Daishi Posted October 14, 2018 Share Posted October 14, 2018 18 minutes ago, Brigadier said: Any ETA other than soonTM? The suspense is...well...suspenseful. I don't know, sorry. We just found a ton of issues with my earliest parts, meaning i need to take them all apart and rebuild everything under the hood. I'm using this opportunity to fix all the holes in the meshes that i can find, which will take a fair while. It's really up to the other guys to push out an update before that, while they're waiting on me Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 14, 2018 Share Posted October 14, 2018 1 minute ago, Daishi said: I don't know, sorry. We just found a ton of issues with my earliest parts, meaning i need to take them all apart and rebuild everything under the hood. I'm using this opportunity to fix all the holes in the meshes that i can find, which will take a fair while. It's really up to the other guys to push out an update before that, while they're waiting on me Thanks for the update and too bad about the issues - that's got to be frustrating. Best of luck, then, to you and the rest of team. And, no need for you to be sorry. It comes out when you're ready...and no sooner. Quote Link to comment Share on other sites More sharing options...
ndiver Posted October 14, 2018 Share Posted October 14, 2018 (edited) 1 hour ago, Daishi said: I don't think it ever existed? And yep the doors are aware of what's in front of them now. Proper part collision is a requirement for interaction with the new upcoming Dmagic parts. They'll be able to 'see' the bays, and automatically open them when deployed with an action group. Thanks for the explanation. I was referring to the bay doors of the 2.5m module of Universal Storage 1. The difficult point with this large shroud and the collision is the impossibility to use it for a lander with quad lateral tanks. When each door is independent (or half primaries, half secondaries alternatively), we could lock the doors in front of these lateral tanks and store electrics / propellant behind those doors. Edited October 14, 2018 by ndiver Quote Link to comment Share on other sites More sharing options...
Derb Posted October 15, 2018 Share Posted October 15, 2018 19 hours ago, Daishi said: I don't know, sorry. We just found a ton of issues with my earliest parts, meaning i need to take them all apart and rebuild everything under the hood. I'm using this opportunity to fix all the holes in the meshes that i can find, which will take a fair while. It's really up to the other guys to push out an update before that, while they're waiting on me I like that you are taking the time to perfect your existing parts - those door bottoms were pushing my buttons. I'm fairly captious about such things though. Your great parts will only get greater. Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted October 15, 2018 Author Share Posted October 15, 2018 On 10/14/2018 at 7:35 AM, ndiver said: Thanks for the explanation. I was referring to the bay doors of the 2.5m module of Universal Storage 1. The difficult point with this large shroud and the collision is the impossibility to use it for a lander with quad lateral tanks. When each door is independent (or half primaries, half secondaries alternatively), we could lock the doors in front of these lateral tanks and store electrics / propellant behind those doors. With US1 the doors were built into the wedges, where as now the shroud/fairing is separate from the wedges and cores. For a lander you can either lock the primary or secondary doors, and place tanks over them, making sure that the wedges you need in mission access to are under the unlocked doors. Or go without a fairing all together and have everything exposed. Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted October 24, 2018 Author Share Posted October 24, 2018 Hello everyone, We should be releasing a new version in the next 24 hours. Updates include: 3 new parts designed to work with Bluedog Design Bureau's stockalike Gemini parts, but also useful with other parts. Switch to stock KSP variant UI to select colour schemes or part types. (not 1.3.1 version) More fuel tank options for core central tanks (Xenon and Monoprop now supported alongside Liquid Fuel and Crew tunnel). Bug fixes and balance changes. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted October 24, 2018 Share Posted October 24, 2018 @Daishi that is frickin *GORGEOUS*... Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted October 25, 2018 Author Share Posted October 25, 2018 (edited) New version released! Universal Storage 1.5.1.6 for KSP 1.4.x and higher Universal Storage 1.3.1.6 for KSP 1.3. Full information available at http://www.kingtiger.online/uvsii/ Known Issues: Parts with size variants appear small in the part picker UI Change log: Adds three new parts, designed to work with Bluedog Design Bureau's stockalike Gemini parts, but also useful with other parts. Core parts now include variants for Xenon and Monoprop central tanks, giving you more service module options. Switched to stock part variant UI (not available for KSP 1.3.1) Due to a bug when resizing the KAS wedge this functionality has been disabled, the part is now only available in the default double height variant (will not affect craft currently in a mission). We hope to fix this bug in the future. Tweaked the animations on some fairing doors to avoid them being blocked by other parts. Hydrogen tank wedge models resized to prevent clipping. Minor model cosmetic improvements, including specular maps added to hatch glass in crew tunnels. Improved readability of .cfg files As always please post issues or bug reports below. Edited October 25, 2018 by Paul Kingtiger Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 25, 2018 Share Posted October 25, 2018 I wonder why there is no .version file Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted October 25, 2018 Author Share Posted October 25, 2018 9 minutes ago, Gordon Dry said: I wonder why there is no .version file It's being worked on. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 25, 2018 Share Posted October 25, 2018 I just downloaded 1.5.1.5 - now I downloaded 1.5.1.6 and there is no difference in the files (after bitwise comparision). Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted October 25, 2018 Author Share Posted October 25, 2018 I've just uploaded a new version, there was an issue with the .cfg files on the shroud parts which has been resolved. Universal Storage 1.5.1.6 for KSP 1.4.x and higher Universal Storage 1.3.1.6 for KSP 1.3. Full information available at http://www.kingtiger.online/uvsii/ Quote Link to comment Share on other sites More sharing options...
