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


Paul Kingtiger

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Mr. Kingtiger, I see in your changelog that as far back as late July you'd intended to incorporate native Dangit! support. I'm excited to learn of the possible progress on this, or potential user workarounds you can suggest. Also, great mod!

Dangit! will work with the mod currently in that parts can fail. What we would like to add is a spare part wedge.

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Small update

We're moving the downloads over to Kerbal Stuff so that Universal Storage can work with CKAN.

You'll still be able to download from ksp.kingtiger.co.uk as before, but you can also download from Kerbal Stuff, and if you follow the mod there, you'll be emailed when a new version is released.

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You know, the "nevermind" part is the only item I find problematic. See, your request for mod support here, as far as you were (understandably) concerned, was a request to get your game working. For the mod-author, however, it's an opportunity to anticipate problems of future users. Why nevermind this? Yes, you took the onus of figuring it out off of that person's plate, but why not actually share with all of us here what you did to find the problem and what the answer was that you ultimately settled on?

Fair point. The debugging was nothing special - just trial and error taking mods out one by one until the game didnt break anymore. The issue with KCT is known whenever the game is saved/resumed with a probe craft on a ballistic kerbin orbit. I had focused on US as the cause because the game broke after I launched and activated my first water purifier. I had totally neglected to realize that the stage that that put the purifier into orbit was the one that was causing issues.

I am experiencing another current bug tho - wedges (but not core hubs) that were re-sized with tweakscale reset back to default size after the craft is launched and loaded. I'm guessing this is a tweakscale issue and will try to figure it out in that thread.

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Small update

We're moving the downloads over to Kerbal Stuff so that Universal Storage can work with CKAN.

You'll still be able to download from ksp.kingtiger.co.uk as before, but you can also download from Kerbal Stuff, and if you follow the mod there, you'll be emailed when a new version is released.

I see that the TAC add-on is pushing v9.2, but the latest on your site is 9.2.7. KAS-addon is 0.9.0 on KStuff, but 0.9.0.14 on your site. Is it correct for me to understand that the latest version of these add-on packs are available on your site and not on KStuff? (The opposite seems true for the Core pack: 0.9.4 on KStuff, 0.9.3.25 on your site.)

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Small update

We're moving the downloads over to Kerbal Stuff so that Universal Storage can work with CKAN.

You'll still be able to download from ksp.kingtiger.co.uk as before, but you can also download from Kerbal Stuff, and if you follow the mod there, you'll be emailed when a new version is released.

YESSSSS :cool:

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I see that the TAC add-on is pushing v9.2, but the latest on your site is 9.2.7. KAS-addon is 0.9.0 on KStuff, but 0.9.0.14 on your site. Is it correct for me to understand that the latest version of these add-on packs are available on your site and not on KStuff? (The opposite seems true for the Core pack: 0.9.4 on KStuff, 0.9.3.25 on your site.)

The last number is the build number, this appears on the download zip file name and nowhere else. In fact it'll likely get dropped from there on the next version because it doesn't really do anything useful.

The versions are identical on each site and all are the latest versions.

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Is there a container that i can bring science experiments/samples back to KSC?

EDIT: I don't find a part that can store science, besides the 2 unity in B9 parts, so i manage editing KAS US container with this cfg, that i suggest could be default:

KAS_Container_Science.cfg

@PART[uS_Wedge_KASContainer]:FOR[KAS]

{

MODULE

{

name = ModuleScienceContainer

reviewActionName = Review Stored Data

storeActionName = Store Experiments

evaOnlyStorage = True

storageRange = 4.0

}

}

Normally, S2 cockpit and crew parts have a storage size of 2.0. Because KAS US are exclusive to cargo i prefer to put a 4.0 size on it.

Edited by Climberfx
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Is there a container that i can bring science experiments/samples back to KSC?

EDIT: I don't find a part that can store science, besides the 2 unity in B9 parts, so i manage editing KAS US container with this cfg, that i suggest could be default:

KAS_Container_Science.cfg

Normally, S2 cockpit and crew parts have a storage size of 2.0. Because KAS US are exclusive to cargo i prefer to put a 4.0 size on it.

We did look at this but decided it wasn't a good fit with the mod. Crew pods already store science and those are the parts most likely to be recovered.

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For the power, it's tricky because there's so many ways of calculating what one unit is. I worked it out to 33watts per unit by comparing the power generation of solar panels vs real life ones.

Other people have gone for 1kw / 1kj per unit, but that makes panels massively over powered.

