Jognt Posted June 5, 2019 Share Posted June 5, 2019 On 6/2/2019 at 2:27 PM, Paul Kingtiger said: 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! ...... Wedgeception? Take your time, if my experience with BG is anything to go by I'm guessing most people are twiddling their thumbs until Squad's first bugfix patc. Oh by the way.. I'm new to Universal Storage II, but have I mentioned how insanely in love I am with them? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 5, 2019 Share Posted June 5, 2019 On 6/2/2019 at 12:27 PM, Paul Kingtiger said: 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! @Paul Kingtiger here is the patch I used to add the new Stock InventorySlots to crew pods (makes sense - Kerbals get one, why shouldn't their pods?) Spoiler @PART[*]:HAS[#CrewCapacity[>0]] { MODULE:HAS[!MODULE[ModuleInventoryPart]]:NEEDS[SquadExpansion/Serenity] { name = ModuleInventoryPart InventorySlots = 1 @InventorySlots *= #$../CrewCapacity$ } } // zer0Kerbal Also - been reading your code and am curious about "/+ /- " - is this a block or a block comment or another form of comment? don't believe I have seen this in other part.cfg's before. What does it do/is it for? Quote Link to comment Share on other sites More sharing options...
Jognt Posted June 5, 2019 Share Posted June 5, 2019 (edited) 43 minutes ago, zer0Kerbal said: @Paul Kingtiger Also - been reading your code and am curious about "/+ /- " - is this a block or a block comment or another form of comment? don't believe I have seen this in other part.cfg's before. What does it do/is it for? It's set as a code folding marker in the accompanying notepad++ ModuleManager language config. So I'm guessing he uses it to fold code. Edited June 5, 2019 by Jognt Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 6, 2019 Share Posted June 6, 2019 2 hours ago, Jognt said: It's set as a code folding marker in the accompanying notepad++ ModuleManager language config. So I'm guessing he uses it to fold code. hmmm... maybe I am missing something because I used the language file provided and doesn't seem to do anything in npp - but if it is a language marker - I've never seen it in KSP part.cfg before. and if it is just for npp, it would cause errors in KSP unless KSP has it defined as well. (interpreted code, rather than compiled code) Quote Link to comment Share on other sites More sharing options...
subyng Posted June 6, 2019 Share Posted June 6, 2019 On 5/1/2019 at 3:32 PM, Paul Kingtiger said: @Erzengel I've pushed a fix to the Beta folder (link in my sig). 1.7.0.11 let me know how you get on. I installed the beta version but the ROS is still not working! Great mod by the way, keep up the fantastic work! Quote Link to comment Share on other sites More sharing options...
Jognt Posted June 6, 2019 Share Posted June 6, 2019 11 hours ago, zer0Kerbal said: hmmm... maybe I am missing something because I used the language file provided and doesn't seem to do anything in npp - but if it is a language marker - I've never seen it in KSP part.cfg before. and if it is just for npp, it would cause errors in KSP unless KSP has it defined as well. (interpreted code, rather than compiled code) I don’t know about how KSP sees it, but with NPP: select KSP Module Manager from the Language menu. Or set CFG as extension for it. Quote Link to comment Share on other sites More sharing options...
panarchist Posted June 6, 2019 Share Posted June 6, 2019 Apologies if this was asked before and I missed it, but now that the Sabatier is producing Methane, is there any way to store that in US2 currently? It looks like even the radial tank doesn't have a switchable resource definition for that. Are there any plans to add that to the existing tanks for Oxygen, Hydrogen, and CO2? (while I am sort of asking for things, what about an option to switch a tank to Nitrogen, for the Kerbalism users? :-D This continues to be my #1 "must-have" mod, and the newest art assets are beyond amazing. I can certainly write my own MM patch to add N2 and CH4 to an existing tank, but given that both are in fairly widespread use, I was just wondering if there were plans to potentially add them, or if someone had already written a patch to add those resources to an existing wedge. Quote Link to comment Share on other sites More sharing options...
