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


Paul Kingtiger

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Might already been asked, but is there a plan to upgrade the old core modules with double doors?

Hmm, not sure, Daishi might be able to help here. I know he plans to upgrade the old parts to the new single door model as shown on the KAS Storage container. But if I remember rightly he won't add the double doors because they are a bit more resource intensive.

Out of interest do you prefer the single door opening to the side or the two doors opening in the middle (just the inside white section)?

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Updating from 0.6 give me this:

Que8Xhy.jpg

seems US_d_Hub_Octocore it's now called US_C20_Hub_Octocore, unintended perhaps?

Salud.

PS: forgot to say, I make a MM config to change the name back and works fine, vessel load and looks like always.

Edited by agises
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Updating from 0.6 give me this:

http://i.imgur.com/Que8Xhy.jpg

seems US_d_Hub_Octocore it's now called US_C20_Hub_Octocore, unintended perhaps?

Salud.

PS: forgot to say, I make a MM config to change the name back and works fine, vessel load and looks like always.

Yes that shouldn't have happened. I've changed the part name and reuploaded the core pack.

Thanks for spotting it.

BTW I love the notes mod, especially now it has a KSP skin :)

Edited by Paul Kingtiger
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Hmm, not sure, Daishi might be able to help here. I know he plans to upgrade the old parts to the new single door model as shown on the KAS Storage container. But if I remember rightly he won't add the double doors because they are a bit more resource intensive.

Out of interest do you prefer the single door opening to the side or the two doors opening in the middle (just the inside white section)?

The opening in the middle giving optimal view at the contained stuff.

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I just wanted to say thank you for the approach you've taken with this mod. Having the components broken out into packs rather than one huge mod requiring a handful of other prerequisit mods not only allows people to use what they want without being forced to download other potenially unwanted mods, but it can also be advantageous with respect to the memory footprint which we all know can be problematic with KSP. Great job!

Oh yeah, and the parts are damn cool too ;)

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Is there an ETA for the TAC release my friend? Your mod looks amazing, but for a TAC user and fan, I`ve been holding back until it releases!

No idea, working on the models as fast as i can without having the quality suffer. Appreciate your patience :)

I love that little EVA-X backpack. Brilliant idea. How has nobody thought of this until now?!

Helix has been working on one for a while, and we both got our ideas from the real life MMU. I also wasn't too keen on the backpacks the Kerbals already have - the controls were far too small and not at all to scale with their hands, especially after seeing how knobbly their fingers are in the promotional vids.

Might already been asked, but is there a plan to upgrade the old core modules with double doors?

I'm warey of doing that - I only justified making the double doors on the science bay in the first place because there wasn't going to be anything inside them. They're twice as complex as the standard doors and I don't really want to risk the performance hits. The older parts will get revised to have the newer single doors though, which are much less taxing on KSP :)

I love this pack. I wish ECLSS didn't have a terrible monopropellant bug, otherwise I'd be able to use the hyd/oxy stuff for its intended purpose instead of just fuel cells.
Thankyou! I agree, it is a pain, but Asmi needs as much time as he can with his family and I totally respect his decision to put the mod on hold.
I just wanted to say thank you for the approach you've taken with this mod. Having the components broken out into packs rather than one huge mod requiring a handful of other prerequisit mods not only allows people to use what they want without being forced to download other potenially unwanted mods, but it can also be advantageous with respect to the memory footprint which we all know can be problematic with KSP. Great job!

Oh yeah, and the parts are damn cool too ;)

Thank you - Paul's the mastermind behind that concept and all of his .cfg wizardry to make everything cross-compatible. I'm glad all my parts are just as well received :D

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I'm warey of doing that - I only justified making the double doors on the science bay in the first place because there wasn't going to be anything inside them. They're twice as complex as the standard doors and I don't really want to risk the performance hits. The older parts will get revised to have the newer single doors though, which are much less taxing on KSP :)

Sad, but understandable.

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how well does this work for part balance? I never use a single goo tank, as it would unbalance my craft. But my OCD requires me to then use two bays as well (yes I know parachutes are the same mass). When placing a goo container in a storage container, it would be closer to the center mass (as opposed to radial mounting which is as far from COM as it could get). How off balanced are craft with a single goo can in a storage bay?

