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


Paul Kingtiger

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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.

Texturing the goo pod and mat bay now. Then I'll be converting all of my old US parts to the new science bay and wrangling all of the animation stuff to work together. Then, I hope, on to making an atmospheric sensor to complete the set.

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Texturing the goo pod and mat bay now. Then I'll be converting all of my old US parts to the new science bay and wrangling all of the animation stuff to work together. Then, I hope, on to making an atmospheric sensor to complete the set.

q2KOzbx.gif

Edited by Citizen Joe
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If I were to reconfigure my fuel cells to run off liquid fuel and oxidizer instead of the realistic hydrogen and oxegon(cause kerbal IMO isn't and shouldn't be completely realistic and I want to cut down on the resources in my resource menu) what should I set the new ratio's and storage capacities to?

EDIT: and while we are at it let toss in the idea of replacing the water with kethane as well since I have that mod installed

Edited by passinglurker
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Uhm... question. How do I avoid this:

WC7ShPz.png

The wedges under the cockpit contain parachutes which are in the process of deploying and they stretch out like this every time, sometimes breaking the joint. Is there some value I can adjust to stop this from happening? I have KJR and already tried increasing the breaking force in the part file. Struts help but don't stop it from stretching like this. Any ideas?

Edited by Citizen Joe
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If I were to reconfigure my fuel cells to run off liquid fuel and oxidizer instead of the realistic hydrogen and oxegon(cause kerbal IMO isn't and shouldn't be completely realistic and I want to cut down on the resources in my resource menu) what should I set the new ratio's and storage capacities to?

EDIT: and while we are at it let toss in the idea of replacing the water with kethane as well since I have that mod installed

I'd just swap out the resource definitions in the .cfg file, and muck around with the rates until you're happy with the performance. Not sure what the exact values would be, you may have to wait until Paul visits the forum again.

Uhm... question. How do I avoid this:

http://i.imgur.com/WC7ShPz.png

The wedges under the cockpit contain parachutes which are in the process of deploying and they stretch out like this every time, sometimes breaking the joint. Is there some value I can adjust to stop this from happening? I have KJR and already tried increasing the breaking force in the part file. Struts help but don't stop it from stretching like this. Any ideas?

Yeah this annoyed me to no end early on in the development of the hubs. I think the values that deal with stretching and compressing are based around the parts mass, so maybe make the cores heavier? If not, do what the stock game does with the Cubic Octagonal Strut - make them physically "invisible" so the game doesn't calculate external forces through the parts. It causes bugs (you'll notice when you find them, in my case i've had random excessive vibrations and disassembly on craft made with a ton of Cubic Struts) but i've never seen a Cubic Strut stretch before.

PhysicsSignificance = 1

Put that between the hubs "rescaleFactor" line and the "nodestackleft" line, and see what happens :)

Edited by Daishi
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THANK YOU OH GREAT ONE. PRAISE BE TO DAISHI.

This works perfectly. Thank you sir. I know exactly the bugs you mean, and i don't use huge amounts of these things so it shouldn't be too much of a problem if at all.

Happy to help! Keep me posted if odd things start happening, we might roll this change into the cores in the next update if nothing goes wrong :)

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Well quick update on the tweak: it works pretty darn well. Haven't had any horrible craft disassembly since yesterday, and it completely eliminates the considerable joint wobbling problems involving the cores when a craft containing the cores rotates.

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Well quick update on the tweak: it works pretty darn well. Haven't had any horrible craft disassembly since yesterday, and it completely eliminates the considerable joint wobbling problems involving the cores when a craft containing the cores rotates.

Great to hear! :D How does it behave coming out of warp, or when loading the craft or docking?

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I've been doing some testing on this, no crashing as yet. But turning on Physics significance does seem to make part connection ultra rigid. In fact I can build craft with long sets of quad cores so large that my computer struggles (and it's a powerful machine) and not compress or bend the parts at all.

I suspect that setting physics significance to 1 actually stops the game from calculating any physics based stuff for that part and it's connections, so everything becomes perfectly strong and stiff.

Considering the parts we're working with, as long as you don't abuse it, I think that's ok and that the benefits outweigh the drawbacks. You can still damage the parts via impacts, but you won't be able to snap them off using torque.

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The EVA-X is nice, but for some reason its EVA Propellant is never used by my kerbals. I'm using the latest update of KAS(0.4.7 i think) and I take the pack from a KAS container. Am I missing something or it is normal/known ?

However, I can still manually transfer the propellant using Ship Manifest, which is good.

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I've been doing some testing on this, no crashing as yet. But turning on Physics significance does seem to make part connection ultra rigid. In fact I can build craft with long sets of quad cores so large that my computer struggles (and it's a powerful machine) and not compress or bend the parts at all.

I suspect that setting physics significance to 1 actually stops the game from calculating any physics based stuff for that part and it's connections, so everything becomes perfectly strong and stiff.