Daishi Posted June 6, 2019 Share Posted June 6, 2019 (edited) 1 hour ago, panarchist said: Apologies if this was asked before and I missed it, but now that the Sabatier is producing Methane, is there any way to store that in US2 currently? It looks like even the radial tank doesn't have a switchable resource definition for that. Are there any plans to add that to the existing tanks for Oxygen, Hydrogen, and CO2? (while I am sort of asking for things, what about an option to switch a tank to Nitrogen, for the Kerbalism users? :-D This continues to be my #1 "must-have" mod, and the newest art assets are beyond amazing. I can certainly write my own MM patch to add N2 and CH4 to an existing tank, but given that both are in fairly widespread use, I was just wondering if there were plans to potentially add them, or if someone had already written a patch to add those resources to an existing wedge. Huh, Is the stock sabatier unit actually producing it? Methane's coming in the far future with full ISRU, odd that we have production of a resource we don't have tankage for. In the meantime we are including support for nitrogen (alongside that quirky, particular service module that used it as a propellant). For use in the stock game however, this part will just use monoprop. Thanks for the kind words Edited June 6, 2019 by Daishi Quote Link to comment Share on other sites More sharing options...
DStaal Posted June 6, 2019 Share Posted June 6, 2019 Nice - though I'll admit I find myself wondering how those pipe automatically disconnect and reconnect to each other. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 6, 2019 Share Posted June 6, 2019 9 hours ago, Jognt said: I don’t know about how KSP sees it, but with NPP: select KSP Module Manager from the Language menu. Or set CFG as extension for it. I did. 3 hours ago, panarchist said: Apologies if this was asked before and I missed it, but now that the Sabatier is producing Methane, is there any way to store that in US2 currently? It looks like even the radial tank doesn't have a switchable resource definition for that. Are there any plans to add that to the existing tanks for Oxygen, Hydrogen, and CO2? (while I am sort of asking for things, what about an option to switch a tank to Nitrogen, for the Kerbalism users? :-D This continues to be my #1 "must-have" mod, and the newest art assets are beyond amazing. I can certainly write my own MM patch to add N2 and CH4 to an existing tank, but given that both are in fairly widespread use, I was just wondering if there were plans to potentially add them, or if someone had already written a patch to add those resources to an existing wedge. you just need tankage for Kethane? what about ore? would be easy enough to write a MM patch that +PART (copy existing part) and substitutes in Kethane. Can Kethane be used for generators? tell me what you want, and I can/will whip up a patch to do so. Kindly include what part you want to be copied, and how much Kethane it should hold. (Unless someone objects). Will provide patch here. Quote Link to comment Share on other sites More sharing options...
TBenz Posted June 7, 2019 Share Posted June 7, 2019 I have to ask, is it intentional that the LF/Ox wedge tanks have an ever-so-slightly incorrect ratio of LF to Ox? They hold multiples of 11 LF to 14 Ox (8.8/11.2) when engines burn using 11.25 LF to 13.75 Ox (9/11). What you have now are cleaner, whole numbers, and the total volume does match the stock tank volume, but it will forever bother me that I have slightly too much oxidizer left over. This only affects the wedge tanks (in all sizes), the radial tank has the correct ratio. Apologies if this has already been covered elsewhere. Quote Link to comment Share on other sites More sharing options...
panarchist Posted June 7, 2019 Share Posted June 7, 2019 19 hours ago, Daishi said: Huh, Is the stock sabatier unit actually producing it? Methane's coming in the far future with full ISRU, odd that we have production of a resource we don't have tankage for. In the meantime we are including support for nitrogen (alongside that quirky, particular service module that used it as a propellant). For use in the stock game however, this part will just use monoprop. Thanks for the kind words That's actually a good question. The part description in the VAB says "Methane", but I didn't check the actual part .cfg to see if that's what it's actually producing. and you're welcome. Your artwork has impeccable detail. Between your stuff and @Nertea's Restock and NearFuture mods, the immersion factor is way higher. Love the artwork, especially the KIS storage container. 18 hours ago, zer0Kerbal said: I did. you just need tankage for Kethane? what about ore? would be easy enough to write a MM patch that +PART (copy existing part) and substitutes in Kethane. Can Kethane be used for generators? tell me what you want, and I can/will whip up a patch to do so. Kindly include what part you want to be copied, and how much Kethane it should hold. (Unless someone objects). Will provide patch here. Methane, not Kethane. I like Kethane, but I'm currently working with a save that aligns closer to real-world elements. Although now that you've reminded me, I should fire up another instance and revisit Kethane, because I did really like the resource mechanics in that mod. @Daishi - Looks like it *is* Methane: name = ModuleResourceConverter converterName = #autoLOC_US_SabatierReactor //Sabatier Recycler StartActionName = #autoLOC_US_StartSabatier //Start Sabatier StopActionName = #autoLOC_US_StopSabatier //Stop Sabatier ToggleActionName = #autoLOC_US_ToggleSabatier AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false <SNIP> OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.00014142857142857100 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Methane Ratio = 0.087789305666400600 DumpExcess = true FlowMode = STAGE_PRIORITY_FLOW } Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted June 8, 2019 Author Share Posted June 8, 2019 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. Quote Link to comment Share on other sites More sharing options...
