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Paul Kingtiger

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Posts posted by Paul Kingtiger

  1. 22 hours ago, Bomoo said:

    Please excuse me if this is a stupid question, but how do you use the EVA-X backpack? No matter what I do, I can't seem to get my kerbals to actually equip and wear it. Goes into their inventory just fine, but I don't see an option to put it on.

    Thanks.

    (I'm using the 1.3.1 version of the mod with the correct versions of KIS/KAS installed)

    Right click the EVAx in the KIS window and select equip.

  2. 15 hours ago, Erzengel said:

    I'd suggest looking up something like "Part Commander" or "Ship Manifest" so you can access the parts that are hidden behind other parts without having to do the camera clipping limbo to get inside shrouds. I can't vouch for how well they work, since they haven't been updated to 1.7.0, but from the threads people are indicating that it still seems to work.

    As an alternate suggestion for Kingtiger, perhaps unlocking the bays could be an EVA action? That would make some sense.

    Part commander continued is what you want, I use it myself although I haven't tried it with DangIt!

     

  3. On 6/26/2019 at 7:20 AM, Kvaksa said:
     

    Latest version of KSP/KIS/KAS. Both squad expansion packs are installed.

    Location - Mun, in EVA.

    Wear a EVA-X and see in inventory. After a couple of minutes, it will weigh several tons... Despite the weight, you can still move.

    it's funny, carrying a few tons... The weight is reset when the backpack is thrown away... sometimes.

    That is very strange, ok, I will try to reproduce and get back to you.

  4. 13 hours ago, panarchist said:

    Right, but currently, unless you're using Kerbalism or a tank mod, there's nothing to store the Methane in - it's simply discarded. As you say, though, it's a minuscule amount.

    Yep, it's a vented waste product.  That happens quite a lot though.  The hydrogen from the Elektron on the ISS is vented as is the methane from the test Sabatier they have/had (note sure) up there.

    I assume the cost (safety and mass) of the equipment you'd need to make use of it is too high to make it worthwhile.  In KSP we gloss over the equipment needed to collect and store resources, gas compressors, cryogenic coolers and all that stuff is heavy and power hungry.

  5. Yep it's Methane.  This is one of those situations where some people want it to be methane because they use real fuels and others want it as liquid fuel.  In US1 is was liquid fuel although the stretch from methane to stock liquid fuel, is quite a long one in my opinion, I really feel like it needs some intermediate steps to balance.

    Keep in mind that the amounts produced from the life support cycle are tiny.  It really only becomes useful as a fuel when you have ISRU from a carbon dioxide source (such as the atmosphere or Mars).  At some point in the future we'll have some ISRU parts.

  6. Hey everyone,

    Now that the expansion is out I'm working on making wedges compatible with the stock storage system.  

    Getting the storage wedge to act as a cargo container should be easy, but I'm not sure if we'll be able to get wedges stored inside the storage wedge, I'll play around with it and see.

    Otherwise everything should still be working with the new expansion / patch, let me know if it isn't!

  7. 10 hours ago, Friznit said:

    I've witnessed some weird debug looking lines appearing on the Gemini textured 2.5m fairing with the solar panels inside.  I'm also getting the same issue with the Remote Operating System- no control is showing in the top left of the UI.  I've just double checked I'm on the latest version.  Will post logs later unless this is a know issue?

     

    screenshot5.png

    Do you have the latest version installed?  The solar panels (with debug stuff) were in some of the beta builds but should not be in the current release (on Space Dock)

    11 hours ago, Boamere said:

    I am a fool, shows how far I get with my KSP career installs before I forget and go play something else...

     

    Also another question (sorry for being a pain ): How are you meant to balance the mass of the advanced material bay? Is there something that has the exact mass that I could place on the opposite side? I might just be being a goon

    If you have balance issues you can use water wedges and adjust the contents until it balances.  Generally I don't find it too much of a problem as long as the space out the heavier wedges.

