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


Paul Kingtiger

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We're looking good for a release in the next few hours. While you wait you can help with with some feedback.

TAC LS has kerbals consume resources at 25% of humans, which makes some sense because they are about 1/4 the size.

However because US parts are balanced based on real world engineering and the wedges are quite large compared to Kerbals the mission time with a single set of wedges is up in the hundreds of days.

I change the TAC config to use human consumption rates because that's how I roll, which brings things down to a more fun level.

So my question is, would you prefer an optional config file to change TAC to use Human resource consumption rates, or a optional file to reduce US capacities to 25% of current to make more Kerbal friendly amounts. Or some other option?

TAC configured to human consumption rates, personally. Everything is balanced for gameplay, there are larger numbers in play (more accurate calculations?) and the Realism Overhaul crowd is kept happy too. But as everyone has said, it will make every other TAC container useless and will break current flights.

Alternatively, keep our tanks high-capacity, but make the resources a heck of a lot more expensive. That way it's encouraged you don't buy what you don't need and the tanks fly quarter filled.

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Is it even possible to distinguish between TAC-water and US-water and charge different prices? It would seem to me that would require them to be different resources with identical loooking names in the VAB, Then the same thing out on the launchpad. (And that would make a money machine. Launch an empty US wedge+full TAC can, Transfer, recover, PROFIT!) Realisim Overhaul doesn't line up with this if the same resources are used in other parts, But if it's just for life support upping the consumption rate per kerbal would make the size/weight correct for how long it all lasted. The numbers would be too small but it would otherwise work.

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We're looking good for a release in the next few hours. While you wait you can help with with some feedback.

TAC LS has kerbals consume resources at 25% of humans, which makes some sense because they are about 1/4 the size.

However because US parts are balanced based on real world engineering and the wedges are quite large compared to Kerbals the mission time with a single set of wedges is up in the hundreds of days.

I change the TAC config to use human consumption rates because that's how I roll, which brings things down to a more fun level.

So my question is, would you prefer an optional config file to change TAC to use Human resource consumption rates, or a optional file to reduce US capacities to 25% of current to make more Kerbal friendly amounts. Or some other option?

I'd go with the optional file to change your mod. Easier support that way. Don't need to have people install this, then run to the TACLS thread wondering why their Jool-or-Bust ship ran out of resources halfway there!

And now I'm going to need to change TACLS to run at normal human levels... One more mod to tweak. :wink:

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Is it even possible to distinguish between TAC-water and US-water and charge different prices? It would seem to me that would require them to be different resources with identical loooking names in the VAB, ...

They are two types of resources ( more then one type of Pure Water)? separated? why?

Could be one Pure Water only. And one Waste Water only too.

And that adapts to the mods every one have installed.

I have TAC LS, so the resources are for it.

Not that way?

Edited by Climberfx
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They are two types of resources (Water)? separated? why?

I was responding to this part of Daishi's post:

Alternatively, keep our tanks high-capacity, but make the resources a heck of a lot more expensive. That way it's encouraged you don't buy what you don't need and the tanks fly quarter filled.

Where he suggests fixing the price/size mismatch between TAC and US resource containers. The price per liter for the same resource would have to change depending on what type of container it was in. I'm not really familiar enough with how KSP works to be sure, But that might be a difficult thing to do.

Edited by Chris_Pi
forgot some stuff
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Another vote for not messing with TAC consumption rates and resource definitions. It'd be absolute misery to rebalance every other mod around US's changed values.

Echoing this statement. It'd be best to have to config options, one for human consumption and one for kerbals.

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Version 0.8.0 released!

This version includes packs for TAC Life support and IFI Life Support

It also includes AVC online, a opt-in version checker and general model improvements and balancing.

Be sure to read the install instructions for TAC on the download page (I've included optional files to increase Kerbal consumption rates, or to reduce resource capacity of US parts, take your pick or keep it stock).

www.kingtiger.co.uk

Full change logs, instructions and videos to follow tomorrow when I'm not so tired.

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So, could one only install the "TacLifeSupport" folder of TAC (i.e. NOT -Containers, -HexCans, -MFT, and -Recyclers) plus the US TAC Pack to get a working setup? The parts that come with TAC are fugly and I never see myself using them unless they fulfill a role US doesn't, so I'd rather not have them eating RAM.

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So, could one only install the "TacLifeSupport" folder of TAC (i.e. NOT -Containers, -HexCans, -MFT, and -Recyclers) plus the US TAC Pack to get a working setup? The parts that come with TAC are fugly and I never see myself using them unless they fulfill a role US doesn't, so I'd rather not have them eating RAM.

Seeing as Paul is now asleep, I'll download it all and check for you :)

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So, could one only install the "TacLifeSupport" folder of TAC (i.e. NOT -Containers, -HexCans, -MFT, and -Recyclers) plus the US TAC Pack to get a working setup? The parts that come with TAC are fugly and I never see myself using them unless they fulfill a role US doesn't, so I'd rather not have them eating RAM.

