Jump to content

JPLRepo

KSP Team
  • Posts

    3,141
  • Joined

  • Last visited

Everything posted by JPLRepo

  1. Sorry about that. Just delete it for now. I'll take a look at it again after work.
  2. NP. I was sitting on all those changes anyway, was going to come back to it.
  3. @shoe7ess and anyone else. I've updated this with a bunch of updates @ShotgunNinja had done previously and re-compiled against KSP 1.1.2. Source code: https://github.com/JPLRepo/background-processing Zip file: https://github.com/JPLRepo/background-processing/releases/tag/V0.4.2.0 Although I like Kerbalism, I don't really want a dependancy on it for my other mods. So I have updated this given @jamespicone has not returned to the forums since Feb. As per the license should all be ok. If the original author returns he can take it back. (License is MIT). I have not tested this properly yet myself. So If anyone is willing to test it that will be great. Otherwise, When I get around to updating my DeepFreeze mod again (which used to use this) I will do testing and think about a new Thread, Spacedock link etc.
  4. I'm mid way through reviving it.. no, not aware of any other.
  5. It already does... But yes - I plan to expand that integration. As well as look to integrate with Dmagic's mods (DMOS, SCANsat) and a few others.
  6. It's not dealing with Sigma Binaries and any planet packs that use barycenter (Kopernicus setting). I am working on adding a bit more information as well: EDIT: The plan is to greatly expand the Discovery feature to be a bit more useful and more gameplay mechanics... like contracts. I also think clicking a button needs to be done away with. Perhaps to initially detect the planet (like above). and then a research plan that requires you to invest resources such as time, money, science points and pointing a telescope at it for a period of time to eventually discover the body and further research to uncover it's orbit and pictures with space telescopes and scanners to gradually build up the picture of it (so you don't automatically get a high-res planet in the tracking station/map view, etc. Also an idea: upgrades to the telescopes, or combining forces of two or more telescopes should be able to increase range as well.
  7. I don't think DeepFreeze code update will fix your problem. It's more deep seated than that. The failure in DeepFreeze occurs when it is trying ot get a list of all vessels from the stock game API. Which is failing. That indicates something much more sinister. My fix will just handle it - in that DeepFreeze won't get an exception, just log an error saying it can't update any vessel info. It won't make the problem go away though.
  8. Whilst testing my 'fix' for the broken mission control issue I stumbled into another issue with regard to Kopernicus and Sigma Binaries. Causing you to have trouble "discovering" bodies. Which I think a few posts back people were mentioning they were having issues with discovery. I think it's linked. I know this is an edge case, but more and more people are using Kopernicus. So I have been working on fixing that as well before I release a patch. Hopefully will have something in the next day or two and can release a patch.
  9. Wow, so many errors from so many mods. I don't think DeepFreeze is the cause of your worries. I don't know where to begin with so many mods. Your best bet would be to try and isolate the problem. Copy your install and remove half your mods. See what that does. Still have issues, half it again until you can narrow it down. Are you sure all the mods you have installed are updated for KSP 1.1? I notice a lot of errors seem to be related to the Psystem (planets controller). Including DeepFreeze is trying to get vessel info from the game and failing. Which is the DeepFreeze error. Some way through your log. That's all I can suggest. I have already tightened up the code DeepFreeze uses for checking vessels (well I did for my AmpYear mod, and it's shared between the two) I just haven't updated and released DeepFreeze with that code yet. But that isn't really going to fix your problem as it starts much earlier in your log.
  10. "Let Me Google That For You" - quite an impressive search engine that is. Usually finds what you are looking for.
  11. Yes. Install Kerbal Alarm Clock if you haven't already. Once it is installed the process is: Create a KAC alarm for your vessel at the appropriate time/soi change/whatever parameters you require the alarm to trigger using KAC mod screens. Once you have a KAC alarm created bring up the DeepFreeze menu. Click "Alarms" Modify the alarm and select the buttons for what you want to happen when the KAC alarm is triggers. EG: Thaw Jeb, etc. Save the alarm settings in DeepFreeze. All this has to be done whilst you have a RemoteTech connection. But you do not need a RemoteTech connection when the Alarm triggers. The DeepFreezer will automatically execute your Thaw/Freeze commands when the KAC alarm is triggered. Refer to the KSPedia pages for DeepFreeze in the game - the Alarms button can be seen on the "VesselMenu" page in KSPedia (bottom right corner of the screenshot). - the KACMenu page gives an overview of the setting the alarm settings menu.