  8. 7 hours ago, Boamere said:

    I'm sure this is an often asked question but does anyone know what is causing this graphical issue? It seems to be the merging of all variants into one image, thus it flickers as well 

    Perhaps something to do with b9 part switch? I've had the bug consistently over 3 modded installs

    Also I had an idea: US2 compatible solar panels could be cool.

    Are you on the latest version of Universal Storage?  I had the same issue with the previous version (and didn't have B9 part switch) but it should be fixed now

    Solar panels are currently in development!

  9. 4 hours ago, Daishi said:

    Only way it could fit within that profile was to mount it slightly off center, so most likely :)

    If you're having trouble with COM issues, you can fit water wedges and adjust the payload to move the COM to where it's needed.
    I guess you could do the same with fuel wedges and have a useful resource as well as a balanced rocket.

  10. On 4/29/2019 at 12:14 AM, Erzengel said:

    I'm having an issue with the Remote Operations System: Kerbnet doesn't seem to work. The upper left corner shows no control what-so-ever. No red, yellow, or green probe, no kerbal. No signal strength. No connection indicator. Just an empty box. If I go to "Kerbnet Access" on the probe core it says "KerbNet offline".  It shows up as "debris" and the only control I can input is full throttle or no throttle. MechJeb works.

    If I give it an OCTO it works fine, so the ROS is the part that's broken. I've tested this as KSP Vanilla + US2 only and have the same problem.

     

      Hide contents

    KSP-US2-Probe-Broken.png

     

    Ok thank, I'll take a look.

    [UPDATE]
    Yep, that's not working as it should.

  11. 1 hour ago, vardicd said:

    @Paul Kingtiger Cosmetic question, what are the 1.5m shroud and central core units meant to mate too? I'm not finding an adapter, or a 1.5m part that matches them. I don't know if I'm just overlooking something, or if they were built to match parts from a mod I don't use? Just curious, as anytime I try and use them, I either end up with a under hang or over hang between the 1.25 or 1.875.

    They are primarily designed for the Bluedog Design Bureau Gemini parts.
    There is a 1.875m cylindrical fairing coming in a future release which will support the 5 bay core.

  12. 15 hours ago, vardicd said:

    @Paul Kingtiger Minor issue for consideration, I don't know if anyone else has brought it up, or if I've got some thing strange in my install but there appears to be a slight imbalance between the liquid fuel to oxidizer ratio in the US 2 liquid fuel parts. Ended up with .85 units of oxidizer left in each tank when I ran out of liquid fuel.

    I'll take a look, thanks for the report!

     

    [Update]

    Found and fixed the issue, it'll be included in the next release.

    In the meantime you can download Universal_Storage_II-1.7.0.10 Patch 1 from the My KSP onedrive folder link in my sig.

  13. 9 hours ago, coolguy8445 said:

    Makes sense. I was assuming it'd be in-scope since UvS1 had RealFuels configs. I believe the RealFuels folks themselves keep a *vast* repository of compatibility patches for other mods, so I'll poke around their page. Thanks!

    Someone did the RF configs for US1 for us and we added it in.  Same story with Community Tech Tree and Modular Fuel tanks.

    I'd love to get more compatibility patches in UvSii, but a combination of limited available time and not being a user of some of the mods means it's probably best left to other people.  I'm very happy to include them in the mod, with appropriate credit of course!

  14. 6 hours ago, coolguy8445 said:

    Hate to quote such an old comment, but I couldn't find any more recent ones. +1 to RealFuels, please :)

    I got most of the way through building an Apollo CSM with the 1.4.x parts and US2 and realized that the modules didn't have RealFuels. Of course, short-term I could get around that with a real tank, but what's the current status on RealFuels integration? Should something be added to the Issue Tracker?

    I think this is more a case of, if someone created a module manager file we'll look at adding it to the mod, but making UvSii Real fuels compatible is outside of the scope of the mod.

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