Gordon Dry Posted December 22, 2021 Share Posted December 22, 2021 A tankMass of 0 is allowed? And I suggest a different boiloff config for LqdMethane compared to LqdHydrogen, there are configs circulating with proper values. Quote Link to comment Share on other sites More sharing options...
Sandriell Posted December 22, 2021 Share Posted December 22, 2021 3 minutes ago, Gordon Dry said: A tankMass of 0 is allowed? And I suggest a different boiloff config for LqdMethane compared to LqdHydrogen, there are configs circulating with proper values. tankmass is simply added mass from fuel, since the tank already has some mass by default no added mass is needed for the first size. The default configs also have 0 added mass for the first size. And you are right, methane should be: Quote BoiloffRate = 0.005 CoolingCost = 0.045 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 24, 2021 Share Posted December 24, 2021 Spoiler On 12/22/2021 at 1:53 PM, Sandriell said: Here is the changes I made. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////// Rebalance mass and resource amounts to to make craft building easier. /////////// Sandriell - https://forum.kerbalspaceprogram.com/index.php?/profile/165509-sandriell/ //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// @PART[USMatBayWedge,USGuidanceComputer,USRTGWedge]:FINAL { @mass = 0.1 } @PART[USFluidSpectroWedge,USAccelGravWedge,USThermoBaroWedge,USGooBayWedge]:FINAL { @mass = 0.05 } @PART[USSabatier,USWaterPurifier,USFuelCellMedium,USElektron]:FINAL { @mass = 0.2 } @PART[USOxygenWedge]:FINAL { @mass = 0.034 @MODULE[USFuelSwitch] { @resourceAmounts = 11104;22208;33312;44416 @initialResourceAmounts = 11104;22208;33312;44416 @tankMass = 0;0.045;0.094;0.153 } } @PART[USFoodWedge]:FINAL { @mass = 0.069 @MODULE[USFuelSwitch] { @resourceAmounts = 110;220;330;440 @initialResourceAmounts = 110;220;330;440 @tankMass = 0.000;0.094;0.188;0.282 } } @PART[USWaterWedge]:FINAL { @mass = 0.077 @MODULE[USFuelSwitch] { @resourceAmounts = 72.5;145;217.5;290 @initialResourceAmounts = 72.5;145;217.5;290 @tankMass = 0;0.103;0.205;0.308 } } @PART[USSolidWasteWedge]:FINAL { @mass = 0.05 @MODULE[USFuelSwitch] { @resourceAmounts = 20;40;60;80 @initialResourceAmounts = 0;0;0;0 @tankMass = 0;0.1;0.2;0.3 } } @PART[USGreyWaterWedge]:FINAL { @mass = 0.075 @MODULE[USFuelSwitch] { @resourceAmounts = 185;370;555;740 @initialResourceAmounts = 0;0;0;0 @tankMass = 0;0.1;0.2;0.3 } } @PART[USCarbonDioxideWedge]:FINAL { @mass = 0.025 @MODULE[USFuelSwitch] { @resourceAmounts = 19182.5;38365;57547.5;76730 @initialResourceAmounts = 0;0;0;0 @tankMass = 0;0.1;0.2;0.3 } } @PART[USComboLifesupportWedge]:FINAL { @mass = 0.015 %RESOURCE[Food] { @name = Food @amount = 55 @maxAmount = 55 } %RESOURCE[Oxygen] { @name = Oxygen @amount = 5552 @maxAmount = 5552 } %RESOURCE[Water] { @name = Water @amount = 36.25 @maxAmount = 36.25 } } @PART[USHydrazineWedge]:FINAL { @mass = 0.015 @MODULE[USFuelSwitch] { @resourceAmounts = 27.5;55;82.5;110 @initialResourceAmounts = 27.5;55;82.5;110 @tankMass = 0;0.015;0.030;0.045 } } Additionally the patch I shared earlier to add cryo-support also has mass changes to rebalance the fuel wedge. Here is the updated version with those changes. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////// Expand fuel options and add support to the fuel tank wedge for LqdHydrogen and LqdMethane added by CryoTanks /////////// Sandriell - https://forum.kerbalspaceprogram.com/index.php?