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


Paul Kingtiger

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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.

YES! Finally.

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One thing you might want to update in the pack is the MM, there is an updated version of it 2.3.4 out now.

I release with whatever version I've tested with, which often means I'm a version behind the cutting edge, but I know it works and there aren't any new bugs.

I've rushed out a TAC install video until I can get the proper vid up at the weekend.

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Your website seems to be having some sort of exploding issue... Which is pretty funny (the explode part that is).


Warning: explode() expects parameter 2 to be string, array given in /home/kingtige/public_html/kingtiger/wordpress/wp-content/plugins/wp-hide-category/wp-hide-category.php on line 56

Anyway, doesn't seem to be a big deal as everything seems to be working fine.

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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.

It processes 1 litre of water per hour using 495 watts (based on 1 charge = 33 watts / 33kj*)

* U compared the in game solar panels to real life ones to come up with 33kj, and as the calculations in game are in seconds, that also equals 33watts, which is a figure most people are familiar with. I know other mods use other values, such as 1 charge = 1kW, but that massively overpowers the solar panels and makes any other form of power generation pointless. The 33 watt value nicely balances panels, fuel cell and power requirements from all the US parts.

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Your website seems to be having some sort of exploding issue... Which is pretty funny (the explode part that is).


Warning: explode() expects parameter 2 to be string, array given in /home/kingtige/public_html/kingtiger/wordpress/wp-content/plugins/wp-hide-category/wp-hide-category.php on line 56

Anyway, doesn't seem to be a big deal as everything seems to be working fine.

Damn Kerbals, you can't take them anywhere without them blowing things up!

Should be fixed now (caused by bad plugin update).

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It processes 1 litre of water per hour using 495 watts (based on 1 charge = 33 watts / 33kj*)

* U compared the in game solar panels to real life ones to come up with 33kj, and as the calculations in game are in seconds, that also equals 33watts, which is a figure most people are familiar with. I know other mods use other values, such as 1 charge = 1kW, but that massively overpowers the solar panels and makes any other form of power generation pointless. The 33 watt value nicely balances panels, fuel cell and power requirements from all the US parts.

Soooo, downloaded the pack and thought I was going crazy cuz I couldn't find the fuel cell in the folder list. It appears that the "US_Wedge_P10_Fuelcell" folder ended up in "US_Core\Parts\US_Wedge_D20_SafetyDecoupler_250"

I imagine that was a accident?

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Soooo, downloaded the pack and thought I was going crazy cuz I couldn't find the fuel cell in the folder list. It appears that the "US_Wedge_P10_Fuelcell" folder ended up in "US_Core\Parts\US_Wedge_D20_SafetyDecoupler_250"

I imagine that was a accident?

That's sloppy!

You're right, although it won't affect the parts in game.

I'm going to run a more thorough QA pass tonight and release an update.

It's annoying because I had a great QA process built out with check lists and everything, but all the day two stuff ignored the list in my rush to get the mod out.

That'll teach me to ignore the workflow :(

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In the TAC pack's US_Wedge_Carbon part.cfg the line for structure on/off GUI is commented out.

Is that intended?

*edit

sorry it was the action-group part that was commented out, as in every part.

But somehow its not possible to disable the Carbon-Wedge structure while in VAB.

Edited by johnwayne1930
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That's sloppy!

You're right, although it won't affect the parts in game.

I'm going to run a more thorough QA pass tonight and release an update.

It's annoying because I had a great QA process built out with check lists and everything, but all the day two stuff ignored the list in my rush to get the mod out.

That'll teach me to ignore the workflow :(

Hehe. Minor mistake. It is obviously not a big deal as the part will still show up in the game. :)

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In the TAC pack's US_Wedge_Carbon part.cfg the line for structure on/off GUI is commented out.

Is that intended?

*edit

sorry it was the action-group part that was commented out, as in every part.

But somehow its not possible to disable the Carbon-Wedge structure while in VAB.

That's a model issue and we'll have to wait for Daishi to supply a new file.

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THis is a case of PEBKAC rather than a problem with the (exellent) mod, But I'd like to point out that if you wish to use the 25% TAC config, Remove the existing config file. Having both in there at once does... Strange things. :blush:

You must be getting an issue from somewhere else, you should keep the US_TAC (25% resources).cfg and US_TAC.cfg if you want reduced resources.

