JPLRepo

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Everything posted by JPLRepo

  1. @Crzyrndm @NathanKell So the question is the engineers report about vessel height yeah? and having possible negative values and IPartSizeModifier? Shall take a look.
  2. There have been a steadily growing list of shadow issues since KSP moved to Unity 5. This list now included (but was not limited to) shadow issues with Trees, KSC buildings, Green lines over water and Sun shadows flickering in flight. Looking at them one by one, each of these issues appeared to have different root causes. So let’s look at them one by one. Trees As soon as I started looking at the tree issue it was quickly apparent this was a shader issue given it only affected one particular tree model and its vertex shapes. Where do we start? Digging into the shader being used by our tree that is causing us issues I quickly found that the alpha cutoffs and fallback shader are just not quite right because of changes Unity made in Unity 5. A few adjustments later to the shader and we have our result. KSP's Camera System KSP uses a two Main camera system for the main game view. Of course there are a number of other cameras for displaying UI, Graphic FX, etc. But these two are the ones that show you the game world. Let’s look at a picture so I can describe it. There are two cameras located where the camera icon is in the top left of the picture.This is their location in the game world.They are both looking in the same direction and are linked to the same camera transform.The first camera, or Camera00, is known as the Near Camera. It is set to show only the first few hundred meters of the game world and it’s view of the world ends at it’s Near Camera Far clipping pane, as seen in the picture.The second camera, or Camera01, is known as the Far Camera. It is set to show the game world where the Near camera ends out to a very very long distance away. There have been long standing issues with this system including shader issues where the two cameras overlap, or where the Near Camera’s Far Clipping Pane ends and the Far Camera’s Near Clipping Pane starts. This has been particularly visible as a green line over water. The primary reason for why these two cameras overlap is to provide a seamless view of the game world. So changing the camera settings we can reduce the overlap to the very minimum and we see that the green line that used to be visible over water has now vanished. KSC Buildings The KSC buildings had also been suffering from this same two camera system since Unity had introduced changes to the way it draws shadows. In Unity's built in shadow shaders is an automatic fade out of shadows as you approach the far clipping plane (the furtherest the camera can see). This is why we had things like this where the shadow would fade away, get cut, or not appear around the area of where the closest game camera far clipping plane ended.This problem has been known about for some time. Here is a link to an article written by Harvester asking for help about the problem. Here also, is a picture by Harvester describing the problem (from the article). So how do we fix this? Well luckily as a developer I am able to get access to the Unity built in shaders and create a modified version that does not have this fade out feature. So I take the Unity built in shader used for the building shadows and change its code to remove the fade out processing. Once I have the shader fixed to not fade the shadows I also need to write a script (code) that will replace the built-in Unity shadow shader with our modified one. Finally I add this script to the KSP cameras and we get a much better result. But we weren't quite done with the building shadows. Another known issue in Unity 5 is the way sharp edges in object geometry cause gaps in shadows to appear. Luckily this is much easier to resolve by changing the settings of the geometry on our building objects to use two-sided shading. The Sun and Flight Scene. Everyone has probably noticed the flickering/sliding shadow effects that have plagued the game in flight mode since the move to Unity 5. Without a doubt the trickiest problem of the bunch and hardest to resolve. There is a combination of factors at play here. First is a known issue with the way Unity draws shadows with directional lights and the second issue, that only tends to exacerbate the problem, is floating point precision issues calculating very large numbers which represent the very large distances (even at the scale the Kerbin system is in). The SunLight we see in the game is generated by a Unity Directional Light. This light is rotated over time based on the position of the celestial bodies. The position and rotation is calculated every tick of the clock and the light itself is rotated based on the body positions. Due to floating point imprecision this means the calculations between the bodies can vary even the smallest amount between clock ticks and this is exacerbated further by a known bug in Unity with regard to shadows drawn by directional lights. By reducing the precision of the calculations between the celestial bodies we can reduce these tiny variations so we have a solid number that gradually changes over time. The downside of reducing the precision is that the rotation of the sun is less smooth, so we end up with a sun that tends to move in small steps rather than one fluid motion across the sky. But the plus side is we reduce the difference between clock ticks and we don't get light shadows flickering all over the place. This work-around solution, whilst not ideal, is the best compromise to alleviate the issue working within the known limitations and Unity issues that we have.These known issues with Unity 5.4 directional lights and shadows have been fixed and much improved in Unity 5.6. Along with improved shaders, effects and other enhancements that come with Unity 5.6.
