RedParadize Posted May 18, 2020 Share Posted May 18, 2020 Anyone has a MM config that multiply mass and resource amount of US2 wedge? I use to have one I think, I do not remember how to do this with modules like USFuelSwitch Quote Link to comment Share on other sites More sharing options...
Lisias Posted May 21, 2020 Share Posted May 21, 2020 On 5/15/2020 at 5:45 PM, dtoxic said: Hi all, i am searching for a tweakscale patch for US2, can anyone point me in the right direction? Hi! Make a request on TweakScale Companion Thread. To make my life easier, mention the URL on Forum for the Add'On you want support and I will take it from there. Quote Link to comment Share on other sites More sharing options...
Smurfalot Posted May 28, 2020 Share Posted May 28, 2020 On 4/29/2020 at 8:46 AM, Daishi said: I think so! Please if you're not sure, try it on a fresh install of KSP first, or deorbit crafts with US2 parts in them before updating. I'd hate to break anyone's save games This build here is what you'd want. https://1drv.ms/f/s!As-w_rlhH66Hl7QLCNdqc4h37igUJg The US2 decouplers do not seem to be working. When you hit the staging, they make the noise, but do not come off like they should. Quote Link to comment Share on other sites More sharing options...
Daishi Posted May 28, 2020 Share Posted May 28, 2020 9 hours ago, Smurfalot said: The US2 decouplers do not seem to be working. When you hit the staging, they make the noise, but do not come off like they should. Any one in particular? I'm pretty sure I patched that with Beta 5 :\ Quote Link to comment Share on other sites More sharing options...
iteranthypatic Posted May 29, 2020 Share Posted May 29, 2020 I am facing a bug that originates in US2. Apparently, it is rapidly adding and removing resources from the game which then results in this behavior. I had originally attributed the bug to Kerbalism, but after discussion with the mod's very kind authors, it seems that the bug is in US2. Here's another video of the phenomena, Sometimes it happens on the ground too! I am happy to share the logfile if someone can tell me where I can upload the ~4MB file. Thanks! Quote Link to comment Share on other sites More sharing options...
Brigadier Posted May 30, 2020 Share Posted May 30, 2020 19 hours ago, iteranthypatic said: I am happy to share the logfile if someone can tell me where I can upload the ~4MB file. Dropbox, Google Drive, OneDrive, or any legit file sharing service, etc. Then post the link here. Quote Link to comment Share on other sites More sharing options...
Smurfalot Posted May 30, 2020 Share Posted May 30, 2020 (edited) On 5/28/2020 at 10:59 AM, Daishi said: Any one in particular? I'm pretty sure I patched that with Beta 5 :\ All of them I have tried so far, but I am not certain I have unlocked 100% of them. Also the two 1.25 cylinder fairings with the LFO/Mono tank options are also having problems. One does not have a tank no matter which option you select and the other always has Mono no matter which other options you select. I am currently using UniversalStorage2 1.9.1.12 B2.zip, should I try B5 instead? I do not see it on the Onedrive. Edited May 30, 2020 by Smurfalot Quote Link to comment Share on other sites More sharing options...
zonicmaga Posted June 1, 2020 Share Posted June 1, 2020 Just Started Using US2 the wedge probe core doesn't have any signal only can use the prograde and retrograde buttons to point the craft. Its like the probe core has no signal to ksc. KSP version 1.9. Anyone else had this problem Quote Link to comment Share on other sites More sharing options...
timeb Posted June 2, 2020 Share Posted June 2, 2020 Something is definitely wonky with the 1.9.1.12 B2 release, the OctoCore doesn't seem to appear anywhere in the VAB or tech tree. Quote Link to comment Share on other sites More sharing options...
derega16 Posted June 2, 2020 Share Posted June 2, 2020 I feels like something is wrong with 2.5m tapered fairing, I tried to use it for reentry capsule is still overheat and explode even it is behind a heatshield, but it act like the fairing was directly exposed to reentry heat like there is no heatshield behind it. I made another capsule in similar shape with stock fairing it worked fine. Quote Link to comment Share on other sites More sharing options...
