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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018


Paul Kingtiger

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Gotta agree with HeadHunter on that one. Changing TAC to litres instead of the far easier to remember man-day would perhaps be more technically accurate, but far less useful to players. But I suppose that's for the TAC thread. I just hope they see the light. Gameplay should really come first.

Gameplay is exactly why most mods are switching over to liters - many people use more than one mod, and the issue is interoperating multiple mods which use the same resources. Since the game already uses liters, and since all resources are based on volume, that's the standard everyone seems to be gravitating towards.

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Gameplay is exactly why most mods are switching over to liters - many people use more than one mod, and the issue is interoperating multiple mods which use the same resources. Since the game already uses liters, and since all resources are based on volume, that's the standard everyone seems to be gravitating towards.

Based on that logic...it would be prudent for TAC to just use 1L a day of each resource. Or some similar easy-to-remember number. "Realism" be damned, they're little green aliens.

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Based on that logic...it would be prudent for TAC to just use 1L a day of each resource. Or some similar easy-to-remember number. "Realism" be damned, they're little green aliens.

Well, except that a lot of other mods are already using liters.

MeCripp - there is already a config on the TAC thread which TaranisElsu recommended people use until the change is made - I think it's wise that Paul is waiting to see what the "official" TAC changes are. In any case, like I said - Taranis posted in the TAC thread that he was moving cross-country and would be without Internet for a bit.

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Well, except that a lot of other mods are already using liters.

MeCripp - there is already a config on the TAC thread which TaranisElsu recommended people use until the change is made - I think it's wise that Paul is waiting to see what the "official" TAC changes are. In any case, like I said - Taranis posted in the TAC thread that he was moving cross-country and would be without Internet for a bit.

I can see that in away but like, I said it's just a cfg change anyway just need something for food but got part for so no big deal and ECLSS is also updating and sound like it's adding water or food then guess make a cfg lol, I used ECLSS because of the parts but the bug where you can't EVA made me change.

and thanks for the tip about TaranisElsu will try and find it.

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Yep, there is more to TAC than the config file. Daishi has to create the models.

The decision was to leave those until last, partly because it involves the most effort (we can produce the other packs quicker) and partly to give TAC time to change their units.

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I honestly can't wait for the full TAC support. I, so far, use universal on all of my stations and space craft. I heard ECLSS was good too, I haven't tried it yet. I kinda avoid buggy mods (or a least mods that NRE all over the place.)

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Have a peculiar issue I'd like to report. (love the models by the way)

Has to do with the decouplers and Void/Kerbal Engineer. This is probably affecting MechJeb as well, but I don't use it. Anyway, the decouplers are zeroing out all delta V readings for the stage they're a part of, for both Void and Kerbal Engineer. If I stack my rocket normally (using any other decoupler) then I get delta v for those stages, but the first stage (I'm trying to use US in my first stage) isn't being picked up unless I leave out the decouplers, which is a shame because they're aesthetically pleasing on each side of the octo core.

I started fiddling with the config file and after removing the decouple module it solved the issue. Then after comparing it to the stock 2.5m decoupler, it seems that the last three lines in the module are probably causing the issue. Don't have time at the moment to confirm it however. (darn you meddling responsibilities)

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I honestly can't wait for the full TAC support. I, so far, use universal on all of my stations and space craft. I heard ECLSS was good too, I haven't tried it yet. I kinda avoid buggy mods (or a least mods that NRE all over the place.)

ECLSS is good - All the major LS mods are good - each has strengths, and weaknesses. ECLSS and TAC are the most advanced, TAC is the only one currently being actively maintained, AFAIK. (ECLSS's dev is dealing with a family health issue and can't devote time to maintain the mod right now, and Ioncross hasn't been updated in a long time)

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Its probably the 'staged = false' setting confusing the dV readouts, Engineer wouldn't be seeing it as a valid decoupler. Try setting it to "true". You'll lose the security of it being accidentally staged as it will function pretty much like a stock separator.

Annoying though, never thought to check it with Engineer :|

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Its probably the 'staged = false' setting confusing the dV readouts, Engineer wouldn't be seeing it as a valid decoupler. Try setting it to "true". You'll lose the security of it being accidentally staged as it will function pretty much like a stock separator.

Annoying though, never thought to check it with Engineer :|

Indeedly. Interestingly enough though, if you have tweakable everything you can turn staging off in-game and still maintain the dV readings. Strange.

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Indeedly. Interestingly enough though' date=' if you have tweakable everything you can turn staging off in-game and still maintain the dV readings. Strange.[/quote']

Oh? I'll have to look into that...

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Is there any future Plan for Mono-propellant and Xenon US-modules?