  3. No that's what I was saying. I didn't understand the reference to omni lights because the Sun is a directional light. To clarify, there are no other lights representing the sun. Point lights are not used in scaled space to light planets. Point lights are not used to light the Mun at the launchpad. There is a spotlight... sitting on top of the level 3 launchpad tower. pointing at the launchpad.
  4. Thunder Aerospace Corporation Life Support (TACLS) TACLS originally by Taranis Elsu TAC Life Support is under new management in conjunction with the Realism Overhaul team! We are glad for the opportunity to keep this great mod alive. We are also very grateful to @TaranisElsu for creating TAC Life Support. Our hats are off to him. What is TACLS? TAC Life Support is a mod which adds food, water, oxygen, and electric charge as requirements for survival in space. Go without support for too long, and your Kerbals die a non-fiery death! Included are parts with storage for food, water, oxygen, waste products, as well as some recyclers for oxygen and water. It does not include support for growing food, but there are many mods which play well with TACLS to provide this functionality. It also integrates well into Realism Overhaul! Support: Refer to the WIKI If you have a bug to report then: Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here. For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOG = NO SUPPORT. When I ask for a LOG I mean this LOG: The Logs These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log: Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Installation and Dependencies Please delete any previous installations of GameData/ThunderAerospace/TacLifeSupport before installing this. Module Manager and Community Resource Pack are both required dependencies. They are included in the download for your convenience. From version 0.13.2 TAC LS will consume EC for unloaded vessels. But stock KSP does not produce EC for unloaded vessels. My intention is to add this to TAC LS, but for now you have two choices: 1) Turn off background EC consumption in the TAC LS difficulty settings. OR:- 2) Download and install the BackgroundProcessing Mod which will produce EC for unloaded vessels. PLEASE DOWNLOAD from THIS Link HERE for KSP 1.3. Forum thread here. Download - CurseForge, SpaceDock or GitHub. SpaceDock runs and makes mods available to you based purely on donation. If you don't want to pledge to me at least Consider pledging to keep SpaceDock going if you use it. License: CC BY-NC-SA 3.0 and portions of code are MIT SOURCE: Source This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin ChangeLog: Author: Original Author @TaranisElsu Current Maintainers: @danfarnsy & @JPLRepo New TAC LS Logo courtesy of @sumghai New Part Textures courtesy of @TMS
  5. AmpYear Power Manager and Reserve Power. Features: Power Manager and Readout displays. Reserve Power. Emergency Shutdown Processing Computer (and restart) Dark-side EC power usage calculations Realistic EC power production simulation in the VAB/SPH Part by part list of Power Consumption and Production at your fingertips. Highlight individual or groups of parts. The AmpYear Power Manager makes electricity more manageable and useful. Electricity can be used in some new ways. This is the new Full Release Thread of the old abandoned AmpYear by SodiumEyes. SodiumEyes gave permissions a while back for anyone to continue and do what they will with his old version. Power Manager The manager function is attached to all probes and command pods through the power of Module Manager. The Power Manager must be ON for all subsystems to activate/work, this includes RCS & SAS. The AmpYear menu can be switched on/off via integration with Stock Toolbar or Toolbar. Saves all settings and window positions per vehicle to persistent save file. Gives %age indicators of Current Battery capacities, Electric Charge usage and generation. You can transfer charge from reserve to main batteries. Parts that produce electric charge will fill Main batteries first and then reserve batteries. In the Editor and in Flight you can get indications of total power production and consumption of your vessel. You can also get a full list of all power production and consumption parts. Includes Dark-Side calculations for celestial bodies providing EC required to transit teh dark-side of a selected body. Provides Estimated Time Remaining readouts for Main and Reserve batteries. Functions using stock toolbar or Blizzy's Toolbar (can be changed via Settings menu from the Space center). Includes correct