The first one drops resources to 25% and the second one adds TAC resources to the EVAx.

I have noticed that the EVAx isn't always having it's capacity reduced which I've fixed and will release in tonights patch.

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THIS is the mod that got me hooked on mods. This led to DMagic, which led to SCANsat, which led to Raster Prop Monitor... makes KSP a new game. Definitely boarded the hype train for the new TAC Pack! :D

On another note, I've always had a problem with the Part Catalog icons. I install the folder bundled with US Core, but the icons never show up in game and just default to white text on the Parts Catalog sidebar. So I just see "USC", "USK", and "UST". You have your icons in the \PartCatalog folder, but moving them to the \PartCatalog\Icons\Mods doesn't change anything either...

I'm also curious about the resource consumption rates for the new TAC pack. If you install the US_TAC (25% Resources).cfg, it seems to make the wedges have way too few resources. Which is great for short trips within the Kerbin system, but anywhere else and things get crazy.

For example, for a single Kerbal, with a 2.5m "Food Container, Large" from the TAC LS mod, I get about 6,000 Kerbin days worth of food by default, which becomes 1,500 days if converted to the human consumption rates that you mentioned you do. But with a ring of eight "Universal Storage Food Bags" at 25%, I only get 419 Kerbin days worth (about one Kerbin year), even though eight wedges are the same size as TAC LS's 2.5m Food Container.

So in the case of a round trip to Jool which could take 6 Kerbin years, I would need six layers of eight food wedges. JUST for food! And only for one Kerbal!

Even without the US_TAC (25% Resources).cfg installed, the numbers don't seem to play too nicely with gameplay. Sending only a small crew of three to Jool round trip requires at least five layers of eight food wedges for survival. And who wants to go to Jool with such a lonely number? If we send a crew of seven... I know that a six Kerbin year journey would take A LOT of food, but my god that's a big rocket!

Sooooo any thought on increasing the wedges' capacities, by quite a lot? Personally I'd prefer larger maximum capacities, and then we can tweak down to the amount that we actually need for the mission. For balance, maxing out a wedge could maybe be crazy expensive, more so than now. Instead of a US_TAC (25% Resources).cfg, a US_TAC (2x Resources).cfg might be more friendly for gameplay. Or even a US_TAC (4x Resources).cfg... remember, I've only been talking about food wedges until now. There's still water, oxygen, waste...

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I've had a look at the times for the 3 configurations.

In each case I took a 1 kerbal pod, removed the Food, Oxygen and Water from the pod and added 1 of each US container.

Stock install

Food: 205 days

Water: 310 days

Oxygen: 585 days

25% capacity

Food: 51 days

Water: 77 days

Oxygen: 146 days

Human consumption

Food: 68 days

Water: 90 days

Oxygen: 147 days

The last 2 are very similar because Kerbals consume roughly 25% of humans, but not exactly, hence the difference.

Screen shots are available here.

http://1drv.ms/1rfTAr6

As to which one you use, it's personal choice. I like human consumption and I only use US container parts.

One thing is clear, a 6 year mission is a massive undertaking and whereas you can recycle oxygen and water very well, food you've just got to take with you. Or grow on route.

Edited by Paul Kingtiger
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As to which one you use, it's personal choice. I like human consumption and I only use US container parts.

One thing is clear, a 6 year mission is a massive undertaking and whereas you can recycle oxygen and water very well, food you've just got to take with you. Or grow on route.

I'd love to see the beast you personally would make for a multi-Kerbal Jool trip. You play hardcore. :wink:

As for me, I'm probably going to tweak with the multipliers in the US_TAC (25% resources).cfg.

Did you check out my problem with Part Catalog?

EDIT: Actually, stock values don't seem so bad as I first thought.

Edited by ev0
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It'd be nice to have a quick reference for how many Kerbals each generator can support for those of us terrible at math as well.

The Water purifier cleans 1 liter per hour and the Sabatier produces about the same.

The Elektron turns 1 liter of water into about 800 liters of Oxygen per hour.

How long this will last you depends on which settings you are using.

Humans need 0.136 liters of water per hour and 24.5 of Oxygen. Kerbals about a quarter of that.

However running all those machines will take a lot of power.

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