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


Paul Kingtiger

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Is the new version compatible with TAC? I know it's not the TAC pack, but the older version broke TAC completely.

As long as you're using the new 0.9 version of TAC with 1 unit = 1 liter then it 'should' work. There might be some conflict over resource definition although Squad seems to have fixed that since 0.23.5

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There's a good ballpark outline of all the work i have to do a few pages back.

http://forum.kerbalspaceprogram.com/threads/75129-Universal-Storage-0-75-3-%28For-KSP-0-24-2%29-26th-July-2014?p=1304509&viewfull=1#post1304509

This one? Sorry, I didn't look hard enough. Somehow, browsing through pages and pages of threads is kind of tedious :/

As for more cores, I doubt it. I'll be finishing what i've planned first.

That makes sense. Godspeed with your current work!

Edited by Kobymaru
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http://forum.kerbalspaceprogram.com/threads/75129-Universal-Storage-0-75-3-%28For-KSP-0-24-2%29-26th-July-2014?p=1304509&viewfull=1#post1304509

This one? Sorry, I didn't look hard enough. Somehow, browsing through pages and pages of threads is kind of tedious :/

That makes sense. Godspeed with your current work!

Yeah that's the one. No worries about missing it, happens all the time. Our thread's grown a bit :)

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First of all, let me say this pack is fantastic. Can't play without it anymore :)

A suggestion I have for future updates, is a container wedge that either contains a RCS thrusters that stays shielded before activation, or which may be more useful, a container wedge that has a piston like surface. Once you open, that surface would rise up so that whatever is inside gets exposed. This would be cool for the aforementioned RCS thrusters, solar panels or any other parts that you'd rather have on the surface.

Anyway, keep up the good work :)

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I think there's a pack that already does that V1per (here it is, might not be exactly what you want but it's a start)

Also I think you were mentioning that you were having issues thinking about good ideas for the waste container. Personally I think that just a little box with a hatch on it that has a sticker saying "cation: hazardous waste, not snacks - do not eat!" would be fine. You can't really get too creative with a trash bin so might as well add some kerbal style humor to compensate

Edited by Tripod27
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I think there's a pack that already does that V1per (here it is, might not be exactly what you want but it's a start)

Also I think you were mentioning that you were having issues thinking about good ideas for the waste container. Personally I think that just a little box with a hatch on it that has a sticker saying "cation: hazardous waste, not snacks - do not eat!" would be fine. You can't really get too creative with a trash bin so might as well add some kerbal style humor to compensate

I was thinking a light brown container that just had one word on it: "Poo". This would very easy to tell what it is, and to make it better it could be vented in a particle effect....this might be too much but still funny.

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Greate mod you're making!

Just curious though: couldn't find the source code anywere; is it available?

There is no source code, it's just models, part.cfg files and module manager files.

The mod is packaged with Module Manager, Advanced Animator and Generic Resource converter and you can find the source code for those on their forum pages (if available).

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I dunno why but when I am using this with TAC, ORS, MKS, and other modes I get null errors all over the place and cannot recover my ship or revert back to VAB/launch (both options are on on the save I am testing), and yet without it installed it is fine. Here is the Log file I cannot make heads or tales of the bloody thing, but maybe someone out there can figure out what is going funky in funky town. The buttons all show up (for revert and space center and recovery), but have no functions seemingly set to them. I have to alt-tab and close the program that way to "fix" the issue, and I do not call that a fix as it kills the crew and vessel. This does not happen if i just launch from the launch pad and come straight back though, it only seems to be an issue when I break atmosphere, orbit, and then return to Kerbin. Not sure what if the last bit is important but I figured I would put that out there as extra info.

I do love the mod and I REALLY do want to use, but for now until a solution can come about I have leave it off. Hopefully someone can figure this out and shed some light on the issue. :cool:

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I dunno why but when I am using this with TAC, ORS, MKS, and other modes I get null errors all over the place and cannot recover my ship or revert back to VAB/launch....

