with 3rd part science mods out of the box. In most cases the creators of those science mods would have to make changes on their end to work fully with Universal Storage. We have been talking to some mod authors about improved compatibility.
  12. Beta for this update isn't out yet, there's a lot to check and balance and I want to fix everything I know about before I hand a beta over for you to find the stuff I missed. I'll announce the beta here once it's ready.
  13. Yeah make a seperate part. You could look at the larger cores to reverse engineer how to have multiple sizes and multiple reloads, but cloning the part is definitely the easier option.
  14. Make sure you're using the latest version of the beta (currently RC7) you shouldn't be seeing the yellow lines.
  15. We had that bug before, in maybe 1.6 and fixed it. We'll take another look.
  16. No I need to update the website with the new numbers, also add the cargo wedge. I'll do that tonight. Odd, nothing has changed here and I'm using the right version of ModuleManager. I'll take a look tonight.
  17. Release candidate 5 uploaded to the beta site. https://1drv.ms/a/s!BPmqbLkW8UIH2aQjaY0fMwyaWq51AA?e=sfZjKsDsHESeq90bXIJ95Q&at=9 This includes Daishi's fixes above and the version for KSP 1.3.1
  18. I have uploaded release candidate 4 to the beta folder. https://1drv.ms/a/s!BPmqbLkW8UIH2aQjaY0fMwyaWq51AA?e=sfZjKsDsHESeq90bXIJ95Q&at=9 The plugin has been updated for KSP 1.8.x which fixes the issue with duplicate resource sliders appearing when changing part variants. This is due to a change in Unity for 1.8.x This also means that this version will only work in KSP 1.8.x and later so we have also released a version for 1.7.x, make sure you use the right one. Note this doesn't fix the issue with resource amounts resetting (to full) when reverting to the VAB, we're still working on that. In addition we now have the new part model for the Breaking Ground compatible cargo wedge (the placeholder we have in the earlier beta has been removed, so if you're using this in craft don't instal this version yet.
  19. Yep I noticed that too last night. I'll add it to the list, thanks for the confirmation. When I try to recreate the problem I revert to the VAB and the craft no longer retains the resource levels (the tanks are full up again). I'm doing more research on the issue but I imagine this issue and the multiple resource sliders issue are related.
  20. I hope whatever they pick it's moddable, but for that to work we need real units of some sort. Good luck converting EC into a real world unit.
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