power calculations if you have the following Mods installed (but not required for mod to function): Near Future Electrical/Solar, KAS, RemoteTech, ScanSat, Telemachus, TAC LS, AntennaRange. Ability to show Electric Charge in Stock EC units or in SI units. Emergency Shutdown Processor In the settings menu you can set a Power Percentage Shutdown level for High Medium and Low. You can also set default priorities for supported modules in the settings menu. Every part module in a vessel can be assigned a priority (High,Medium,Low), to override the default values. You can select on an individual module level which parts you want included in ESP processing or not. By default when power is re-gained within the vessel and the ESP was previously triggered to deactivate, then parts that were previously active will be automatically re-activated by the system progressively by priority as power returns to the vessel. You can Execute ESP processing manually (manual override button in the GUI) which will cause all parts to be shutdown regardless of their priority setting and the current EC status. ESP still only processes for the active vessel in flight mode. Planned future background processing is in the works. Reserve Power Attach special batteries to your ship to save power for emergencies. Ideal for keeping your probes from dying. Power can be transferred to and from main and reserve power resources. Electrical power generators (solar panels, etc) will re-charge main power followed by reserve power when a threshold is reached. Reserve Power Battery Parts included in several sizes. Auto-Hibernate All AmpYear functions will now continue to run during timewarp up to timestep 7x. Then AmpYear will hibernate. This is due to a bug in electriccharge generation in KSP at high timewarp. A Warning Pop-up will appear and stop warp if the ElectricCharge falls below a set percentage (configurable via the spacecenter window). Show Crew This to show the crew and their roles rather than having to switch to the map view all the time. KabinKraziness An additional (optional) add-on to AmpYear. Go here for the details. Supported Mods: Requests for Mod part support can be raised on GitHub. Speed at which these get added is relative to this equation (SD = MCF * MST) where SD = Speed Delivered, MCF = My Care Factor, MST = My Spare Time. Faster delivery can be achieved by raising your own PR on Github with the necessary code changes. Along with support for all stock EC power usage modules (this would also include any mods that use STOCK EC power usage modules), Ampyear Recognises and supports Electrical Usage by parts distributed by other mods in this list below. If you would like to see your favourite mod supported drop me a line: Aviation Lights KAS Near Future Electrical Near Future Solar Near Future Propulsion Remote Tech SCANSat TAC LS USI LS/USI MKS Telemachus Antenna Range ToggleFuelCell KPBS DeepFreeze ION RCS KSP Interstellar Kerbalism Realism Overhaul DSEV Changelog: See the Readme file for more details. This is a continuation of original AmpYear by SodiumEyes. Full credit to SodiumEyes for the original mod which was covered under GPL license. SodiumEyes did give permissions some time ago for anyone to do what they will with his original mod. Full change log and code can be found on GitHub in the source code link below. As such this mod continues to be covered under GPL license. License: GPL This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin Install Instructions Dependency: You must have installed (NOW included in this package). Module Manager Toolbar - is OPTIONAL. Source Code on GitHub here Completely delete AmpYear folder from gamedata before updating from a previous version. If you like my mods and you want to show your support, then you can support me on Patreon: Download from SpaceDock, CurseForge or GitHub SpaceDock runs and makes mods available to you based purely on donation. If you don't want to pledge to me at least Consider pledging to keep SpaceDock going if you use it. If you also want KabinKraziness go here. If you are looking for the ION RCS parts that used to be part of this mod go here. Support: Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here. For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOG = NO SUPPORT. When I ask for a LOG I mean this LOG: The Logs These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log: Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Author: @JPLRepo : Plugin design and development, C# coding, Graphic design, 3D Models, textures, Implementation and releases.