Vulpodrac Posted June 2, 2020 Share Posted June 2, 2020 (edited) Had the same issue with US2 battery not working, after removal of the only mod on this list that I had in common and that altered the part, according to the MMpatch log, the battery resumed normal operation. the mod in question: Kerbal Research & Development On 5/2/2020 at 12:39 AM, RogueJedi said: Also seeing this, using the latest beta build. Not sure if another mod could be messing with it as asked earlier, here's my mod list: [x] Science! Continued (xScienceContinued 5.26) AT Utils (AT-Utils v1.9.2) BetterBurnTime (BetterBurnTime 1.10) ClickThrough Blocker (ClickThroughBlocker 0.1.9.5) Community Category Kit (CommunityCategoryKit 5.0.0.0) Community Delta-V Maps (CommunityDeltaVMaps v2.6.0) Community Resource Pack (CommunityResourcePack 1.3.0.0) Community Tech Tree (CommunityTechTree 1:3.4.1) Configurable Containers Core (ConfigurableContainers-Core 2.4.8.2) Dated QuickSaves (DatedQuickSaves 1.2.4.3) Docking Cam (DockingCamKURS 1.3.7.2) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1) Firespitter Core (FirespitterCore v7.15) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.1.2) HullcamVDS Continued (HullcamVDSContinued 0.2.0) IndicatorLights (IndicatorLights 1.6) KEI (KEI 1.2.10.2) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Attachment System (KAS 1.6) Kerbal Inventory System (KIS 1.25) Kerbal Research & Development (KRnD 1.16.0.7) Kerbal Reusability Expansion (SpaceXLegs 2.8.5) Konstruction (Konstruction 1.3.0.0) KSP AVC (KSP-AVC 1.4.1.4) MagiCore (MagiCore 1.3.2.3) MechJeb 2 (MechJeb2 2.9.2.0) Mk-X Spaceplane Parts (Mk-X 0.1.0) Real Plume (RealPlume 2:v13.3.0) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.0) Science - Full Reward! (Continued) (Science-Full-Reward v5.1) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) SpaceTux Library (SpaceTuxLibrary 0.0.2.3) Surface Mounted Lights (surfacelights 1.15) TAC Fuel Balancer (TacFuelBalancer v2.21.5.1) Toolbar Controller (ToolbarController 1:0.1.9.4) Tracking Station Evolved (TrackingStationEvolved 5.0) Trajectories (Trajectories v2.3.1) Transfer Window Planner (TransferWindowPlanner v1.7.2.0) TriggerAu Flags (TriggerAu-Flags v2.10.0.0) Universal Storage II (UniversalStorage2 1.7.0.10)USI Core (USI-Core 1.3.0.0)USI Freight Transport Technologies (USI-FTT 1.3.0.0)USI Life Support (USI-LS 1.3.0.0)USI Tools (USITools 1.3.0.0) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1) Edited June 2, 2020 by Vulpodrac added quote Quote Link to comment Share on other sites More sharing options...
iteranthypatic Posted June 4, 2020 Share Posted June 4, 2020 On 5/29/2020 at 8:05 AM, iteranthypatic said: I am facing a bug that originates in US2. Apparently, it is rapidly adding and removing resources from the game which then results in this behavior. I had originally attributed the bug to Kerbalism, but after discussion with the mod's very kind authors, it seems that the bug is in US2. Here's another video of the phenomena, Sometimes it happens on the ground too! I am happy to share the logfile if someone can tell me where I can upload the ~4MB file. Thanks! Here's the log file! https://www.dropbox.com/s/ftck2qkfflgqx4n/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
RogueJedi Posted June 5, 2020 Share Posted June 5, 2020 On 6/2/2020 at 4:11 PM, Vulpodrac said: Had the same issue with US2 battery not working, after removal of the only mod on this list that I had in common and that altered the part, according to the MMpatch log, the battery resumed normal operation. the mod in question: Kerbal Research & Development Good find, thanks for posting this! I removed this and my batteries are now working as well. Quote Link to comment Share on other sites More sharing options...
timeb Posted June 6, 2020 Share Posted June 6, 2020 I managed to get the 1.9.1 B2 version working, was just a bit tricky digging out all the hotfixes throughout the many pages and working out which version they applied to or not. Perils of playing with a beta version, so I'm not complaining. Quote Link to comment Share on other sites More sharing options...
SkiRich Posted June 8, 2020 Share Posted June 8, 2020 Just an FYI about a part. I needed to change the cfg file for the Hydrogen wedge. The resource type you have is Hydrogen, but in the latest version of the game the resource name is LqdHydrogen. I havent found a part that uses a resource Hydrogen, only LqdHydrogen. Quote Link to comment Share on other sites More sharing options...
birdog357 Posted June 8, 2020 Share Posted June 8, 2020 2 hours ago, SkiRich said: Just an FYI about a part. I needed to change the cfg file for the Hydrogen wedge. The resource type you have is Hydrogen, but in the latest version of the game the resource name is LqdHydrogen. I havent found a part that uses a resource Hydrogen, only LqdHydrogen. The fuel cells burn hydrogen. Both in this mod and BDB among others. Quote Link to comment Share on other sites More sharing options...
