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Everything posted by Paul Kingtiger
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I did some number crunching based on the NASA data I could easilly find. Feel free to play around (Excel), https://onedrive.live.com/redir?resid=742F116B96CAAF9!79436&authkey=!ADd8YI8s0FayIUA&ithint=file%2cxlsx
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Hi @ShotgunNinja Regarding the default profile. You have the Oxygen rate at 1000 per day (6 hour Kerbin day). NASA figures give human usage of ~600 per 24 hour day, or ~150 per 6 hour Kerbin day. Obviously Kerbals =/= Humans, but even so Kerbals seem to require a massive amount of O2. This might be for game balance reasons, but I wanted to mention it.
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KScale64 v1.2.2 16th April 2017
Paul Kingtiger replied to Paul Kingtiger's topic in KSP1 Mod Releases
Update released Renamed KScale64 to bring the mod in line with KScale2 New Spacedock page (can't rename old spacedock pages) http://spacedock.info/mod/719/KScale64 Tweaken terrain and scatter heights to balance visual appeal with new scale Remotetech ranges should now be fixed -
Now Kerbalism uses community resource pack values US pretty much does support it. There are a few small tweaks I need to make to ensure that the right parts show up (MM dependency checks). I'm just collected the feedback above into an update (and waiting for some free time to build and test it). This weekend is looking good.
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KScale64 v1.2.2 16th April 2017
Paul Kingtiger replied to Paul Kingtiger's topic in KSP1 Mod Releases
Good to know. I'll remove that config file from the next version if RemoteTech is already taking care of it -
Congratulations on the new update. Universal Storage should be compatible out of the box with the default (CRP) profile, but I'll do some testing and update US as needed. Thanks, can't wait to start a new save with this!
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@jstnj I've taken a look and this is what I would recommend as a MM file to make it real fuel compatible. If you want to test it and give me some feed back that would be great and I'll include it in the next release. @PART[US_1R210_Wedge_Liquidfuel]:FOR[RealFuels] { MODULE { name = ModuleFuelTanks volume = 320 type = Default } } @PART[US_1R220_Wedge_Monoprop]:FOR[RealFuels] { MODULE { name = ModuleFuelTanks volume = 260 type = ServiceModule } } @PART[US_1R330_Wedge_Hydrogen]:FOR[RealFuels] { MODULE { name = ModuleFuelTanks volume = 260 type = Cryogenic } }
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KScale2 1.2.2.3 16th April 2017
Paul Kingtiger replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hello, Regarding the questions above about the mod not appearing to work, it sounds like there is an installation issue. I don't think Sigma Dimensions is on CKAN at the moment, which could be causing the issue. I have updated the installation instructions in the OP and in the download which should help everyone get the instal working. If you've got it right, you'll see the Radius updated in the map view. -
If you're getting the co2 converter (the Sabatier reactor) then you have an installation problem. With an otherwise stock install all you should have is Oxygen, Hydrogen, Water, the Fuel Cell, the Eletrolizer and the science bay. As for a Fuel and Oxidizer fuel cell, it's not planned for Universal Storage, although we'll consider it for US2. You can mod it yourself and share the MM file.
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KScale64 v1.2.2 16th April 2017
Paul Kingtiger replied to Paul Kingtiger's topic in KSP1 Mod Releases
I've pushed a hotfix version up to SpaceDock with the correct version of Kopernicus, sorry about that, not sure what went wrong. -
Hi @ShotgunNinja, I'm currently looking to get Universal Storage to work with Kerbalisum. I'm running into an issue where you don't use the same resource values as the Community Resource Pack, which is going to cause incompatibilities with other mods. For example 1 unit of Oxygen is a 1 day supply for a kerbal, where as in CRP and other mods use liters. A slimier problem occurs because your resource is CO2, and CRP uses CarbonDioxide. The sticking point is that Universal Storage can be made compatible with Kerbalisum via a MM patch, but it'll be making itself incomparable with other mods, such as ISRU mods or resource processors. Would you be open to adopting the CRP standard to maximize cross mod compatibility? If it's helpful I have some usage figures based on a NASA paper. They aren't 100% but pretty close. KSP Resources research.xlsx - Microsoft Excel Online https://onedrive.live.com/view.aspx?cid=0742f116b96caaf9&page=view&resid=742F116B96CAAF9!79436&parId=742F116B96CAAF9!169888&authkey=!AM3QDXxpZKNKSLI&app=Excel
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I'm looking at it right now! It's going to be a little tricky to fully support it because it doesn't currently use community resource pack values and names. Oxygen is 1 days worth for a kerbal, rather than liters and it uses CO2 not CarbonDioxide. That causes problems with other parts that use the same resources. Of course you can get around all that with config files, but if you're not careful you tie yourself in knots and get to a situation where your mods don't play well with others.
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Loving the UI on the dev version, great work
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KScale64 v1.2.2 16th April 2017
Paul Kingtiger replied to Paul Kingtiger's topic in KSP1 Mod Releases
64K 1.2.0.0 released for KSP 1.1.x Available from <REDACTED> -
KScale2 1.2.2.3 16th April 2017
Paul Kingtiger replied to Paul Kingtiger's topic in KSP1 Mod Releases
Updated to KSP 1.1 KScale2 now uses Sigma Dimensions to handle all the coding. -
I'd be happy to make US compatible with Kerbalism. Most of the work it probably already done, but I'll take a look once I've updated 64K and Kscale2 to 1.1
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Updated to KSP 1.1 Actually there were no changes required, except to package the latest version of CRP and MM and update the AVC file. It's really hard to balance because Squad haven't told us what 1EC is. I've done my best to balance the parts based on the real thing and the assumed power of solar panels based on real world panels. As always, it's a balance between people who want realism and balancing against stock parts. Feel free to tweak the values and share your results.
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There are already recycling parts in the mod. You'll need a sabatier reactor and some hydrogen to split the CO2 into mostly water and some liquid fuel (methane in reality, which can be used as rocket fuel). There is also a Elektron in there to split the water into hydrogen and oxygen, so you get an almost closed loop (you'll very slowly loose hydrogen and gain liquid fuel) We went with that system as it is used, ether in production or testing, on the ISS. There are other ways to get the carbon out of CO2 directly, but we went with this one.
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Universal Storage appears to work in 1.1, so far it's worked for me just fine. I'm not going to officially say it works for 1.1 until that is officially released, but please do go ahead and test it. DMagic hasn't been updated though and as it's more complex that a simple parts mod it's likely to take more work.