/profile/165509-sandriell/ //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// @PART[USAerozineWedge]:NEEDS[CryoTanks] { @title = Universal Storage: Fuel Tank @description = Fuel tank built in wedge format to be mounted to Universal Storage cores. Capable of holding Liquid Fuel as well as cryogenic Liquid Hydrogen and Liquid Methane, all with or without Oxidizer. Cryogenic fuels will require a small amount of electric charge to prevent boil-off. Fuel may be refueled via lines, or the entire wedge can be removed on EVA and replaced with new equipment or storage. Four size variants are available. @mass = 0.015 @MODULE[USFuelSwitch] { @SwitchID = 0;1 @resourceNames = LiquidFuel,Oxidizer;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer|LiquidFuel;LiquidFuel;LiquidFuel;LiquidFuel|LqdHydrogen,Oxidizer;LqdHydrogen,Oxidizer;LqdHydrogen,Oxidizer;LqdHydrogen,Oxidizer|LqdHydrogen;LqdHydrogen;LqdHydrogen;LqdHydrogen|LqdMethane,Oxidizer;LqdMethane,Oxidizer;LqdMethane,Oxidizer;LqdMethane,Oxidizer|LqdMethane;LqdMethane;LqdMethane;LqdMethane @resourceAmounts = 10,12;20,24;30,36;40,48|22;44;66;88|105,7;225,15;345,23;450,30|165;330;495;660|40,8;90,18;130,26;165,33|110;220;330;440 @initialResourceAmounts = 10,12;20,24;30,36;40,48|22;44;66;88|105,7;225,15;345,23;450,30|165;330;495;660|40,8;90,18;130,26;165,33|110;220;330;440 @tankCost = 0;35;70;105|0;35;70;105|0;35;70;105|0;35;70;105|0;35;70;105|0;35;70;105 @tankMass = 0;0.015;0.030;0.045|0;0.015;0.030;0.045|0;0.015;0.030;0.045|0;0.015;0.030;0.045|0;0.015;0.030;0.045|0;0.015;0.030;0.045 } MODULE { name = USSwitchControl SwitchID = 1 ButtonName = #autoLOC_US_FuelVariants CurrentVariantTitle = #autoLOC_US_FuelVariants ShowPreviousButton = False ObjectNames = #LOC_CryoTanks_switcher_fuel_lfox;#LOC_CryoTanks_switcher_fuel_lf;#LOC_CryoTanks_switcher_fuel_lh2ox;#LOC_CryoTanks_switcher_fuel_lh2;#LOC_CryoTanks_switcher_fuel_methalox;#LOC_CryoTanks_switcher_fuel_methane FuelSwitchModeTwo = True ModuleDisplayName = #autoLOC_US_TankOptions VariantColors = #bfa760,#3399cc;#bfa760,#bfa760;#99ccff,#3399cc;#99ccff,#99ccff;#00bf8f,#3399cc;#00bf8f,#00bf8f } MODULE { name = ModuleCryoTank CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 CoolingCost = 0.09 } BOILOFFCONFIG { FuelName = LqdMethane // in % per hr BoiloffRate = 0.005 CoolingCost = 0.045 } } } @SandriellI've been reviewing this, I see that you've changed the amounts by (in some cases) a lot. Can you explain the reasoning behind those changes? Did you do calculations to figure out the correct amount, or are they just changes to suit your playing style? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 25, 2021 Share Posted December 25, 2021 Hi all, I promised I'd get a beta out on the 24th. Here it is: https://github.com/linuxgurugamer/universal-storage-2/releases/tag/1.9.2 Beta release 1.9.2 Started with latest beta from Bitbucket Forum user @nicolaSix found the problem for the NRE spam Merged in changes from @nicolaSix which fixes the NRE spam in the console when accessing the PAW, in EditorPartIconListener.cs Fixed errors reported by forum user @grylliad: Fixed syntax error in GuidanceComputer.cfg Removed extra trailing brace from WaterWedge.cfg Removed extra trailing brace from WaterPurifier.cfg Fixed error reported by forum user @jefferyharrell: Fixed syntax error for TAC in ComboLifesupportWedge.cfg From forum user @Sandriell: Expand fuel options and add support to the fuel tank wedge for LqdHydrogen and LqdMethane added by CryoTanks Added NerteaCryo.cfg Added AssemblyVersion.tt Added InstallChecker.cs Deleted unnecessary DLLs Added .gitignore Reorganized directories Fixed node sizes for: ACDLarge ACDTiny AdapterShroud0625 AdapterShroud1250 AdapterShroud1250Soyuz