SkiRich Posted June 8, 2020 Share Posted June 8, 2020 37 minutes ago, birdog357 said: The fuel cells burn hydrogen. Both in this mod and BDB among others. Thats what I needed this for. The fuel cells refused to start saying there was no Liquid Hydrogen on board. Once I changed the cfg file all was well. Quote Link to comment Share on other sites More sharing options...
birdog357 Posted June 8, 2020 Share Posted June 8, 2020 7 hours ago, SkiRich said: Thats what I needed this for. The fuel cells refused to start saying there was no Liquid Hydrogen on board. Once I changed the cfg file all was well. The fuel cell got goofed up then. It should be just hydrogen to be compatible with other mods. Quote Link to comment Share on other sites More sharing options...
SkiRich Posted June 9, 2020 Share Posted June 9, 2020 23 hours ago, birdog357 said: The fuel cells burn hydrogen. Both in this mod and BDB among others. My apologies, what I failed to notice is the Universal Storage mod had its own Fuel cells coded to use Oxygen and Hydrogen, while Squad provides Fuel Cells that run on LiqHydrogen and Oxidizer. I was using the Squad Fuel Cells. I found the mods' fuel cells and duplicated the cfg files so I can have multiple versions. The fuel containers now make sense to me. Great mod by the way. Thank you. Quote Link to comment Share on other sites More sharing options...
SkiRich Posted June 10, 2020 Share Posted June 10, 2020 Anyone ever get this? I'm trying to rerun the Advanced Materials bay of Universal storage. I have a scientist right on top of it. Its not needing a restore and the beepbox data recorder is collecting everything. I've use this thing before on a mobile science lab I ride around in on Kerbin so I know there is no limit to using it if a scientist restores it. Same with the Universal Mystery Goo. Getting that message with that madule as well. Quote Link to comment Share on other sites More sharing options...
Tyoi Posted June 11, 2020 Share Posted June 11, 2020 (edited) 16 hours ago, SkiRich said: Anyone ever get this? I'm trying to rerun the Advanced Materials bay of Universal storage. I have a scientist right on top of it. Its not needing a restore and the beepbox data recorder is collecting everything. I've use this thing before on a mobile science lab I ride around in on Kerbin so I know there is no limit to using it if a scientist restores it. Same with the Universal Mystery Goo. Getting that message with that madule as well. When right clicking the part in the VAB partslist (left) there is a red 'X' on the option 'Rerunnable". So... jeah. Just came here to find out if there is a version of this mod that does make the experiment rerunnable or how one would edit the part files to do so. Edit: Perhaps I misunderstood the option and rerunnable only means that it can be reset by a non-scientis/probe? Whichever the case may be, I got the same 'issue'. Edited June 11, 2020 by Tyoi Quote Link to comment Share on other sites More sharing options...
Wyzard Posted June 13, 2020 Share Posted June 13, 2020 In case anyone's interested, here's an unofficial part config I made to add a Snacks recycler to US2: Spoiler // Universal Storage 2 by Paul Kingtiger, Daishi and DMagic. // See packaged file for license information // This file is best viewed with notepad++ https://notepad-plus-plus.org/ // Using the KSP Module Manager language file included in the mod. // name = USWaterPurifier PART:NEEDS[SnacksUtils] { // Shared by all parts in the mod // Module, Author, Manufacturer, Subcategory // These values should never change and are common to all parts. /+ module = Part author = Daishi, DMagic, and Paul Kingtiger manufacturer = #autoLOC_US_Manufacturer //New Horizons & Nox Industrial subcategory = 0 /- // .- -- .- --.. .. -. --. --. ..- -.-- ... // Common fields // Every part has these core variables /+ // Base attributes title = #autoLOC_US_WaterPurifier_Title //Universal Storage: Water Purifier category = Utility tags = #autoLOC_US_WaterPurifier_Tags //Universal Storage Processor Water Purifier TAC Life Support description = #autoLOC_US_WaterPurifier_Description //The water purifier unit uses a array of filters and a centrifuge distillation system to recycle gray water into pure, drinkable water, suitable for drinking or electrolysis. cost = 900 mass = 0.240 maxTemp = 3200 fuelCrossFeed = True bulkheadProfiles = wedge crashTolerance = 12 // Tech Tree TechRequired = electronics entryCost = 8500 /- // .- -- .- --.. .. -. --. --. ..- -.-- ... // Special // Contains any special functionality for this part /+ // KIS // Adds KIS functionality when KIS is installed MODULE:NEEDS[KIS] { name = ModuleKISItem shortcutKeyAction = drop useName = use usableFromEva = true usableFromContainer = true usableFromPod = true usableFromEditor = false stackable = true volumeOverride = 0 moveSndPath = KIS/Sounds/itemMove equipable = true equipMode = part equipSlot = Back equipSkill = <null> equipRemoveHelmet = false equipMeshName = jetpack_base01 equipBoneName = aliasJetpack equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } /- // .