I do that OOZ662. Never put any part of TAC here.

And i'm using it.

The only question is for the water purify, i put it connected to a little strut on back of my ship. But i don't see in the right click menu, after in flight, a button to turn it on and of.

It's already always on?

In mean time i'm searching for an answer around too.

Thank you i love it all!

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So, could one only install the "TacLifeSupport" folder of TAC (i.e. NOT -Containers, -HexCans, -MFT, and -Recyclers) plus the US TAC Pack to get a working setup? The parts that come with TAC are fugly and I never see myself using them unless they fulfill a role US doesn't, so I'd rather not have them eating RAM.

Seems to work fine with TACLifesupportMFT, SupportContainers, and LifeSupportHexCans deleted. I'm using the 25% US resource capacity .cfg :)

I do that OOZ662. Never put any part of TAC here.

And i'm using it.

The only question is for the water purify, i put it connected to a little strut on back of my ship. But i don't see in the right click menu, after in flight, a button to turn it on and of.

It's already always on?

In mean time i'm searching for an answer around too.

Thank you i love it all!

Yeah i've noticed that too, i can't seem to see anything broken in the .cfg... odd.

Glad you like it all, really happy how this mod's taken off :)

Edited by Daishi
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Seams the TAC LS version 1.0 have some different stuff, look, i will put here the TAC first, then US cfg:

Notes the name of the plugin is different.

TAC config:

MODULE

{

name = TacGenericConverter

converterName = Water Purifier

// A scaling factor by which the resource amounts are multiplied

conversionRate = 8.16

// A comma separated list of resources to use as inputs.

// For each resource, list the resource name and the amount (which

// is multiplied by the conversionRate)

inputResources = WasteWater, 0.000014247685185, ElectricCharge, 0.007123842592593

// A comma separated list of resources to output. Same as above

// but also specify whether it should keep converting if the

// resource is full (generating excess that will be thrown away).

outputResources = Water, 0.000012822916667, false, Waste, 0.000001994675926, true

}

RESOURCE

{

name = WasteWater

amount = 0

maxAmount = 5

}

Now US:

MODULE

{

name = ModuleResourceConverter

canOverflow = false //--optional, defaults to false (This sets whether the converter will continue to consume resources if one of the outputs is full.)

deactivateIfFull = false //--optional, defaults to false (This automatically deactivates the converter if one of the output resources is full.)

deactivateIfEmpty = true //--optional, defaults to false (This automatically deactivates the converter isn't enough of something. If false, it will continue to operate, albeit at a slower rate set by the limiting reagent)

INPUT_RESOURCE

{

name = ElectricCharge

// Units: 1 unit = 0.033Kw per second (1.155Kwps)

rate = 15

}

INPUT_RESOURCE

{

name = WasteWater

// Units: Liters per second

rate = 0.0002778

}

OUTPUT_RESOURCE

{

name = Water

// Units: Liters per second

rate = 0.0002583

}

OUTPUT_RESOURCE

{

name = Waste

// Units: Liters per second

rate = 0.0000194

}

}

Edited by Climberfx
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Seams the TAC LS version 1.0 have some different stuff, look, i will put here the TAC first, then US cfg:

Notes the name of the plugin is different.

TAC config:

Now US:

Yeah we have different converter modules, mainly due to the Core pack being designed as a standalone mod (no requirements on other mods you need to download). The stock games resource converters don't really work too well, so OkBilly was awesome and made us a replacement we can bundle in with US :)

Seeing as the Core pack includes parts that are used with TAC, the generator modules need to carry over.

Great, i will try it and let you know!

Thank's Daishi!

Not a problem!

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So, i put it, them now we have the option to turn it on. But i can't note any diference in consumption on Water and level decrease of at least slow down on Waste Water :(

I can't compare to tell if is wrong, or is like this, almost imperceptible.

But ok, enough for today.

;)

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So, i put it, them now we have the option to turn it on. But i can't note any diference in consumption on Water and level decrease of at least slow down on Waste Water :(

I can't compare to tell if is wrong, or is like this, almost imperceptible.

But ok, enough for today.

;)

Its working, made an unmanned little satellite to test it. Its just a little slow to convert, but that's for gameplay balancing :)

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Great, i was seen the cfg, and there is little values, below decimal points. a lot below. like 0.00012 units per second.

Is more a thing to extend overall efficiency/time in space, then to recycle everything you have.

I test on a three man vessel, and i couldn't even see the change after i finish the mission.

So, long missions, and putting pore then one will help.

Cheers!

I love it all, the same way.

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Great, i was seen the cfg, and there is little values, below decimal points. a lot below. like 0.00012 units per second.

Is more a thing to extend overall efficiency/time in space, then to recycle everything you have.

I test on a three man vessel, and i couldn't even see the change after i finish the mission.

So, long missions, and putting pore then one will help.

Cheers!

I love it all, the same way.

Yeah, its more useful for long term habitation, like for use on space stations or bases (gives you a reason for having large solar arrays!). Short trips won't really benefit much.

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