CylindricalShroud0625 CylindriclaShrouhd250 US_Octo Added back current Community Resource Pack Added support for IFI Life Support Added new module: USScienceContainer Added missing text to localization files for all but en Added new science experiment (needs fleshing out) for mapcam Added Laser Altimeter experiment for MapCam (needs some fleshing out) From forum user @Sandriell: Added Cryo config Added mass rebalance configs as optional patches controlled by Patch Manager Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted December 25, 2021 Share Posted December 25, 2021 (edited) Those patch manager patches do FINAL and just overwrite any previous mod specific settings. Edited December 26, 2021 by Gordon Dry I needed more than 12 hours to fix a typo Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 25, 2021 Share Posted December 25, 2021 31 minutes ago, Gordon Dry said: Those patch manager patches do FINAL and just overwrite any previous mod spedific settings. It _is_ a beta for a reason, and those patches are there for people to evaluate. I'm not sure I'll keep them in the final release, looking for feedback for a reason. Happy Holidays Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 25, 2021 Share Posted December 25, 2021 3 hours ago, Gordon Dry said: Those patch manager patches do FINAL and just overwrite any previous mod spedific settings. Next beta will have the FINAL changed to LAST Quote Link to comment Share on other sites More sharing options...
Sandriell Posted December 26, 2021 Share Posted December 26, 2021 (edited) On 12/24/2021 at 10:53 AM, linuxgurugamer said: Reveal hidden contents @SandriellI've been reviewing this, I see that you've changed the amounts by (in some cases) a lot. Can you explain the reasoning behind those changes? Did you do calculations to figure out the correct amount, or are they just changes to suit your playing style? The only amounts I changed by a lot were for life support. I just wanted to even things out really and did calculations based on consumption/generation numbers from TAC Life support For example with default configs the wedges all provided different amounts of resources. For example, per kerbal, the water wedge would give 1 year 73 days, the oxygen wedge would give 361 days and the food wedge gave 331 days. With the changes, they are all even, meaning all the life support wedges give you the same 303 days of life support, per kerbal, per wedge size. The waste wedges double those numbers, per size. Just made things simpler. For mass changes I shot for a middle ground, lowering some masses and raising others, with a goal of making the wedges generally all in multiples of 25kg. All the changes could probably use some more tweaking, but it was all "good enough" for me for my personal use. Edited December 26, 2021 by Sandriell Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 26, 2021 Share Posted December 26, 2021 4 hours ago, Sandriell said: With the changes, they are all even, meaning all the life support wedges give you the same 303 days of life support, per kerbal, per wedge size. The waste wedges double those numbers, per size. Just made things simpler. Ok. I think I'll leave the patches as optional, since it seems that the changes you did ignore the density vs volume. I understand what you did and why, but would rather the basic mod reflect the proper volumes and densities, but the patch will be there in case someone wants it. I will merge the two patches together, no need to have them as two patches Quote Link to comment Share on other sites More sharing options...