  12. Turn Debugging Option OFF in the DeepFreeze Settings Menu in the Space Center. EDIT: That should only be on if I have asked you to turn it on for trying to track down a bug.
  13. Hmmm... that is interesting. I'll need the log... If you can zip the save file with it that might be useful. The message appears where in the code it is trying to check all known vessels. So could be something is iffy in the save file.
  14. @Chris97b @LeLeon @Gordon Dry and anyone else who is interested. DEV Build V1.3.1.3 Posted ONLY on Github. Beware!! Probably still has some bees - but hopefully not. This is a DEV build. https://github.com/JPLRepo/AmpYear/releases/tag/V1.3.1.3 Adjusted KeyLocks for Editor and Flight. Fixed a code bug (That my fat fingers introuced in the last dev build) that reverting saving some of the vessels settings (Auto ESP and Isolate Reserve Power) Fixed bug not saving default ESP settings for modules in Space Center settings screen. Fixed support for all Near Future Electrical modules. (No ESP Support).
  15. You might be in luck.. my Care factor is high today.... (plus I didn't go fishing )
  16. Are you saying the telescope sees through Kerbin? IE: it can discover and research a body when Kerbin is between the telescope and that body? In the direction of the sun: possibly. Will add that into the mix for the whole discovery expansion piece.
  17. I'll look into it. Not supported. Requests can be raised on GitHub, and one day will be looked at. See support section in OP Assume these parts use Stock part modules. Stock modules are supported by default. What situation is the same? Ideas?: Yes I am going fishing today.
  18. I'll look at those settings, but surprised to see you saying this as I actually changed the code in the last version to save the "Isolate Reserve" as it was not doing that before. Default ESP settings are only applied to new vessels when they are built. Changing the default settings do not change the ESP settings on vessels in flight. EDIT: So I just started up KSP - those settings do not persist for me from flight back to KSC back to flight either. So I will take a look at that tomorrow (bed time). But the Input Locks are working great for me in the editor and in flight. Open the AmpYear main menu, then the parts list - Moving from one window the the other everything works fine. Closing the main menu closes the parts list, so does clicking the AmpYear Icon. Everything seems to be working fine for me. I'll test more tomorrow.
  19. InputLocks lock the menus... it works based on the last focused window. So if you mouse over the parts list it locks all the other windows. Moving the mouse back over the main AmpYear menu should change the input locks. But I'm not sure it works like that. Which is why a lot of mods don't do this. The alternative is I just remove the input locks again. I'll look at it a bit more tomorrow, but if I can't figure it out I'll just have to remove it. I think perhaps we only need the input locks in the editor, not flight. As for PilotRSASFix - I have no idea since I've never used it. Turn booster basically boosts reaction wheels to feed more power into them. I'd have to look at what that other mod does. What is the bug/issue you are having with it and AmpYear?
  20. Ok thanks. I'll take another look at it. You should be able to clear input locks in the debug menu if it gets stuck
  21. New DEV version V1.3.1.2 available here on GitHub only. - Prevent Click-Through of AmpYear GUI Windows. - Added ESP support for IONRCS parts. - Added EC usage support for Kerbalism mod parts - Scrubber, Greenhouse, GravityRing (basic as some parts do not expose EC usage currently, ESP Shutdown only support for these parts). - Fixed bug not saving default ESP settings for modules in Space Center settings screen. Added support for Near Future Propulsion modules. (No ESP Support). If people are willing to help and test this for me that would be great. This I believe is release candidate V1.3.2 assuming no one finds any more bugs.
  22. No it's not a prop, sorry. The Cryopods are part of the internal models. You can add the partmodule if your part has no internal, and the partmodule code handles that. But I don't think that meets your requirements. EDIT: Can raise it as a feature request on GitHub if you like. Not sure when I will get to it, that's a lot of change for DeepFreeze (change all the internal models and lots of change to the PartModule code). I have been thinking about it for my Endurance mod, but I have a long list of to-dos.
  23. Don't know why the forums have been shaking. Not trying to rain on any parade. But Ship Manifest mod has been able to do this for a long time. Anyway, not discouraging you in any way. Good luck!
×
×
  • Create New...