Derb Posted October 25, 2018 Share Posted October 25, 2018 12 hours ago, Paul Kingtiger said: Adds three new parts, designed to work with Bluedog Design Bureau's stockalike Gemini parts, but also useful with other parts. So what are these new parts exactly? I checked your website but didn't see anything new in the part catalog. Thank you for the monoprop central core! That is usually my go-to fuel for command modules. I might have to try a xenon CM for the fun of it too. A 21st century Apollo mission perhaps. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 25, 2018 Share Posted October 25, 2018 There is an MM error: GameData\UniversalStorage2\Parts\Processors\WaterPurifier.cfg line 175 misses a bracket Quote Link to comment Share on other sites More sharing options...
DMagic Posted October 26, 2018 Share Posted October 26, 2018 Might want to hold off on the new update. There are a few issues with some of the configs. Quote Link to comment Share on other sites More sharing options...
Catatau_27 Posted October 26, 2018 Share Posted October 26, 2018 1 hour ago, Gordon Dry said: Existe um erro de MM : GameData \ UniversalStorage2 \ Parts \ Processors \ WaterPurifier.cfg linha 175 erra um suporte 1 error related to gamedata/universalStorage2/parts/processors/Waterpurifier.cfg ModuleMananger: 57964 patchs aplied, found 1 error. Quote Link to comment Share on other sites More sharing options...
Daishi Posted October 26, 2018 Share Posted October 26, 2018 (edited) 5 hours ago, Derb said: So what are these new parts exactly? I checked your website but didn't see anything new in the part catalog. Thank you for the monoprop central core! That is usually my go-to fuel for command modules. I might have to try a xenon CM for the fun of it too. A 21st century Apollo mission perhaps. New decoupler for the 1.5m profile, with a properly scaled Gemini shroud (based on the dimensions of KSP parts being 0.64m equivalents of the real things). Tapers to 1.875m, so it fits perfectly with the BDB Gemini used with RO. To support the wedges inside it, we have a five bay "Penticore", fitted out with our new interchangeable inner variants. Height three is the ideal fit - height four will be used for later shrouds I haven't made yet. But yeah, as Dmagic said, just wait a little till we sort out another hotfix (And yeah, my bad that the renders aren't on the website - we'll get a batch done alongside a bigger content update later on) Edited October 26, 2018 by Daishi Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted October 26, 2018 Author Share Posted October 26, 2018 (edited) This should be the last patch for this release. Fixed issue with water purifier Added .version file Fixed duplicate code issue with 1.25m fairing Download at Space DockEnsure you download the right version of your KSP installDirect download link Universal Storage 1.5.1.7 for KSP 1.4.x and higher Universal Storage 1.3.1.7 for KSP 1.3.1 I am also in the process of updating the parts catalog. Waiting on some part renders for the images, but the data will be there in a few hours. Edited October 26, 2018 by Paul Kingtiger Quote Link to comment Share on other sites More sharing options...
CajunInABox Posted October 26, 2018 Share Posted October 26, 2018 (edited) My computer has been down a few weeks, so i'm kind of lost. When I was last playing, I unlocked the first set of cores under the Storage Technology node. Now there's nothing there. Is this a new update to the mod, or am I running into problems? edit: for clarity, I cannot find any of the single-height (bay?) cores in my parts list or the tech tree; I can find several of the larger ones under Advanced Construction and Specialized Construction. Edited October 26, 2018 by CajunInABox Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted October 26, 2018 Author Share Posted October 26, 2018 What version of KSP and Universal Storage 2 are you running? Any other mods? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 27, 2018 Share Posted October 27, 2018 I'm not sure about the tech tree nodes, but I'm missing the core parts here: I'm using CTT + Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted October 27, 2018 Share Posted October 27, 2018 Here's a wholly basic TexturesUnlimited patch. No attention to detail or trying to figure out how the switching is working yet, just "Make all the metal!" kind of thing. I may visit this later to make sure things like the Porkjet surfaces are ignored so they stay matching and such, but since it uses its own texture switching, I didn't want to delve into all that yet. Spoiler // Control KSP_MODEL_SHADER { model = UniversalStorage2/Parts/Control/ACD1500 model = UniversalStorage2/Parts/Control/ACDLarge model = UniversalStorage2/Parts/Control/ACDMedium model = UniversalStorage2/Parts/Control/ACDSmall model = UniversalStorage2/Parts/Control/ACDTiny MATERIAL { shader = TU/Metallic float = _Metal, 0.75 float = _Smoothness, 0.75 } } // Electrical KSP_MODEL_SHADER { model = UniversalStorage2/Parts/Electrical/BatteryWedge model = UniversalStorage2/Parts/Electrical/FuelCellMedium model = UniversalStorage2/Parts/Electrical/FuelCellSmall model = UniversalStorage2/Parts/Electrical/GuidanceComputer model = UniversalStorage2/Parts/Electrical/RTGWedge MATERIAL { shader = TU/Metallic float = _Metal, 0.75 float = _Smoothness, 0.75 } } // Fuels KSP_MODEL_SHADER { model = UniversalStorage2/Parts/Fuels/AerozineWedge model = UniversalStorage2/Parts/Fuels/HydrazineWedge model = UniversalStorage2/Parts/Fuels/HydrogenWedge model = UniversalStorage2/Parts/Fuels/OxygenWedge MATERIAL { shader = TU/Metallic float = _Metal, 0.75 float = _Smoothness, 0.75 } } // LifeSupport KSP_MODEL_SHADER { model = UniversalStorage2/Parts/Lifesupport/FoodWedge model = UniversalStorage2/Parts/Lifesupport/WaterWedge MATERIAL { shader = TU/Metallic float = _Metal, 0.75 float = _Smoothness, 0.75 } } // Processor KSP_MODEL_SHADER { model = UniversalStorage2/Parts/Processors/Elektron model = UniversalStorage2/Parts/Processors/Sabatier model = UniversalStorage2/Parts/Processors/WaterPurifier MATERIAL { shader = TU/Metallic float = _Metal, 0.75 float = _Smoothness, 0.75 } } // Radials KSP_MODEL_SHADER { model = UniversalStorage2/Parts/Radials/RadialTanks MATERIAL { shader = TU/Metallic float = _Metal, 0.75 float = _Smoothness, 0.75 } } // Shrouds KSP_MODEL_SHADER { model = UniversalStorage2/Parts/Shrouds/AdaptorShroud0625 model = UniversalStorage2/Parts/Shrouds/AdaptorShroud1500 model = UniversalStorage2/Parts/Shrouds/AdaptorShroud1875 model = UniversalStorage2/Parts/Shrouds/CylindricalShroud125 model = UniversalStorage2/Parts/Shrouds/CylindricalShroud250 model = UniversalStorage2/Parts/Shrouds/CylindricalShroud0625 MATERIAL { shader = TU/Metallic float = _Metal, 0.75 float = _Smoothness, 0.75 } } // Structural KSP_MODEL_SHADER { model = UniversalStorage2/Parts/Structural/US_Quad model = UniversalStorage2/Parts/Structural/US_Penti model = UniversalStorage2/Parts/Structural/US_Hex model = UniversalStorage2/Parts/Structural/US_Octo MATERIAL { shader = TU/Metallic float = _Metal, 0.75 float = _Smoothness, 0.75 } } // Utility KSP_MODEL_SHADER { model = UniversalStorage2/Parts/Utility/EVAX model = UniversalStorage2/Parts/Utility/KASRadialBay model = UniversalStorage2/Parts/Utility/KASWedge MATERIAL { shader = TU/Metallic float = _Metal, 0.75 float = _Smoothness, 0.75 } } // Waste KSP_MODEL_SHADER { model = UniversalStorage2/Parts/Waste/CarbonDioxideWedge model = UniversalStorage2/Parts/Waste/GreyWaterWedge model = UniversalStorage2/Parts/Waste/SolidWasteWedge MATERIAL { shader = TU/Metallic float = _Metal, 0.75 float = _Smoothness, 0.75 } } Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted October 27, 2018 Author Share Posted October 27, 2018 I can't recreate either of the missing parts issues above. There is a known issue at the moment that the part icon in the part catalog UI has changed. In the VAB / SPH the part will be shown in the default (usually single height) size, but the space used by the larger variants is also shown, so you end up with a smaller part and lots of blank space. However in the tech tree it shows the part in it's largest variant, so you'll see all the cores in their quad height size. Fixing this issue is on the list, but it doesn't appear to be a simple fix so it might take a while. Above: Icons in the tech tree Below: Icons in the part catalog Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted October 28, 2018 Share Posted October 28, 2018 So this is from a while back, but I decided to test out both US2 and my ability to clip monoprop tanks so they are invisible. This was the result. It's an MEV(Munar Encounter Vehicle), and is meant to be used in the same way as Apollo CSM or Orion. I had to change the capsule since it only seats two though. Quote Link to comment Share on other sites More sharing options...
AmpCat Posted October 29, 2018 Share Posted October 29, 2018 On 10/28/2018 at 1:27 AM, DeltaDizzy said: So this is from a while back, but I decided to test out both US2 and my ability to clip monoprop tanks so they are invisible. This was the result. It's an MEV(Munar Encounter Vehicle), and is meant to be used in the same way as Apollo CSM or Orion. I had to change the capsule since it only seats two though. I'm curious, what part do you have on the nose there? Quote Link to comment Share on other sites More sharing options...
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