I would love it if Squad came out with values for all the units in the game, rather than just some of them, that way we could all balance everything out and increase the educational value of the game.

I`ve just come from deadpans water splitting thread where we have been discussing how many joules 1 EC is. If you look at the RTG then it works out to be 1EC=1/10j or if Kj then 1EC=100j. Measuring closer to Kj seems to be suggested by the NTG making 70j in real life and 0.75EC in game but only if 1EC=100j (or watts). This makes sense of the smallest panel producing 70W and the largest producing 1.8Kw which also seems right.

This would make the smallest battery about the size of 2 AAA batteries though which seems low. Very low.

In real life this RTG makes 70W and in KSP it makes 0.75EC this cannot surely be coincidence.

A14_SNAP27_sm1.jpg

EDIT :

Using 1EC=100j the lights use 4W which seems a reasonable figure.

I suspect the ratio of 1EC=33j to be 1/3 the value it should be.

Edited by John FX
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Using latest version, in 0.25. I looked for people reporting this since Nov 2nd, but didn't see anything.

I believe the fuel and oxidizer amounts for the fuel wedge are backwards. There's supposed to be more oxidizer than fuel, but it runs out of oxidizer first.

Also, it seems the values for the water purifier wedge for TAC are off. It sucks up crazy power but doesn't really purify anything. The normal TAC parts work as expected.

I noticed this too. I'm new to TAC, but all the EC values seem way off.

Here's an example:

TACLS Water Purifier, Large

Input:

WasteWater: 0.131 mU/s

ElectricCharge: 0.065U/s

Output:

Water: 0.118 mU/s

Waste: 0.018 mU/s

US Water Purifier:

Input:

WasteWater: 0U/s (as shown by tooltip; part.cfg has 0.0002778)

ElectricCharge: 15U/s

Output:

Water: 0U/s (0.0002583)

Waste: 0U/s (0.0000194)

I'm assuming the values in the part.cfg are all based on a scale of 1 (so 0.0002778 = 0.2778 mU).

This gives a rate (rate=EC/WW) of 496.18U of EC consumed for every 1U of WasteWater processed with TAC purfier, vs 53995.68U of EC for every 1U of WasteWater processed with the US purifier. Unless my math is off.

I don't know if the US parts are balanced with real life or not but I think they should be at least reasonably close to the original TAC values. They are currently off by a factor of over 100. I think that 15U is supposed to be 0.15U.

This is also true of the Sabatier and Elektron devices. If the fuel cell is supposed to have power output similar to the RTG (as the description hints at), then it's affected as well.

PS:

Is it possible for you to fix the tooltips to show the mU values?

Edited by Phoenix84
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US storage is modeled from real parts, mostly on the ISS. The balance issue is what does one Electric charge represent.

1UC = 1kW is a common scale, but that makes the solar panels overpowered. We've used 1EC = 33W because that matches the stock values for solar panels. Because we have a power generating parts it's important it's balanced to the power generating part in stock, otherwise it's useless, why use a fuel cell when you have turbo efficient solar panels.

There isn't really a solution for this until we get a real world equivalent for EC in game. Or at least have the community agree on a value for EC and then balance the stock parts to match.

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Paul!

Quick heads up. The USI Converter is being deprecated in favor of the Regolith converter. There will be an official update today along with my other mods. You can peek in and check out how it's used with Karbonite, etc. once it is up (still working on the official documentation). I'm going to leave the old converter in the distro until such time as US has a chance to switch to Regolith before officially removing and deprecating it.

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Well-timed update. I was using the previous version of US in 0.90, and none of the science parts worked (the US ones, that is; the stock ones work).

Hopefully DMagic will get updated, too, because none of the standalone DMagic parts work either.

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Well-timed update. I was using the previous version of US in 0.90, and none of the science parts worked (the US ones, that is; the stock ones work).

Hopefully DMagic will get updated, too, because none of the standalone DMagic parts work either.

The US science parts are DMagic parts, made to be compatible with US so it's all in his hands. He's on the spot with updates though, so it shouldn't take too long.

- - - Updated - - -

Paul!

Quick heads up. The USI Converter is being deprecated in favor of the Regolith converter. There will be an official update today along with my other mods. You can peek in and check out how it's used with Karbonite, etc. once it is up (still working on the official documentation). I'm going to leave the old converter in the distro until such time as US has a chance to switch to Regolith before officially removing and deprecating it.

Cool, I will check that out today. Looking to release the next version very soon, as long as I can tear myself away from Elite ;)

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