Jump to content

Paul Kingtiger

Members
  • Posts

    1,258
  • Joined

  • Last visited

Posts posted by Paul Kingtiger

  1. KSP uses SI units for lots of measurements, except resources, which use poorly defined units, the worst examples being liquid fuel, oxidizer and electric charge.
    For a game with so much realisum and educational potential this seems like a missed trick.  It also makes it harder for modders to balance their stuff (very noticeable with historical mods).

    Have resource units been discussed yet and will KSP 2 use SI units for everything?

  2. 2 hours ago, Lathari said:
    
    [EXC 13:07:07.828] ArgumentNullException: Value cannot be null.
    Parameter name: shader
        UnityEngine.Material..ctor (UnityEngine.Shader shader) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
        UniversalStorage2.USSolarSwitch.DrawDebugLines (UnityEngine.Transform[] sources, System.Single length, UnityEngine.Color c) (at <f5fec1a787044d47aafb267e180fa4ec>:0)
        UniversalStorage2.USSolarSwitch.Update () (at <f5fec1a787044d47aafb267e180fa4ec>:0)
    

    This seems to be happening. Logs can be made available if needed, at the moment building Duna mission.

    Thanks for the report, 

    I've uploaded a new version: UniversalStorage2 1.8.0.11 RC02

    https://1drv.ms/a/s!BPmqbLkW8UIH2aQjaY0fMwyaWq51AA?e=sfZjKsDsHESeq90bXIJ95Q&at=9

  3. I have the 1.8.0.11 Release candidate ready for testing, you can download it (and other universal storage betas) at this link:
    https://1drv.ms/a/s!BPmqbLkW8UIH2aQjaY0fMwyaWq51AA?e=sfZjKsDsHESeq90bXIJ95Q&at=9

    Please leave feedback on this thread!

    Change log
    Compatible with KSP 1.8.0
    Includes Modulemanager 4.1.0 and Community Resource Pack 1.3.0.0
     

    Bugs

    • #36 Fixed Liquid Fuel / Oxidizer ratio in Liquid Fuel Wedge.
    • #29 Fixed T1 Remote Operations System does not work. It will now correctly show as a probe by default (thanks to Zorg for fixing this one).
    • #35 Fuel crossfeed enabled for all parts.  (this should fix cross feed issues, let me know if it doesn't).

    Balance

    • Lowered the weight of the Remote Operations System to match a double height Battery (0.034). You can now easily create a craft with a balanced centre of mass.
      This was causing balance issues, now you can mount the ROS and put a double height battery opposite on the core and have a balanced craft.

    New parts

    • Universal Storage: Cargo Wedge
      A stock cargo system compatible wedge, with 3 slots. It currently uses the same model as the KIS wedge, but may get it’s own model in a later patch.
      This is currently locked to the double height variant as there is an issue with how the part switcher interacts with the cargo system.
  4. On 8/27/2019 at 11:53 PM, zer0Kerbal said:

    Am creating a patch for ODFC (On Demand Fuel Cells) for Universal Storage's has one fuel cell (alkaline). it produces 16 EC/s max.

    Something is not quite adding up with the consumption so am be asking @Paul Kingtiger about the discrepancies between US and US2 fuel cell consumption and production numbers.

    I want to make sure the ODFC patch stays true to the numbers for the original, am just concerned that the original Universal Storage Alkaline Fuel Cell's numbers are completely and significantly better than Universal Storage II's version of the same item. Which set of numbers for the US1 patch should I use?

    Next question - how about consumption per EC for say LFO? LF+IA (intake Air)? Monopropellent? Any thoughts? I have already computed those for US2 based upon existing stock references, but am interested in hearing what you think, and would use if provided specifications provided if you so choose.

    thank you.

     

     

    Alkaline Fuel Cell
    (Universal Storage)

    Alkaline Fuel Cell
    (Universal Storage II)

    PEM Fuel Cell
    (Universal Storage II

    Resources (Maximum)
    • Hydrogen: 1400
    • Oxygen: 700
    • Water: 0 (2)
       
    Input
    • H2: 0.064736
    • O2: 0.032368
    Input
    • Hydrogen: 0.853076042323157
    • Oxygen: 0.429248283745306
    Input
    • Hydrogen: 0.333647518775279
    • Oxygen: 0.167883773198164
    Output
    • Electric Charge: 16
    • H2O: 0.0000520721
    Output
    • Electric Charge: 5
    • Water: 0.000690070272156048
    Output
    • Electric Charge: 1.6
    • Water: 0.000269894150887699

     

    68747470733a2f2f692e706f7374696d672e6363

     

     

    Balancing fuel cells is tricky, there are two approaches.

     

    In universal storage the fuel cells were created before the stock fuel cells were added to the game, so we decided to balance them based on real life systems.  That's easy on the inputs because community resource pack already defined what a unit of Oxygen and Hydrogen was.  But there's never been an official definition of what 1 unit of EC is.  We came up with some figures based on the generating power of stock solar panels vs real world solar panels and adjusted for size. 
    So what we had were parts balanced against the laws of physics, but not against stock KSP (To me it feels like KSP parts were balanced for gameplay at an early stage in development and should have been rebalanced later on, with all units define as real world amounts, making it easier for modders and more useful as an educational tool).
    End result of that is very powerful systems compared to stock KSP parts.