Try deleting US_Core.cfg from the US_Core folder. It duplicates resources that might clash with TAC. It shouldn't cause crashes like this but it's worth trying.

Otherwise I'm not sure how this could happen, the mod is simple parts, there's no plugins apart from module manager, Advanced Animator and Generic resource converter.

You could try removing the last two, one at a time to see if it fixes the issue. US won't be 100% without them but it would help us find the cause of the issue.

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Try deleting US_Core.cfg from the US_Core folder. It duplicates resources that might clash with TAC. It shouldn't cause crashes like this but it's worth trying.

Otherwise I'm not sure how this could happen, the mod is simple parts, there's no plugins apart from module manager, Advanced Animator and Generic resource converter.

You could try removing the last two, one at a time to see if it fixes the issue. US won't be 100% without them but it would help us find the cause of the issue.

I will give it that a try and see if there is some change and report back if there is a change or not.

Edit: Just deleting the US_Core.cfg did the trick, and I was able to get back Bill who otherwise would have been KIA. Now I can build a more slim rockets that hide the solar panels and science stuffs nicely. :)

Edited by Liowen
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...Edit: Just deleting the US_Core.cfg did the trick, and I was able to get back Bill who otherwise would have been KIA. Now I can build a more slim rockets that hide the solar panels and science stuffs nicely. :)

Great to know you've got it sorted. Just to reiterate for everyone else; until we release the TAC pack US is not officially supported with TAC and you're likely to come across problems like this.

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I've been having issues with the game failing to load if I have the KAS wedges installed, and occasionally the Dmagic science wedges as well (loads on the second try)

Can you give us more information, what version of KSP are you running and what other mods do you have installed?

There is a known issue with KAS at the moment, especially with 64bit KSP. I've been running the KAS pack (without KAS installed) on 32bit KSP for some time now without loading problems so I suspect it is something else causing the issue.

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Can you give us more information, what version of KSP are you running and what other mods do you have installed?

There is a known issue with KAS at the moment, especially with 64bit KSP. I've been running the KAS pack (without KAS installed) on 32bit KSP for some time now without loading problems so I suspect it is something else causing the issue.

Yeah it's the 64 bit version, I have so many mods installed that I'd rather not list them (which is why I use 64 bit)

I'm still having issues with the Dmagic wedges, but don't know if that's also 64 bit only or not and it's weird that it doesn't crash every time

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ok, running into a small issue with the Elektron, in that it isn't working. I have plenty of electricity, lots of water and storage space for the resources, but alas, when I activate it, it immediately deactivates. HALP!

I have some kerbals who will end up needing rescued very quickly due to lack of electricity if I cannot get it sorted.

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ok, running into a small issue with the Elektron, in that it isn't working. I have plenty of electricity, lots of water and storage space for the resources, but alas, when I activate it, it immediately deactivates. HALP!

I have some kerbals who will end up needing rescued very quickly due to lack of electricity if I cannot get it sorted.

That's a known issue with 0.75.2 and earlier, download the latest version, 0.75.3 to fix it.

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I get this in my logs:

[ModStatistics] Error while inspecting assembly ModuleResourceConverter. This probably means that ModuleResourceConverter is targeting a runtime other than .NET 3.5. Please notify the author of ModuleResourceConverter of this error.
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Universal storage isn't throwing this error, but ModStatistics is.

Most likely then you issue is going to be with what ever uses Modstat and not US. Try removing Modstat and see if any other issues crop up, and to be honest modstat should be optional, not mandatory, when installing a mod.

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Universal storage isn't throwing this error, but ModStatistics is.

This isn't an error, it's a message telling you that ModuleResourceConverter wasn't compiled properly. If ModuleResourceConverter wasn't compiled using .NET 3.5 it could cause problems in KSP, removing ModStats won't do anything but hide this message.

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