  6. Kabin Kraziness A modifier attached to crew-able parts. The KabinKraziness goes up over time based on how much space the crew have, how far from Kerbin you are and if your Cabin temperature is within 5 degrees of the climate control setting. This Mod is an ADD-ON to AmpYear and does not function without it. There are two levels of Kraziness Alert - Minor and Major (configurable via AmpYear (required) settings menu on Space center screen). Once these levels are reached random events may occur where the crew may:- Disable Autopilot functions for a period of time (cumulative). Throw out (dump) some resources. Throw out (dump) some science results. A crew member may decide to randomly go on a space walk... (EVA). Luxury Fitted Command Pods Yes all command pods now come with Klimate Kontrol, Jazz music and Massage chairs. These items reduce KabinKraziness, consume electricity and makes missions more pleasant for the crew. The Klimate Kontrol function maintains the cabin temperature to a pre-set value, and the cabin temp can be viewed through the command pod right click menu. If turned off Cabin Temperature will slowly change towards the outside ambient temperature having a negative effect on KabinKraziness of the Cabin Temperature is +/- 5 degrees from the Klimate Kontrol Pre-set Temperature. The Klimate Kontrol, Jazz Music Radio and Massage Chairs reduce KabinKraziness over time at the cost of electric charge. KabinKraziness will Hibernate at high time warp settings (can't be avoided due to issues with electric charge in KSP at high rates of warp). ChangeLog: Ideas for future changes to this mod: Transfer of heat (conduction) from adjacent parts to the crewable parts affecting the Kabin Temperature. Expand the cramped calculations, as they are primitive (number of crew spaces / number of crew) and perhaps integrate to CLS? Potential integration to a sanity/crew feelings mod? perhaps... if one comes along. See the Readme file for more details. License: This software is licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. You should receive a copy of the License along with KabinKraziness. See <http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode> for full details. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here. For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOG = NO SUPPORT. Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Install Instructions Install in this order. First the Dependencies: 1. You must have Module Manager installed. 2. CRITICAL When installing over version 0.1 or earlier your MUST delete the following folders manually first. [kspdir]/gamedata/AmpYear/*.* and [kspdir]/gamedata/KabinKraziness/*.*. Also Please ensure you have not installed previously in the wrong folder. IE: That you do not have a [kspdir]/gamedata/gamedata/AmpYear/*.* and [kspdir]/gamedata/gamedata/KabinKraziness/*.* This would occur if you unzip into the wrong folder when you install. 3. You must have AmpYear installed before installing KabinKraziness. 4. Toolbar - OPTIONAL. 5. - Install KabinKraziness (GitHub) Source Code here
  7. I'm not sure what you mean by omni? but KSP uses a directional light as the article mentions for the Sun. Here are the types of lights available in Unity https://docs.unity3d.com/Manual/Lighting.html 64-bit? has nothing but everything to do with floating point precision here when we are talking about the numbers in KSP. The bottom line is that a32-bit float has a maximum of 6 significant digits of accuracy, and a 64-bit double has a maximum of 15. Both are nowhere near enough when dealing with very large numbers such as Solar scale (or even Kerbin scale), let alone inter-stellar scale. The point is there is not a lot you can do about floating point precision. Unless you use doubles, but even those have limitations and trade-offs. As for dynamic lights - I assume your question is why doesn't KSP cast shadows with the Kerbal's lights and the part's lights? This is simply a performance design decision.
  8. The ticking sun is fixed for the upcoming patch release.
  9. V 1.4.9.0 published. Fixed log spam in editor. (SPH/VAB) Fixed Dark Side calcs. Added support for DSEV mod.
  10. And DeepFreeze hasn't changed much since 1.2.2 either other than being localized. Should work. I'd suggest a test and a log? [Edit] Found the issue to be in the part cfg. PMd @Angel-125