- -- .- --.. .. -. --. --. ..- -.-- ... // Don't edit anything below this line. Here be dragons! // Drag, Model call, US*Switch // Changing these values breaks the part, so don't do that! /+ name = USWaterPurifier rescaleFactor = 1 attachRules = 1,0,1,1,0 // Drag angularDrag = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 DRAG_CUBE { cube = A0, 0.2639,0.791,0.4058, 0.2639,0.7917,0.5073, 0.2375,0.941,0.4637, 0.2378,0.8578,0.4041, 0.1909,0.7567,0.5376, 0.1906,0.7528,0.5855, 0.02879,0.1962,0.0139, 0.5187,0.4323,0.6732 } // Model call MODEL { model = UniversalStorage2/Parts/Processors/WaterPurifier scale = 1, 1, 1 } // Wedge attach node definitions NODE { name = attach transform = attach size = 0 method = HINGE_JOINT } /- // .- -- .- --.. .. -. --. --. ..- -.-- ... } // Module Manager // Contains @PART code for Module Manager, things that cannot be placed in within PART{} /+ //Snacks! @PART[USWaterPurifier]:NEEDS[SnacksUtils] { // Base attributes @title = Universal Storage: Soil Recycler @tags = Universal Storage Wedge Recycling Soil Snacks @description = TBD // Tech Tree @TechRequired = spaceExploration @entryCost = 3200 // Plugin control MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true ExperienceEffect = ConverterSkill EfficiencyBonus = 1.0 RecyclerCapacity = 4 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.00004630 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.00004630 DumpExcess = false FlowMode = ALL_VESSEL } } } /- // .- -- .- --.. .. -. --. --. ..- -.-- ... // Notes /+ // Balanced against 50% of matching TAC LS part /- // .- -- .- --.. .. -. --. --. ..- -.-- ... This is a copy of the US2 Parts/Processors/WaterPurifier.cfg file, but configured for SnacksUtils instead of other LS mods. It doesn't conflict with the regular WaterPurifier.cfg, because that file doesn't create the part at all when using Snacks, and this file doesn't create the part unless using Snacks. (Ideally this ought to be integrated into the main WaterPurifier.cfg, but there isn't a Git repo where I can submit a patch, so I'm keeping it in a separate file in my own installation.) Quote Link to comment Share on other sites More sharing options...
SkiRich Posted June 13, 2020 Share Posted June 13, 2020 On 6/11/2020 at 12:02 PM, Tyoi said: When right clicking the part in the VAB partslist (left) there is a red 'X' on the option 'Rerunnable". So... jeah. Just came here to find out if there is a version of this mod that does make the experiment rerunnable or how one would edit the part files to do so. Edit: Perhaps I misunderstood the option and rerunnable only means that it can be reset by a non-scientis/probe? Whichever the case may be, I got the same 'issue'. Well, I'm unsure what happened, One of the posts mentioned a bug, so I'll attribute it to that. I built a whole new craft identical to the last one as a test, sent it to orbit with a scientist. I purposely ran the materials and goo bays till they ran out and collected the data, sent the scientist out to restore the units and he did so and then kept re running and collecting data non-stop so it works. The only thing I can think of is a weird flaw on science storage. I had a Beepbox science storage unit onboard, and the MK3 capsule can also store science. When using ScienceAlert mods, collect all function all the data gets sent to the capsule. When using beepbox collect all, all science goes to the beepbox. I think the capsule was full and the beepbox somehow went offline, or some interaction between all these mods glitched it all during that initial flight. Anyway, I dont collect science via the science alert mech anymore to avoid this happeninig again. I setup a custom key to collect at the beepbox. Quote Link to comment Share on other sites More sharing options...
Wyzard Posted June 13, 2020 Share Posted June 13, 2020 15 minutes ago, SkiRich said: Anyway, I dont collect science via the science alert mech anymore to avoid this happeninig again. I setup a custom key to collect at the beepbox. I don't know what a beepbox is, but here's a patch that you might find helpful. It enables the stock "collect all" button on all parts that can hold science, instead of just that one little box. Quote Link to comment Share on other sites More sharing options...
SkiRich Posted June 14, 2020 Share Posted June 14, 2020 7 hours ago, Wyzard said: I don't know what a beepbox is, but here's a patch that you might find helpful. It enables the stock "collect all" button on all parts that can hold science, instead of just that one little box. Thank you very much A Beepbox is is a science collection box from this mod Surface Attachable Controls ... Quote Link to comment Share on other sites More sharing options...
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