panarchist Posted December 28, 2021 Share Posted December 28, 2021 On 12/26/2021 at 2:07 AM, Sandriell said: The only amounts I changed by a lot were for life support. I just wanted to even things out really and did calculations based on consumption/generation numbers from TAC Life support For example with default configs the wedges all provided different amounts of resources. For example, per kerbal, the water wedge would give 1 year 73 days, the oxygen wedge would give 361 days and the food wedge gave 331 days. With the changes, they are all even, meaning all the life support wedges give you the same 303 days of life support, per kerbal, per wedge size. The waste wedges double those numbers, per size. Just made things simpler. For mass changes I shot for a middle ground, lowering some masses and raising others, with a goal of making the wedges generally all in multiples of 25kg. All the changes could probably use some more tweaking, but it was all "good enough" for me for my personal use. I would definitely object to making them even, since that doesn't reflect RL values at all. For MKS it makes sense, since that system uses "Supplies". It also makes sense for Snacks. But if using TAC-LS it's completely inaccurate since as @linuxgurugamerpointed out they all have different densities. The point to US2 wedges is that they have consistent volumes. I can't remember the in-game volume of a wedge, but just looking at RL values for Food, Oxygen, and Water with 1m3 as an example - 1m3 of food is 190 days for 1 human. 1m3 of water is 400 days, and and 1m3 of compressed Oxygen is 247.5 days. (source and source) Quote Link to comment Share on other sites More sharing options...
Novak Posted December 28, 2021 Share Posted December 28, 2021 (edited) Thx linuxgurugamer !!! Edited December 28, 2021 by Novak Quote Link to comment Share on other sites More sharing options...
Sandriell Posted December 28, 2021 Share Posted December 28, 2021 (edited) 18 hours ago, panarchist said: I would definitely object to making them even, since that doesn't reflect RL values at all. For MKS it makes sense, since that system uses "Supplies". It also makes sense for Snacks. But if using TAC-LS it's completely inaccurate since as @linuxgurugamerpointed out they all have different densities. The point to US2 wedges is that they have consistent volumes. I can't remember the in-game volume of a wedge, but just looking at RL values for Food, Oxygen, and Water with 1m3 as an example - 1m3 of food is 190 days for 1 human. 1m3 of water is 400 days, and and 1m3 of compressed Oxygen is 247.5 days. (source and source) That is fine. I never suggested anyone use it, was never intending to share it anyway, and only did cause linuxgurugamer was asking for more input and figured I would throw it out there if it was wanted. Edited December 28, 2021 by Sandriell Quote Link to comment Share on other sites More sharing options...
baldamundo Posted January 2, 2022 Share Posted January 2, 2022 Is there no 1.875m cylindrical fairing to match the 1..875m six bay service core? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 2, 2022 Share Posted January 2, 2022 (edited) 54 minutes ago, baldamundo said: Is there no 1.875m cylindrical fairing to match the 1..875m six bay service core? Not at present, I believe that @Daishiwas intending to finish one off after the new year. ‘For now, you can just use the stock fairing Edited January 2, 2022 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
baldamundo Posted January 2, 2022 Share Posted January 2, 2022 FYI have experimented with it a bit, and a 1.875m six-bay service core loaded with fuel tanks actually seems to be slightly wider than 1.875m so will clip through any regular 1.875m fairing/shroud/cargo-bay you try to put it in. Don't know if that's intentional or not. Quote Link to comment Share on other sites More sharing options...
Daishi Posted January 3, 2022 Share Posted January 3, 2022 1 hour ago, baldamundo said: FYI have experimented with it a bit, and a 1.875m six-bay service core loaded with fuel tanks actually seems to be slightly wider than 1.875m so will clip through any regular 1.875m fairing/shroud/cargo-bay you try to put it in. Don't know if that's intentional or not. Yeah, nearly all of the diameters are a smidgen larger than their KSP standards. Originated with issues getting symmetry right with the wedges, combined with part clipping with the cores, physics bugs if things were too close together, certain wedges poking through the shrouds etc. Bit annoying, but I've tried my best keeping things as on-spec as i can. Very hard overhauling a mod this large at this stage Quote Link to comment Share on other sites More sharing options...
