Daishi Posted September 28, 2020 Share Posted September 28, 2020 10 hours ago, Starseeker said: Ooooo, what's this?? Looks really cool! One of a few new parts, the basic wedge-housed subsatellite (styled a bit off sputnik, or a fallout eyebot). There's an advanced one too, kinda to match the real life one they ejected from the CSM on Apollo 15 and 16. Ideally you'd launch them in orbit around a moon\planet while you're in the SOI, and they return new science experiment data until the batteries run out Quote Link to comment Share on other sites More sharing options...
hemeac Posted September 28, 2020 Share Posted September 28, 2020 27 minutes ago, Daishi said: One of a few new parts, the basic wedge-housed subsatellite (styled a bit off sputnik, or a fallout eyebot). There's an advanced one too, kinda to match the real life one they ejected from the CSM on Apollo 15 and 16. Ideally you'd launch them in orbit around a moon\planet while you're in the SOI, and they return new science experiment data until the batteries run out I definitely see the fallout eyebot influence Quote Link to comment Share on other sites More sharing options...
Andrew Jolly Posted September 28, 2020 Share Posted September 28, 2020 Hey - firstly fantastic mod - I couldn't imagine playing without it in any life support game, both increases and decreases the need for head canoning - perfect! A quick question though, when doing resupply missions and transferring fertilizer/supplies from a KIS container to a USII wedge bay is there a way to transfer them across as 4 height wedges rather than individuals? No worries if not - it just means 8 click drags rather than 32. I haven't tried transferring from one USII part to another not using KIS so maybe that's what I need to do? Quote Link to comment Share on other sites More sharing options...
Angstinator Posted October 2, 2020 Share Posted October 2, 2020 On 9/26/2020 at 4:00 PM, Daishi said: I could put a node in there for ya, not sure about extending it out with size options sorry. Ah, well. Guess I'm putting my 'nauts on a diet, then. Spoiler Quote Link to comment Share on other sites More sharing options...
GoldenHornet Posted October 4, 2020 Share Posted October 4, 2020 So I made the rookie mistake of using [x] Science! Continued to run the materials study in the Universal Storage: Advanced Material Bay. I'm now headed towards Duna on a 3 year round trip with a bugged out experiment I can't use. Is there any way to reset this so I don't get the "Science Module Full" error? Am I really going to have to relaunch everything? Quote Link to comment Share on other sites More sharing options...
danielboro Posted October 4, 2020 Share Posted October 4, 2020 8 hours ago, GoldenHornet said: So I made the rookie mistake of using [x] Science! Continued to run the materials study in the Universal Storage: Advanced Material Bay. I'm now headed towards Duna on a 3 year round trip with a bugged out experiment I can't use. Is there any way to reset this so I don't get the "Science Module Full" error? Am I really going to have to relaunch everything? The save file is a text file. Research what needs to be deleted a and you can do it what a text editor. Or look for a ksp save editor, I found one a long time ago don't know if it's maintened or wear I found it Quote Link to comment Share on other sites More sharing options...
grylliade Posted October 21, 2020 Share Posted October 21, 2020 A couple of errors in config files I’ve noticed (for the 1.9.1 beta, if it makes a difference): Control/ACDMedium.cfg: missing a closing brace for ModuleTestSubject. Electrical/GuidanceComputer.cfg: has a “//-” instead of “/-” on line 147; basically acts like a missing closing brace. Lifesupport/WaterWedge.cfg: Two EXTRA closing braces after the TAC Life Support section. Processors/WaterPurifier.cfg: Missing closing brace after the USI Life Support section. Radials/RadialTanks.cfg: “/0/category” instead of “//category” under Kerbalism section; also, “techRequired” and “cost” aren’t commented out (shouldn’t break anything AFAICT, but should still be fixed). Probably wouldn’t be a bad idea to fix the “VariantColors” to “@VariantColors” in the edits, either. Might have more later; I can’t figure out why the “#autoLOC_*” tags are still showing up, even though I have patches to replace titles and definitions (among other things, e.g. “1.25m” instead of “1.25 m” drives me absolutely insane). I saw that’s a known bug, but my patches should be overwriting that, and I’ll have to see if it was one of these issues or if there’s still something I’m not seeing. Quote Link to comment Share on other sites More sharing options...