    When Universal Storage 2 was in development we went for a different approach, balancing against the stock parts so that things would be more balanced but less realistic.  Which is why there is a big discrepancy between the two, but hopefully a better play experience.

     

    Fingers crossed KSP 2 will use real world units for everything, litres of liquid fuel, not unknown 'units'.  Amp hours for batteries, rather than EC.

  5. 7 hours ago, eightiesboi said:

    ...I'd like to request that the descriptive text be changed from "...combines a stack separator..." to "... combines a stack decoupler...", as to be in line with the general stock descriptions. Obviously, this is low-low-low priority, if you even agree. :)

    Again, thank you! 

    That's a good point, and easy to implement.  I'll make sure it's included in the next release.

  6. Just now, AHHans said:

    I guess that's for the general player base. And what's the number for KSP players?

    I don't know.  I would assume that the percentages are roughly the same.
    Squad and TakeTwo have that data though.  If they've decided to focus on windows and consoles it's because they believe that's where the majority of the player base is.

  7. 4 hours ago, micha said:

    Looks fantastic, but no Linux support no purchase from me.

    Very VERY disappointed that consoles are at a higher priority.....

    It's cost and market share.  It costs money to develop and support a game on each platform, money that could be spent on other aspects of the game.  There are far more people playing on consoles than there are on Linux so you're going to get more sales and more people enjoying KSP if you focus on Xbox and Playstation over Linux.
    They don't have infinite budget or time so it has to be spent where it's going to make the most difference and that's unlikely to be Linux.

    According to steam over 96% of users are an a flavour of windows.  With those numbers it's very hard to convince someone to spend money on supporting OSx and Linux when they make up such a small percentage of the player base.
    https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam

  8. 4 hours ago, JPLRepo said:

    no. I didn't say that. I said it doesn't need Module Manager, or an equivalent. It's a completely different architecture. Hence, What Module Manager did in KSP1 is no longer required in KSP2.

    Does that mean we'll still be able to do the sort of things that module manager allowed such as:

    • Modify existing parts
    • Load a part only if another mod is installed
    • Apply logic and maths functions to parts
  9. Dush rings would be amazing.  You wouldn't have to worry about collisions which would reduce the simulation load, but you could have cloud biomes for science experiments.
    Or if we can't have volumetric rings some shepherd moons would be great for science collection.

  10. 34 minutes ago, Q-ver KSP said:

    I hope KSP 2 meets our expectations.

    It'd be a shame for it to flop. I also believe that parts should become procedural, instead of having 500 parts.

    Seriously, I actually stopped playing for a while, and now that I came back, I have  trouble finding the right fuel tanks and engines. Too many parts!

    Getting comfortable using the text filter at the top of the part list is a massive help when working with modded games.  I found it much easier to find what I was looking for once I got int he habit of searching via text rather than scrolling.

  11. It'll be great if the game had modding support that makes n-body physics possible to implement well, but I'm not sure it would add to the gameplay.  Orbital mechanics is hard enough as it is, adding the requirement for constant station keeping (either manually, or if automated the AI needs to be able to do it) would, I think put a lot of players off the game.

    If there was a way to simulate lagrange points that would be fantastic, and make 3 body physics could add some complexity without the overhead of n-body.

  12. On 8/14/2019 at 9:15 PM, Jognt said:

    ...But it normalizes when you consider the mass of the added core/shroud....

    Yep, they were deliberately designed that way.  The goal was to minimize any mechanics reason for choosing one part over the other, but to make it an entirely looks / design choice.  It's one of those things where there are as many solutions as there are people, balance is hard!

  13. On 8/10/2019 at 2:35 PM, Jognt said:

    Most mods had it, you can check out SimpleFuelSwitch or other mods for how they fixed it. 

    Edit: @Paul Kingtiger while using US II I've come across some quirks and oddities here and there. Mostly minor nitpicks regarding part weights, resource transfer, and slight inconsistencies vs Stock.
    Would you like me to list those here/add them to the tracker? I ask because it's not a small amount, I fully understand some of them being personal balance preference vs actual bugs, and I don't wish to flood you or the tracker ;). (and because I'm lazy, and it's easier to motivate myself to list them if I know the recipient would appreciate it :P

    If you want to add them to the tracker that would be great.  I can't guarantee we'll make all your suggested changes, but we'll do our best to address the bugs / errors!

  14. 4 hours ago, Jognt said:

    It’s a purely graphical glitch due to recent changes to the Part Action Window. 

    If you click outside of the window and select that part again it’ll show the right values/type. 

    I can reliably recreate this.  I've added it to the issue tracker, we'll probably need @DMagic to take a look as I think it's an issue with the plugin.
    https://bitbucket.org/uvs2/universalstorage2/issues/33/part-right-click-ui-does-not-remove-old

×
×
  • Create New...