baldamundo Posted January 3, 2022 Share Posted January 3, 2022 11 hours ago, Daishi said: Yeah, nearly all of the diameters are a smidgen larger than their KSP standards. Originated with issues getting symmetry right with the wedges, combined with part clipping with the cores, physics bugs if things were too close together, certain wedges poking through the shrouds etc. Bit annoying, but I've tried my best keeping things as on-spec as i can. Very hard overhauling a mod this large at this stage Ahh. Well it would be great to have a proper 1.875m bay for it sometime if you're still working on that. Really love the Soyuz & Vostok fairings in this - fwiw a 1.875m one would fit the FGB/TKS nicely by the same scale, i think Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 5, 2022 Share Posted January 5, 2022 On 1/2/2022 at 8:30 PM, Daishi said: Yeah, nearly all of the diameters are a smidgen larger than their KSP standards. Originated with issues getting symmetry right with the wedges, combined with part clipping with the cores, physics bugs if things were too close together, certain wedges poking through the shrouds etc. Bit annoying, but I've tried my best keeping things as on-spec as i can. Very hard overhauling a mod this large at this stage I've fixed that by adjusting ALL the sizes of the parts down by about 2%, everything now fits very nicely New release, 4.0.0.1 Added :LAST to the NerteaCryoMassRebalance.cfg Changed :FINAL to LAST[UniversalStorage2] in the MassResourceRebalance.cfg Fixed GuidanceComputer to only be available when kOs is installed Added resize patch to reduce size of parts very slightly by about 2.25%, to better fix stock parts Changed MassResourceRebalance.cfg to change FINAL to LAST[UniversalStorage2] Following changes/additions to support IFILS, currently under development: Fixed OxygenWedge for IFILS, to only hold liquid O2 Updated ComboLivesupportWedge to support IFILS Updated FoodWedge with correct names for IFILS Updated Elektron to not be available when IFILS is installed Updated version file https://github.com/linuxgurugamer/universal-storage-2/releases/tag/4.0.0.1 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted January 8, 2022 Share Posted January 8, 2022 Main issue: It's not possible to build a US core + fairing + wedges when building from bottom to top in VAB, it has to be built from top to bottom. Try placing a US core above another part - it's not possible anymore to attach the fairing. Even flipping parts 180° and trying to build upside-down is impossible - it seems to be restricted by the US code. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted January 8, 2022 Share Posted January 8, 2022 1 hour ago, Gordon Dry said: Try placing a US core above another part - it's not possible anymore to attach the fairing. The core isn't designed to attach to another part, it's designed to attach inside the fairing, so you just place the fairing first and then the core. Unless I'm missing something like usual. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted January 8, 2022 Share Posted January 8, 2022 It's the other way around. Core first. Quote Link to comment Share on other sites More sharing options...
Starseeker Posted January 9, 2022 Share Posted January 9, 2022 (edited) 13 hours ago, Gordon Dry said: Main issue: It's not possible to build a US core + fairing + wedges when building from bottom to top in VAB, it has to be built from top to bottom. Try placing a US core above another part - it's not possible anymore to attach the fairing. Even flipping parts 180° and trying to build upside-down is impossible - it seems to be restricted by the US code. Huh, that's odd - when I last played with the mod (which, granted, was a version or two ago), I could attach fairings and cores in any order. Edited January 9, 2022 by Starseeker Quote Link to comment Share on other sites More sharing options...
Wyzard Posted January 9, 2022 Share Posted January 9, 2022 The fairing attaches to the bottom of the core and other parts attach to the bottom of the fairing. So if you're building downward, place core first and then fairing; if you're building upward, place fairing first and then core. Quote Link to comment Share on other sites More sharing options...
Gargamel Posted January 10, 2022 Share Posted January 10, 2022 Some posts have been removed pending moderator review. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted January 11, 2022 Share Posted January 11, 2022 On 1/8/2022 at 3:16 PM, Gordon Dry said: It's the other way around. Core first. huh, ok. guess i misunderstood. I thought you said you wanted to place USI parts on top of other parts, building upwards. So did you figure out what you wanted to do or is something still wonky? It's working for me building either direction. Quote Link to comment Share on other sites More sharing options...
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