dresoccer4 Posted October 22, 2020 Share Posted October 22, 2020 (edited) hey, quick q! is there a 1.875m fairing? I have unlocked the 1.875m core but I don't see a matching fairing. so wanted to check if the issue's on my end. thanks. EDIT: looking in the Universal Storage/Parts/Shrouds folder, I don't see a 1.875m shroud .cfg file, so looks like there isn't one. This confused me because the mod description says there is? Edited October 22, 2020 by dresoccer4 Quote Link to comment Share on other sites More sharing options...
Starseeker Posted October 22, 2020 Share Posted October 22, 2020 1 hour ago, dresoccer4 said: hey, quick q! is there a 1.875m fairing? I have unlocked the 1.875m core but I don't see a matching fairing. so wanted to check if the issue's on my end. thanks. EDIT: looking in the Universal Storage/Parts/Shrouds folder, I don't see a 1.875m shroud .cfg file, so looks like there isn't one. This confused me because the mod description says there is? There's a 2.5m->1.875m conical fairing, a 1.875m->1.5m conical fairing, and a 1.875m->1.25m conical fairing, but not yet any 1.875m cylindrical fairing. It's a planned feature, though! On 10/21/2020 at 10:50 AM, grylliade said: Might have more later; I can’t figure out why the “#autoLOC_*” tags are still showing up, even though I have patches to replace titles and definitions (among other things, e.g. “1.25m” instead of “1.25 m” drives me absolutely insane). I saw that’s a known bug, but my patches should be overwriting that, and I’ll have to see if it was one of these issues or if there’s still something I’m not seeing. This might help: On 9/25/2020 at 4:45 PM, Starseeker said: So, after poking around in the localization & part-config files, I found the root causes of issue #56 on the issue tracker (https://bitbucket.org/uvs2/universalstorage2/issues/56/bug-broken-localization-on-some-parts). The affected shrouds all have "adapter" in the localization tags in the part config, but "adaptor" in the localization file. The other parts all have the # missing from the beginning of the tag in the localization file. Quote Link to comment Share on other sites More sharing options...
grylliade Posted October 27, 2020 Share Posted October 27, 2020 On 10/22/2020 at 4:14 PM, Starseeker said: This might help: On 9/25/2020 at 6:45 PM, Starseeker said: So, after poking around in the localization & part-config files, I found the root causes of issue #56 on the issue tracker (https://bitbucket.org/uvs2/universalstorage2/issues/56/bug-broken-localization-on-some-parts). The affected shrouds all have "adapter" in the localization tags in the part config, but "adaptor" in the localization file. The other parts all have the # missing from the beginning of the tag in the localization file Thanks! I’d seen that, and I was pretty sure it wasn’t the problem. Turns out that, while editing my patch file to correct the errors I’d found, I’d deleted a bracket at the end of one of the fuel cell configs, so none of my edits were applied from that point on. After I replaced it, everything was back to normal. Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted November 8, 2020 Share Posted November 8, 2020 (edited) I'm trying to put Universal Storage parts in my custom tech tree, but I can't seem to find the correct name for the eight-bay core. The file "US_Octo.cfg" lists the part name as "USOctocore", but using this name for the tech tree patch has no result. It is definitely typed correctly and so is the name of the tech node and all of the patch syntax, and I've managed to put other Universal Storage parts into the same exact tech node (as well as my other service module nodes), but for some reason this one doesn't work. The only obvious possibility is that there might be a discrepancy with the part name. Edited November 8, 2020 by septemberWaves Quote Link to comment Share on other sites More sharing options...