  11. Known problem. see posts above. Hope to get a fix out today some time.
  12. Actually it's the first duplicate tag found in the game database if there are duplicate tags.
  13. I've found the problem with the log spam in the editor. Will do an update tomorrow.
  14. Well as per the KSP Weekly it's been reduced by about half.
  15. New release with Russian and Spanish texts. See the OP for download links. Thanks to @Artem Kerman for the Russian texts Thanks to @fitiales for the Spanish texts Edit: There is a known issue with the texts in the difficulty settings not aligning (overlapping) but that is a stock bug in 1.3. But you can still read them and the tooltips work fine if you hover over each setting. (Hopefully a Dev will fix it for 1.3.1)
  16. DeepFreeze... This mod provides the ability to freeze and thaw kerbals for those long space journeys. Introduces glykerol resource used for freezing kerbals. To freeze a kerbal you must have 5 glykerol units (configurable via part.cfg or settings menu) and 3000 electrical charge (configurable via part.cfg or settings menu) per kerbal. To thaw a kerbal you must have 3000 electrical charge (configurable via part.cfg or settings menu) per kerbal. This is the on-going release and development version of the original concept developed by @scottpaladin. The mod has progressed way beyond that original concept and contains very little of the original concept development code and parts. Due to other commitments Scott indicated to me some time ago that he has little time and unlikely to continue any mod work on KSP into the future and has given me permission and well wishes to continue that initial work. As per the terms of the original license full credit to forum user scottpalladin PaladinLabs for the original concept, ideas and first versions of the mod. The license continues under the same license conditions. The release version will be known as DeepFreeze Continued... Uses:When kerbals are frozen they do not consume life support resources. If you don't use life support mods, this mod doesn't really do much, except provide a few cool parts and ability to thaw and freeze kerbals. Features: Compatible with TAC Life Support, USI Life Support, Snacks, Interstellar Flight Inc and Kerbalism!. Small 1.25M in-line CRY-0300 DeepFreezer for 1 kerbal (with animated internals, animated external doors, and TRANSPARENT doors - Yes see the Internals from the outside). CRY-0300 has an on-board Glykerol tank which can store up to 10 units of Glykerol. Small radial CRY-0300R DeepFreezer for 1 kerbal (with TRANSPARENT pod window - Yes see the Internals from the outside). CRY-0300R has an on-board Glykerol tank which can store up to 10 units of Glykerol. Medium 2.5M in-line CRY-1300 DeepFreezer for up to 3 kerbals (with animated internals). CRY-1300 has an on-board Glykerol tank which can store up to 15 units of Glykerol. Large 2.5M in-line CRY-2300 DeepFreezer for up to 10 kerbals (with animated internals). CRY-2300 has an on-board Glykerol tank which can store up to 50 units of Glykerol. RS-X20R radial glykerol tank for up to 20 units of extra glykerol storage. Full featured GUI allowing you to see all frozen kerbals and freeze/thaw kerbals. Kerbals can also be frozen/thawed via part right click menu. ANIMATED CRYOPODS. Yes - Animated Cryopods! See for yourself. When you Freeze or Thaw from external view, you will see the Pod open/close in the portrait cameras. If you are in IVA/Internal mode when you freeze/thaw the camera will switch to an internal camera viewing the pod of the kerbal you are about to freeze/thaw. It will then animate open/close of the cryopod. Yes the internals change. All Rep to @MerlinsMaster for his Amazing!! Internal modelling and texturing. You can switch around all the un-frozen kerbals seat cameras to take a look around. There are also alternate internal cameras via Alt-D. Remote Tech is supported - Detects if RT is installed and if it is:- You cannot thaw kerbals unless you have active crew on-board or an active connection to your vessel if un-kerbal'd. When you attempt to freeze your last active crew on-board, you are given a warning that you will need an active crew on-board or active connection to thaw kerbals - you then have to click thaw a second time to confirm your action. You cannot modify KAC - DeepFreeze Continued Alarms unless your vessel is crewed or connected. Provides monitoring capability of frozen kerbals at a cost of Electrical Charge. WARNING!! - use of this feature means kerbals will die if you run out of electrical charge if you set the fatal option to on. A non-fatal option is available. To use this feature you must change thesettings as the default for this feature is off. EC usage to keep kerbals alive NOW DOES (from V0.18) operate when vessel they are aboard is not the active vessel. But it will only drain up to 95% of your EC when you switch to the vessel without BackgroundProcessing installed. If you optionally install