Yep, and maybe :) Might make sense to release them as a 'fuel' pack later on down the track when things are more resolved, not too sure yet.

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who was the guy that made a food wedge / life supprt wedge ?

I bookmarked the TAC conversion post on the forum, Now I will need the additional TAC wedges....

these modules just look soo much better than the TAC style.. even though I am using some of the better TAC skins....

great mod guys. great mod.

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Not a life support guy yet, but I like this mod a lot, I use it with DMagic Science. Which added a bunch of wedges for science instruments.

I would love to see a battery pack wedge, RCS fuel wedge and a blank/empty wedge for when you have two or three wedges and just want to fill out empty holes. Other than that, great mod, can't wait to see more stuff using it!

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you might wanna put out a warning to TAC users atm that unless they change the densities or the entire name of oxygen for one of the 2 mods (I recommend Universal Storage due to less parts and therefore less .cfgs to edit), the oxygen wedge will weigh 19.5 tons
Universal Storage is not currently TAC compatible. It will be when we release the TAC pack.

I'm not using TAC but I still have a 19 Ton oxygen wedge,

UET73Is.jpg?1

Is this correct?

Thanks for the great mod.

EDIT: Found the problem, I have Asteroid Cities installed and it defines a Oxygen resource as well at a much higher density.

Edited by smurphy34
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who was the guy that made a food wedge / life supprt wedge ?

I bookmarked the TAC conversion post on the forum, Now I will need the additional TAC wedges....

these modules just look soo much better than the TAC style.. even though I am using some of the better TAC skins....

great mod guys. great mod.

Me? I've got the basemesh sitting here, will start texturing it once the KAS pack is released. Thanks for the praise :D

Not a life support guy yet, but I like this mod a lot, I use it with DMagic Science. Which added a bunch of wedges for science instruments.

I would love to see a battery pack wedge, RCS fuel wedge and a blank/empty wedge for when you have two or three wedges and just want to fill out empty holes. Other than that, great mod, can't wait to see more stuff using it!

RCS is coming soon (mentioned a few posts ago), not sure about batteries, and you'll get an empty bay \ SIM bay you can use in the KAS pack (our next release). You don't have to have KAS to use it (it'll just act as a recessed area to store things in) but with KAS it is far more functional and closer to its original purpose.

Excellent mod. Where does the weight balance end up with all the different modules and fuels?

Water and equipment will weigh the most, then food, then gases. You'll have to balance them out like they do with real life cargo packing :)

I'm not using TAC but I still have a 19 Ton oxygen wedge,

http://i.imgur.com/UET73Is.jpg?1

Is this correct?

Thanks for the great mod.

EDIT: Found the problem, I have Asteroid Cities installed and it defines a Oxygen resource as well at a much higher density.

Not sure about what's going on there, you might have to wait until Paul has a look at it.

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As a TAC user is there any way to turn that 20 tonne oxygen block into something more reasonable? Like what value should it be set at and how could I correct it?

The way I've done it is to go into this mods resource definitions and get rid of the Water and Oxygen (instead letting TAC handle that. They're named the same so no maintenance as far as TAC files are concerned), and then make hydrogen the same density as oxygen (which you can find out in tac's resource file). Then I just go into the wedges themselves and reduce the amounts down to 240.

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KAS storage wedge is being created as we speak. We'll also be doing a monoprop wedge. We don't plan to do other fuel types as the volume of the wedge is so small you'd need lots of them to get a usable amount of fuel in there. Your best bet is to use a stackable tank under the US layer.

What about creating a pack and wedges for KSP-Interstellar resources? Specifically, LiquidMethane, Ammonia, Hydrogen Peroxide, and Lithium?

It needs pointing out that KSP-Interstellar (probably accurately) assumes that LiquidFuel is actually liquid Hydrogen- since most real rocket upper stages use Hydrogen/LOX rocket engines. It also eliminates the need to have a separate "Hydrogen" resource (one just balances resource capacities to consider LiquidFuel's density), and enables the products of water (or in the case of KSP-Interstellar "LiquidWater"- though they should probably eventually change it to "Water" to allow crossover with other mods) electrolysis to be burned in stock and stock-like rocket engines... (whereas your "Hydrogen" and "Oxygen" resources cannot)

I can understand if there is a desire not to follow KSP-I's convention of LiquidFuel representing liquid hydrogen, but it is a point to keep in mind if attempting to create a KSP-Interstellar crossover pack.

Utilizing methane as "LiquidFuel" in this mod is also an unrealistic idea- in real life, rocket engines need to be specifically designed to burn Methane/LOX rather than Hydrogen/LOX or Kerosene/LOX...

Regards,

Northstar

Edited by Northstar1989
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