dresoccer4 Posted November 9, 2020 Share Posted November 9, 2020 quick q: is there a universal storage folding solar panel module? it's the last thing i need to complete my ship and thought it'd be a very handy addition. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted November 9, 2020 Share Posted November 9, 2020 57 minutes ago, dresoccer4 said: quick q: is there a universal storage folding solar panel module? it's the last thing i need to complete my ship and thought it'd be a very handy addition. No, not specifically a USII module. One can make the equivalent with other parts but nothing that fits the US cores...at least not yet. Quote Link to comment Share on other sites More sharing options...
dresoccer4 Posted November 9, 2020 Share Posted November 9, 2020 1 hour ago, Brigadier said: No, not specifically a USII module. One can make the equivalent with other parts but nothing that fits the US cores...at least not yet. oh ok thanks for the info. yeah it seems like that'd be a great addition to the collection in the future! how would you go about making one with other parts? not following exactly what you mean... Quote Link to comment Share on other sites More sharing options...
hemeac Posted November 9, 2020 Share Posted November 9, 2020 On 11/8/2020 at 9:50 PM, septemberWaves said: I'm trying to put Universal Storage parts in my custom tech tree, but I can't seem to find the correct name for the eight-bay core. The file "US_Octo.cfg" lists the part name as "USOctocore", but using this name for the tech tree patch has no result. It is definitely typed correctly and so is the name of the tech node and all of the patch syntax, and I've managed to put other Universal Storage parts into the same exact tech node (as well as my other service module nodes), but for some reason this one doesn't work. The only obvious possibility is that there might be a discrepancy with the part name. I have not had any issues with the USOctocore when moving it to a different node in my tree. Have you checked the logs to see if another mod is patching the USOctocore after your patch? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted November 9, 2020 Share Posted November 9, 2020 6 minutes ago, dresoccer4 said: how would you go about making one with other parts? not following exactly what you mean... I use non-USII parts, such as a service bay, into which I anchor a girder segment, hub or strut (e.g. the Modular Girder Hub), and then attach solar panels (e.g. the OKEB-4R) so that it fits with the doors closed. I tie the container door "open" and solar panel "extend" actions to an action group. I also put batteries and experiments in the container where space allows - sort of a science/support systems bay. Sometimes I put the SP on a telescoping hydraulic cylinder (e.g. the 1P2) to extend the SP beyond the service bay doors. These suggestions depend on your mod list. YMMV. It's a bit of a kludge and definitely not as nice as a USII core and dedicated SP module, but until a SP makes it into the USII collection, this is what I do. Something like this. Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted November 10, 2020 Share Posted November 10, 2020 (edited) 12 hours ago, hemeac said: I have not had any issues with the USOctocore when moving it to a different node in my tree. Have you checked the logs to see if another mod is patching the USOctocore after your patch? FAR is the only other thing that is patching it as far as I can tell. It looks to be doing something to the aerodynamic properties of the part (unsurprisingly); nothing that seems like it should interfere with the tech tree. Removing FAR didn't actually do anything. An alternative possibility is that it may be being patched into the default node (where I'm putting every part that I haven't specifically configured) after being patched into the service modules node. This hasn't happened with any other part, but I may have to experiment with changing some file structures. EDIT: My patches are ordered correctly, and are shown being applied in the correct order in the log file, so that possibility seems unlikely. Edited November 10, 2020 by septemberWaves Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted November 10, 2020 Share Posted November 10, 2020 On 9/18/2020 at 9:41 AM, boribori said: @hemeac eventually I want to change all parts. I initially started with a config that searched for Liquidfuel, Oxidizer and Monopropellant and changed them all. When that didn't work I decided to start simple. But I'll try your suggestion first, and if that works I'll build on that. Thanks. I know it's been 2 months since this specific post, but is there any progress, or at least some pointers to be able to patch US2 parts to work Real Fuels? I've poked around and I think it could be done by making a patch somewhere to add the Real Fuels ModuleFuelTanks module, but I'm not sure how that'll fare with switching the part lengths. Maybe instead of using the Real Fuels module add/replace it to the USFuelSwitch module? Quote Link to comment Share on other sites More sharing options...