the BackgroundProcessing mod then EC usage is processed even if your vessel is NOT the active vesel. EC usage turns off for all vessels when timewarp is > 4x due to bugs in EC usage at high timewarp. Temperature Checking function (switch on and off via config settings: RegTempReqd = true/false). If switched on the Freezer Part temperature must be < the RegTempFreeze value (in settings)to be able to freeze a kerbal. If switched on you must maintain the Freezer part temperature BELOW the RegTempMonitor (in settings) value. If you do not, then there is a good chance the freezer will fail and your kerbals WILL start dying if you have the EC fatal option turned on. If switched on Freezing/Thawing and Holding Frozen Kerbals will cause the freezer parts to produce Heat which you will then need to manage. - This function only operates on the active vessel as Temperature control on unloaded vessels is too risky in the current KSP version. If you wish to use this function, do so at your own risk.. (or rather the Kerbals) and use a heat control mod and parts like this one. If that's not all, NEW from Version 0.18 of DeepFreeze Continued... now includes Kerbal Alarm Clock (KAC) mod integration. If you have KAC installed you can bring up a list of all KAC alarms attached to the active vessel and assign DeepFreeze Thaw and Freeze events to the alarm. So when the alarm fires in KAC, DeepFreeze will automatically execute whatever Thaw and Freeze commands you have attached to that alarm. This ONLY works once the alarm fires and you switch to the vessel that these events are attached to (if it isn't already the active vessel). DeepFreeze will remember these commands forever and execute them once you switch to this vessel but keep reminding you to do so until you do switch to the vessel or you delete the alarm from within Deepfreeze (not KAC). If you also have Remote Tech mod installed you can only modify DeepFreeze alarm events if the associated vessel has a valid remote connection or a kerbal in command. DeepFreeze will however execute your alarms even if the vessel does not have a connection or kerbal in command as they are stored and executed by the on-board computer. RasterPropMonitor enabled light switches, door handles, and RPM Transparent Pod functionality. Full integration and support of Ship Manifest mod by Papa_Joe. -SM knows about Frozen Kerbals and also enables freeze and thaw for the SM crew GUI. Module Manager config file included for support of CLS mod supported by Papa_Joe. Localization texts for Russian and Spanish. For more information please refer to the new W.I.P. WIKI page. More Pics, More clicks Known Issues: Please report all issues/bugs/requests to github here. When inside the CRY-0300 with the External Doors closed, if you zoom out strange camera effects mean the door is only partially visible. When there is a Kerbal on the ladder in front of the CRY-0300 and the doors are open the Internal Overlays the kerbal and blocks them from view. This is actually a JSI AdvTransparentPods limitation for now. The CRY-0300R has lost it's ability to show cool Window Freeze/Thawing animation effects. Support: Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here. For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOG = NO SUPPORT. When I ask for a LOG I mean this LOG: The Logs These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log: Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Planned work/ideas: Re-vamp the GUI to use all the neat new Unity 5 capabilities with KSP 1.1. Like freeze and thaw direct from the portrait cams, and more. RPM enabled Cryopod Screens and buttons to control and Monitor DeepFreeze functions from Cryopods (possibly also Command pods). Extend Monitoring to include random maintenance/failure requirements for an Engineer to deal with. ISRU refining of Glykerol. Endurance Mod compatible Freezer part. For Other Modders: Information for other mods to recognize Frozen Kerbals is provided via the included Interface. More details for modders can be found here. Credits and License: License - Creative Commons 4.0 Share-Alike Attribution Non-Commercial license Full credit to the user known as ScottPalladin on the KSP forum for the original concept ideas and dev mod. Full credit to the amazing modelling work done by @MerlinsMaster Source code is located on github here. If you like my mods and you want to show your support, then you can support me on Patreon: Install Instructions: Download From SpaceDock, CurseForge, or Github. SpaceDock runs and makes mods available to you based purely on donation. If you don't want to pledge to me at least Consider pledging to keep SpaceDock going if you use it. You MUST manually delete any old installed version of DeepFreeze first from \Gamedata\REPOSoftTech\DeepFreeze Unzip into your Game install directory. Dependencies (MUST also be installed for DeepFreeze Continued... to function): If you are upgrading from a previous Version 0.16.0.0 