Redacted Posted June 10, 2019 Share Posted June 10, 2019 Would it be possible to add a combo storage unit and engine mount as one unit. (Add the engine flavor required) Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted June 10, 2019 Author Share Posted June 10, 2019 7 hours ago, Redacted said: Would it be possible to add a combo storage unit and engine mount as one unit. (Add the engine flavor required) When you say combo storage unit, do you mean a core? What would be the use case for that as opposed to attaching an engine to the bottom of a core? Quote Link to comment Share on other sites More sharing options...
Redacted Posted June 10, 2019 Share Posted June 10, 2019 1 hour ago, Paul Kingtiger said: When you say combo storage unit, do you mean a core? What would be the use case for that as opposed to attaching an engine to the bottom of a core? Clarification: Engine mount or pod that doubles as storage. Would be handy for odds and ends that don't fit well on the outside of a body. Things poorly suited in for storage in a full sized cargo bay. Such as RTG's, drone cores, batteries etc. Quote Link to comment Share on other sites More sharing options...
verdesmarald Posted June 18, 2019 Share Posted June 18, 2019 Is it possible to configure the 1.25m-0.625m adapter to have a tank in the middle instead of a crew tube? Quote Link to comment Share on other sites More sharing options...
Daishi Posted June 18, 2019 Share Posted June 18, 2019 1 hour ago, verdesmarald said: Is it possible to configure the 1.25m-0.625m adapter to have a tank in the middle instead of a crew tube? Sure, that doesn't seem like much work On 6/11/2019 at 7:19 AM, Redacted said: Clarification: Engine mount or pod that doubles as storage. Would be handy for odds and ends that don't fit well on the outside of a body. Things poorly suited in for storage in a full sized cargo bay. Such as RTG's, drone cores, batteries etc. So like, a hollow cargo bay part that is shaped to slot under tanks? Quote Link to comment Share on other sites More sharing options...
panarchist Posted June 18, 2019 Share Posted June 18, 2019 On 6/8/2019 at 3:14 AM, Paul Kingtiger said: 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. 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. Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted June 19, 2019 Author Share Posted June 19, 2019 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. Quote Link to comment Share on other sites More sharing options...
Kvaksa Posted June 21, 2019 Share Posted June 21, 2019 (edited) The problem with the backpack (EVA-X). Сonstantly growing weight (. in few seconds: Edited June 22, 2019 by Kvaksa Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted June 24, 2019 Author Share Posted June 24, 2019 On 6/21/2019 at 5:05 PM, Kvaksa said: The problem with the backpack (EVA-X). Сonstantly growing weight (. in few seconds: That's fun! Can you give me the steps to reproduce? Quote Link to comment Share on other sites More sharing options...
Kvaksa Posted June 26, 2019 Share Posted June 26, 2019 (edited) On 6/24/2019 at 1:26 PM, Paul Kingtiger said: That's fun! Can you give me the steps to reproduce? 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. Edited June 26, 2019 by Kvaksa Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted June 27, 2019 Author Share Posted June 27, 2019 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. Quote Link to comment Share on other sites More sharing options...
Kvaksa Posted June 27, 2019 Share Posted June 27, 2019 (edited) 7 hours ago, Paul Kingtiger said: That is very strange, ok, I will try to reproduce and get back to you. Sorry, I forgot to mention one thing, It may be affected by TACLS. UPD: Confirm. Problem with TACLS. Sorry to disturb you. Edited June 27, 2019 by Kvaksa Quote Link to comment Share on other sites More sharing options...
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