boribori Posted November 11, 2020 Share Posted November 11, 2020 13 hours ago, bigyihsuan said: I know it's been 2 months since this specific post, but is there any progress, or at least some pointers to be able to patch US2 parts to work Real Fuels? I've poked around and I think it could be done by making a patch somewhere to add the Real Fuels ModuleFuelTanks module, but I'm not sure how that'll fare with switching the part lengths. Maybe instead of using the Real Fuels module add/replace it to the USFuelSwitch module? AFAIK it is not possible to combine the different fuel modules on one part. And switching out the USFS module for the RF module proved to complicated for me since the fuel types and amounts all seem to be tied to US Mesh Switch. This is a job for someone more patient than me. I made some simple patches to change LFO and monoprop to Kerosene, LqdOxygen and Hydrazine though: https://github.com/codebori/RealSolarFiction/blob/master/GameData/RSF/RSF_Compatibility/RSF_USII.cfg It's far from perfect or complete but it is playable I think. Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted November 13, 2020 Share Posted November 13, 2020 On 11/11/2020 at 2:27 AM, boribori said: AFAIK it is not possible to combine the different fuel modules on one part. And switching out the USFS module for the RF module proved to complicated for me since the fuel types and amounts all seem to be tied to US Mesh Switch. This is a job for someone more patient than me. I made some simple patches to change LFO and monoprop to Kerosene, LqdOxygen and Hydrazine though: https://github.com/codebori/RealSolarFiction/blob/master/GameData/RSF/RSF_Compatibility/RSF_USII.cfg It's far from perfect or complete but it is playable I think. Looking at the structure of the USFuelSwitch module makes me think it could be possible to have multiple different resources per module, separating the lengths by semicolons and resources by pipe characters. So: @PART[USHydrazineWedge]:NEEDS[RealFuels] { @MODULE[USFuelSwitch] { // new is monoprop @resourceNames = Hydrazine;Hydrazine;Hydrazine;Hydrazine|MonoPropellant;MonoPropellant;MonoPropellant;MonoPropellant @resourceAmounts = 60;120;180;240|30;60;90;120 @initialResourceAmounts = 60;120;180;240|30;60;90;120 } } // based on the shroud config Though I haven't the time yet to test it. Quote Link to comment Share on other sites More sharing options...
Remi Posted November 13, 2020 Share Posted November 13, 2020 Hi all. Universal storage was always one of my go to mods. I havent played for a few years, and am getting set up again for another playthrough. Does anyone know if this mod works with the latest version of KSP? Sorry to have to ask, I tried going back through previous pages but could not find the answer. Many thanks. Quote Link to comment Share on other sites More sharing options...
HansAcker Posted November 13, 2020 Share Posted November 13, 2020 28 minutes ago, Remi said: Does anyone know if this mod works with the latest version of KSP? It does for me (US II from CKAN, KSP 1.10.1). Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted November 13, 2020 Share Posted November 13, 2020 9 hours ago, Remi said: Hi all. Universal storage was always one of my go to mods. I havent played for a few years, and am getting set up again for another playthrough. Does anyone know if this mod works with the latest version of KSP? Sorry to have to ask, I tried going back through previous pages but could not find the answer. Many thanks. It 100% works with 1.10.1 Quote Link to comment Share on other sites More sharing options...
grylliade Posted November 13, 2020 Share Posted November 13, 2020 Noticed another bug while looking at the probe cores: the single-height core has some of the data for the double-height core, e.g., the mass, cost, possibly the required tech, and the SAS and ReactionWheel modules. Might be other stuff as well; those are the ones that jumped out at me. I thought it might be a mistake somewhere else, but the double-height core has gyro transforms but no ModuleReactionWheel, and the single core vice versa. Quote Link to comment Share on other sites More sharing options...
lekkimsm2500 Posted November 15, 2020 Share Posted November 15, 2020 (edited) Sorry for the bump, it's apparently just a shallow glitch, it updates correctly the moment i bring to the launchpad.Is anyone familiar with any specific mods that tends to conflict with US? Switching between heights or payloads tends to just add more containers, and i don't have a great guess as to what could be the cause of it. Edited November 15, 2020 by lekkimsm2500 Quote Link to comment Share on other sites More sharing options...
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