and up of this mod please manually delete \GameDatREPOSoftTech\DeepFreeze before you install. Requires ModuleManager (this is no longer optional) - Now included in this package. Requires Community Resource Pack - Included in this package.CRP, and Community Resource Pack are (tm), and may not be used without permission. License for all configuration files is CC 4.0 BY SA NC This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin Optional *but highly recommended: Highly Recommended to allow transparent CRY-0300 and CRY-0300R pod functions - but optional is JSI Advanced Transparent Pods. If you do not install JSI Advanced Transparent Pods than the CRY-0300 will act like the other parts and the External Doors will be disabled. Without JSI Advanced Transparent Pods installed the CRY-0300R window will appear permanently frozen. With Raster Prop Monitor (RPM) installed the internal IVA Props will work (light switches, External Door lever, EC and Glykerol Read-outs on all the parts). Highly Recommended to allow background EC usage and monitoring - but optional is BackgroundProcessing. This is a link to my forked copy of JamesPicone's backgroundprocessing as he has not been on the forums since February. This link is to my forked copy of his mod until he provides a new download repository. Kerbal Planetary Base Systems - Comes with the CRY-5000 DeepFreeze part for Base building and Freezing needs. You probably want a Life Support Mod. TACLS (V0.12.3 +). Snacks!, USI LifeSupport,Interstellar Flight Inc. (IFI) are fully supported. Kerbalism is now fully supported. Ship Manifest supported for crew transfers. Kerbal Alarm Clock for all your timed DeepFreeze needs. CLS supported (with supplied config file). Remote Tech is supported. See details in changelog. DeepFreeze respects Remote Tech connectivity for certain DeepFreeze functions to work. Changelog: Attributions Sound files remixed from the following sources: Tymaue - https://www.freesound.org/people/tymaue/sounds/79719/ KomradeJack - https://www.freesound.org/people/KomradeJack/sounds/213578/ AlaskaRobotics - https://www.freesound.org/people/AlaskaRobotics/sounds/221566/ JohnsonBrandediting - https://www.freesound.org/people/JohnsonBrandEditing/sounds/173932/ Oddworld - https://www.freesound.org/people/Oddworld/sounds/171246/ Benboncan - http://www.freesound.org/people/Benboncan/sounds/61792/ Halleck -http://www.freesound.org/people/Halleck/sounds/19485/ @nli2work on KSP forum - Internal Props - door handle, light switch, EC monitoring button, Glykerol monitoring button. @Artem Kerman on KSP forum - Russian texts. @fitiales on KSP forum - Spanish texts. Authors @JPLRepo : Plugin design and development, C# coding, Implementation and releases. @MerlinsMaster: Graphic design, 3D Models, textures.
  17. V 1.4.8.0 Release for KSP 1.3. See OP for linls. Includes NEW ability to highlight any or all power production or consumption parts on your vessel in the SPH/VAB and Flight. Fully Localization ready (no translations yet, but volunteers welcome!) Fix for Kopernicus Solar Panels for those that use Kopernicus. Re-added support for USI LS and MKS - courtesy of Ormira.
  18. Tarsier Space Technology Tarsier Space Technology is a set of parts with enhanced science capability. Current Version is 6.7(for KSP v1.3) (if installing over old version please delete whole Tarsier Space Tech folder and reinstall). Do not install this version into KSP V1.0.5, KSP 1.1*. See change log for the correct earlier versions. Please take Note of the Changelog. The original author of this mod @tobyb121 has given me full permission (back-dated to Jan 2015) to take over and continue to develop and maintain this mod given he simply no longer has the time to do so himself. He has also given me complete permission to change the license agreement. Anyone wishing to see this permission can get in contact with me via Personal Message here on the forums. The original content and Credit for this mod goes to tobyb121. TST Menu: Has it's own Menu support to manage all your TST parts per vessel and stored science in TST parts. Allows you to more easily select target Celestial Bodies or Galaxies from Menu lists. The GUI/Menu and the Toolbar/Stock AppLauncher icons will only appear when you have TST parts on your active vessel. Also now has Settings Menu available at the SpaceCenter (see Changelog V5.9 for more info). Parts: ChemCam - Analyse the surface composition of planets by shooting them with lasers. Space Telescopes x 2 - Peer deep into the solar system and to distant galaxies. Science Hard Drive - Store science in hard drives to maximize your science point A video by TinyPirate: ChemCam Analyse the surfaces of planets using a high powered laser. Uses biomes where available. Save your images to share on the forums!! (now saves in two sizes, camera size and Full Screen). Fully integrated into the tech tree. Will Generate contracts for collection of data from different biomes in Career games. Space