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Paul Kingtiger

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Posts posted by Paul Kingtiger

  1. On 3/24/2020 at 3:47 AM, Wyzard said:

    Since I was already using the earlier beta built for 1.8 anyway, I decided to just upgrade to the 1.9 beta in my career game.

    Some initial observations:

    • The generalConstruction tech node has some parts that show localization tag names in-game, instead of titles and descriptions: #autoLOC_USAdaptorShroud1250_Title, #autoLOC_USAdaptorShroud1250Soyuz_Title, #autoLOC_USAdaptorShroud1250Vostok_Title.

    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. 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

  3. 1 hour ago, hawk_za said:

    hi all i see work is being done on this mod and i am great-full for that i wanted to ask if ....or when the work is done will there be plans to release it to the ckan repository 

    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.

  4. On 2/28/2020 at 1:13 PM, moguy16 said:

    i am wondering when the new parts will come out, even if in beta

    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!

  5. 8 hours ago, CaribeanSoul said:

    Is anyone else having trouble with the onedrive link to download the beta?  It just tells me "something went wrong" (super useful, thanks MS) and there's nothing there.

    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).

  6. 6 hours ago, Ernesti said:

    Hey guys, I love this mod and have had it in all my latest playthroughs.

    I'm curious to know if some sort of Solar Panel Wedge Part (1x or 2x height) is planned in the future, or if you would consider this? it's one of the few things I need to put in manually (the other being the Experiment Storage unit)

     

    keep up the good work, and thanks a lot for making this mod happen!

    Cheers

    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.

  7. 18 hours ago, Pavel88 said:

    Hi,

    I'm having some issues using Remote Operations System together with Kerbalism. It works fine on my space station when no Kerbals are onboard, I can still control the station. But now I used it on unmanned ship instead HECS or OCTO, but the ship is uncontrollable. So I tried to find out why it works on one ship but not on the other and I found a strange behaviour. When I add some part that can carry Kerbals, such as MK1 Crew Cabbin or Hitchhiker Storage with no Kerbals onboard, suddenly Remote Operations System works and I can launch the rocket.

    Is there a way to fix it somehow?

    Thanks.

    Yes, it's a known issue and it's fixed in the current beta, which you can download from the link in my sig.

  8. 17 hours ago, Flow said:

    I also have gotten the "Science module full" error while using the Automated Science Sampler (KerboKatz), but I also found out later that I still had XScience installed as well. Not sure which of them caused the problem. 

    @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.

  9. On 1/6/2020 at 10:48 AM, Friznit said:

    Top work as always.

    If I wanted to make the liquid fuel wedge carry a different fuel type (such as Argon or Lithium), what would be the best approach?  I'm guessing I should use MM to make a separate part because part switching is already used for the different wedge sizes?

    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.

  10. 17 hours ago, nefrem said:

    Sorry for the double post but i want to report another bug (i never saw that bug before KSP 1.8.1)

    Sometimes, the service bays (every size) have a dark glitch.

    • with both US2 version 1.7 and the beta 1.8.1 RC6
    • It's only on the miniatures, the "real" parts haven't that glitch 
    • Retart the game resolve the bug

    fgxt.jpg

    We had that bug before, in maybe 1.6 and fixed it.  We'll take another look.

  11. 17 hours ago, Idleness said:

    @Paul Kingtiger I just wanted to ask whether or not the numbers on your website for the different payloads (tank capacities, fuel cell inputs and outputs, etc) are up date with the current release?  I'm plugging the numbers into a spreadsheet so I can accurately figure out duration + outputs for a given FC and appropriate tankage.  I've come up with some interesting (to me) findings - though I suppose they were common sense after the fact.  I wanted to be certain I'm using the right set of figures.  Cheers.

    No I need to update the website with the new numbers, also add the cargo wedge.  I'll do that tonight.

    5 hours ago, Lambuck said:

    I've tested the candidate release.  I have TAC Life support installed but the TAC recycler versions are not showing up.

    Odd, nothing has changed here and I'm using the right version of ModuleManager.  I'll take a look tonight.

  12. 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.

  13. On 11/3/2019 at 7:01 AM, Einarr said:

    I did note a ui glitch (with RC 2) that the cores and wedges containing resources have when in the VAB/SPH. If you change their length they will list the resource in the tweakables window multiple times. However, those extra resource lines are a lie and will disappear if you close the tweakable window and reopen it. The correct amount of resources seems to always be in place.

    Yep I noticed that too last night.  I'll add it to the list, thanks for the confirmation. 

    16 hours ago, Jognt said:

    This bug is caused by something other than the crossfeed system itself. The crossfeed problem is just a symptom of it.

    I'm not sure whether the devs have reproduced it (or if my bug report was sufficient to understand it), so @Paul Kingtiger -> If you could use more info/details on this bug, let me know.

    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.

  14. 3 hours ago, Francois424 said:

    I'd like it to be a toggetable option in the game settings.

    Long ago, KSP had Celsius for temperature in-game, I miss that to this day.  Never could get a good mod for it.
    Same for speed, if clicking on the speed meter of your vehicle you swapped from KPH, MPH, Knots, and back again to m/s,,, That would be awesome.  I'd love to see my rover in KPH.

    It's not a deal breaker, but why not.

    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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