Also, are these parts (with shroud) far compatible, to reduce drag from the parts within?

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Is this configured for Connected Living Space?

I started looking at this and it appears Codepoet, the CLS dev has already included a module manager config file for the octocore part so it is compatible :)

It's a single line of code and shouldn't do anything bad if CLS isn't installed so I'll include it in the part.cfg file of the next release.

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Been wanting to make an ATV-alike resupply vessel with the US wedges and SDHI service module for a while now, but the lack of TAC wedges always stopped me. Then the SIM bay came out, and now I have this guy as a neat little work-around:

14361370292_c15ed089c9_b.jpg

14362891945_2931a269a9_b.jpg

It carries six KAS wedges, six water wedges (since those already seem decently balanced to me), and twelve SIM bay wedges to cover two large radial food tanks and two large radial oxygen tanks. It's not as small as I'd like, but it works for now.

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how well does this work for part balance? I never use a single goo tank, as it would unbalance my craft. But my OCD requires me to then use two bays as well (yes I know parachutes are the same mass). When placing a goo container in a storage container, it would be closer to the center mass (as opposed to radial mounting which is as far from COM as it could get). How off balanced are craft with a single goo can in a storage bay?

Also, are these parts (with shroud) far compatible, to reduce drag from the parts within?

It will still have an effect on the ships stability - so either stick something else on the other side of the craft, or add an reaction wheel to try counter it. It would be marginal though. To get the science bay FAR compatible, we'd have to fully enclose it in mesh colliders, meaning stacking multiple bays together to get a deeper volume wouldn't work, as each of them would have an invisible roof that blocked longer parts from attaching. However - if everything is under a aerodynamic capsule\nosecone and you ascend on a correct trajectory, it shouldn't effect the drag on the ship. We haven't really playtested with FAR so i'm not totally sure, but you'd like to do some tests, we'd really appreciate it :)

Looking forward to the TAC Pack! Care to give us a sneak peek?

:D Nothing really to peek at sorry, the only thing i have partially done is a food wedge, which i will have to tweak anyway to fit inside the new wedges. Sneak peeks before releases are always found on the development thread though, which is in my signature.

OMG I didn't know this existed 10 minutes ago and I already love this.

Thankyooou

Been wanting to make an ATV-alike resupply vessel with the US wedges and SDHI service module for a while now, but the lack of TAC wedges always stopped me. Then the SIM bay came out, and now I have this guy as a neat little work-around:

It carries six KAS wedges, six water wedges (since those already seem decently balanced to me), and twelve SIM bay wedges to cover two large radial food tanks and two large radial oxygen tanks. It's not as small as I'd like, but it works for now.

Looking cool - what's the capacity of those food tanks? Our ones should be pretty dense so hopefully that will help with partcount in the future (if that's what you mean by 'not being small'). You've also made me consider lightening up the grey stripe, looks a bit grubby mixed in with other parts...

Edited by Daishi
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Looking cool - what's the capacity of those food tanks? Our ones should be pretty dense so hopefully that will help with partcount in the future (if that's what you mean by 'not being small'). You've also made me consider lightening up the grey stripe, looks a bit grubby mixed in with other parts...

Actually I just meant physical size, since it takes three bays to fully enclose one of those large radial tanks the whole thing came out looking too tall to me. Each tank holds 90 food, in retrospect not very much compared to the amount of water that's in those six wedges.

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Actually I just meant physical size, since it takes three bays to fully enclose one of those large radial tanks the whole thing came out looking too tall to me. Each tank holds 90 food, in retrospect not very much compared to the amount of water that's in those six wedges.

Ah, kk. And to think I'll be increasing their capacity in a future update >.>

Whats that tape drive looking thing in the picture on the first page?

Kerbal Engineer :) Its a handy mod that gives you a readout of your ships deltaV, so you know exactly how far your craft can get you.

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Dmagic's our science guy (http://forum.kerbalspaceprogram.com/threads/64972) - he's added Universal Storage compatibility to his parts, and plans to make more. He'll be using our science bay model and merging in his wedge-tailored parts in future updates. So yep, you'll probably see his versions of the materials and goo bay sometime soon.

Glad you like our work :)

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