Considering the parts we're working with, as long as you don't abuse it, I think that's ok and that the benefits outweigh the drawbacks. You can still damage the parts via impacts, but you won't be able to snap them off using torque.

You would be correct. The best kind of correct. That setting causes physics to stop calculating for anything but direct physical impact (such as landscape surfaces, other craft, yada yada). Another possible fix is to increase the node connector size in the cores, giving them a bit more rigid stance. That would only be for the core itself and not any wedges. This would be probably the better option, seeing as the core itself, while 'small' in the middle, is technically supporting the framework to the outside edges so it could logically have more structure (larger node) to support. Might want to try testing that out to see how it does.

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You would be correct. The best kind of correct. That setting causes physics to stop calculating for anything but direct physical impact (such as landscape surfaces, other craft, yada yada). Another possible fix is to increase the node connector size in the cores, giving them a bit more rigid stance. That would only be for the core itself and not any wedges. This would be probably the better option, seeing as the core itself, while 'small' in the middle, is technically supporting the framework to the outside edges so it could logically have more structure (larger node) to support. Might want to try testing that out to see how it does.

Currently node connector is set to match other parts of the same size, so the quad core matched 1.25m tanks (size 1 I think) and the Octocore matches 2.5m tanks (size 2). We could make both larger although that has issues when trying to attach things as the nodes overlap. Even with the large nodes the strength of the connection is light. I think Daishi is right and mass is a factor.

In a perfect world connection strength would be a separate value you could set on a per part basis...

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Currently node connector is set to match other parts of the same size, so the quad core matched 1.25m tanks (size 1 I think) and the Octocore matches 2.5m tanks (size 2). We could make both larger although that has issues when trying to attach things as the nodes overlap. Even with the large nodes the strength of the connection is light. I think Daishi is right and mass is a factor.

In a perfect world connection strength would be a separate value you could set on a per part basis...

Its kind of strange that it isn't. What exactly determines the strength of a connection? Node size doesn't seem to affect it in any significant way, nor does breaking torque. Stacking a bunch of small fuel tanks seems to be far more rigid than stacks of Cores. Is it the mass?

EDIT: and does anyone know what mod could be causing the KSC buildings to be un-clickable after a while playing? This is driving me insane.

Edited by Citizen Joe
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...

Updated documentation from Squad would really help, a lot of the modding information on the wiki is out of date and without the basics from Squad it's hard for the community to fill in the gaps.

Mods are a huge part of this game so I hope Squad will realize the value in spending some time and money on updating the docs.

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Hi guys

Just letting you know that I've just had a severe issue with my computer. My motherboard has just fried itself. Its still under warranty, but that means i have to disassemble it and its ungainly heatsinks from the CPU, which I'm a bit warey of. No idea how long it will take to repair, and other components may be damaged (i hope not) - so it may be a while until you see further updates. Paul has the latest fuel tank so that's safe at least.

My Universal Storage files are also safe on a non-OS drive, so they should be fine too, but because this is a mainboard failure i can't be sure. My recent backup was a while back, i totally didn't see this coming. Always presumed the odd crashes i got were RAM issues.

So dev on my side has been paused, I'm sorry to say :(

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I just installed this mod last night and everything seems to be working fine except for the empty science bay. Right clicking it does nothing... I cant get them to open. Any thoughts as to what might be causing this issue?

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That's unfortunate, Daishi. Always frustrating and a bit scary when a rig dies. Hope you get it sorted out without too much damage to your wallet and other things!

That being said, I'm going to drop more suggestions/ideas on you guys because I'm a jerk like that: Have you considered doing Kethane and/or Interstellar wedges? Or perhaps a probe-sized set of parts? I'd keep it super-simple for that: an in-line mounting piece that holds a single probe-sized science bay, and nothing else. It would provide just enough functionality to do cool stuff like have your kerbals perform upgrades on your in-space probes and things like that, without getting into too much part-bloat.

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That being said, I'm going to drop more suggestions/ideas on you guys because I'm a jerk like that: Have you considered doing Kethane and/or Interstellar wedges?

There are no plans at the moment to do Kethane or Intersteller, but by the time we've finished TAC and released 1.0 there will be enough models that you'll be able to make parts for just about any mod by building a custom part.cfg file.

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I just installed this mod last night and everything seems to be working fine except for the empty science bay. Right clicking it does nothing... I cant get them to open. Any thoughts as to what might be causing this issue?

Try clicking around the outer edge of the corrugation, it is a bit tricky to find at first. Might make it easier to grab in the future with a wider collision mesh.

Edited by Daishi
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I hate to ask, but I've searched thoroughly and can't find an answer. What is the workaround for the ECLSS monopropellant bug? I know everyone isn't flying without RCS fuel or just not doing EVA. It seems the most simple solution would be giving Kerbals a full tank of RCS fuel without taking it from the craft. This mod inspired me to use life support and I'm loving it! Great work guys! But I can't edit my config saves to refill monoprop tanks every time I exit the spaceship :/

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