Telescopes Look deep into the Kerbol system (you can see to Eeloo and beyond from the comfort of your home planet's orbit)!! Science experiments depend on what you're actually looking at!! (I welcome suggestions on experiment results). Target cross-hairs to help find distant planets and galaxies. Save your images to share on the forums!! (now saves in two sizes, camera size and Full Screen). Servos for fine control (use I,J,K,L to look around). Extra info displayed on what telescope is looking at. Can collect science from EVA and transfer to command pods and transfer to the SSD's. Two telescopes with different zoom capability integrated into the science tree. Look at distant galaxies and take photos of them for science. Will Generate contracts for collection of pictures from each body in the Kerbol system and beyond in Career games. When you also install the ResearchBodies mod can be used as a Body Scanner (function of ResearchBodies) and taking pictures of bodies will add discovery points in the ResearchBodies Mod. Science Storage Drives Store science data on hard drives to maximize science value. Don't need to save up electricity to transmit data home. 2 great sizes: 120 Mits and 480 Mits. Can now collect and STORE data in EVA. The small drive supports KIS (Must have Module Manager installed for this). ResearchBodies Integration If ResearchBodies mod is installed then:- Telescope and ChemCam contracts will NOT generate for bodies that have yet to be discovered. If you take a picture with a Telescope of a body that is yet to be discovered AND transmit/recovery it, it will become discovered. Pictures taken of un-discovered bodies will display as "Unknown Body" in the science experiement review window. Subsequent pictures taken and transmitted/recovered of a already discovered body will add 20 research to that body. The TST Telescopes act the same as the ResearchBodies telescope, IE:they have the Research button in their right click menu and will discover bodies they are pointed at in the same way as the ResearchBodies telescope does. The TST GUI camera-window "Show Bodies" list will NOT show un-discovered bodies or galaxies. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin Installation: Please ensure you delete your GameData\TarsierSpaceTech\ folder if installing over an older version. Just unzip into your KSP directory Requires Module Manager if you want KAS/KIS/ResearchBodies support (optional). KIS if you want to use it (optional). Toolbar if you want to use it (optional, also requires Config file change, see the changelog). ResearchBodies if you want to use it (optional). Download the latest release from SpaceDock, CurseForge or Github SpaceDock runs and makes mods available to you based purely on donation. If you don't want to pledge to me at least Consider pledging to keep SpaceDock going if you use it. Source code here. (original MIT license included in distributions) If you like my mods and you want to show your support, then you can support me on Patreon: SUPPORT: Known Issues: Game engine Floating point arithmetic errors. Tips for taking pictures: Here is the approach I use which seems to work fairly well. Target the object you want to photograph using the map view or using the bodies/galaxy lists from the Camera window. Switch on autopilot 'SAS' and set it to 'Target' mode. this will roughly align you with the target. Switch on the highlight target option in the window will help you to find the object. Wait until the SAS has settled down. Once its roughly aligned change the autopilot to 'Hold' mode. This reduces wobble a LOT. Now fine tune your zoom and using the fine tuning servos attached to the telescope using the translate keys, I,J,K,L. Take your picture. If you still have wobble issues doing this method, you can try also using timewarp quickly forward one step and back to normal time. This will stop the jitter briefly (as timewarp disables physics). Or, you can try adjusting the Fine Tuning of the Gyro wheels and SAS PID controllers (as per V5.4.1 update). The issue also varies depending on your vessel location, the location of the object you are looking at, how far it is away from you, the relative speed of the target object and your telescope. Hope this helps. I will continue to investigate other ways to help reduce this game limitation. For a good read on WHY this happens you can start here. You can also try something resembling a molniya orbit, which is an extremely elliptical type of orbit. Try an orbit with periapsis around 80 Km and apoapsis near the edge of Kerbin's SOI. On such an orbit, the orbital speed near the Ap is extremely low and this reduces the wobble very significantly. And choosing a polar orbit has another advantage - other celestial bodies don't get obscured by Kerbin, when you're at the apoapsis. Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here. For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOG = NO SUPPORT. When I ask for a LOG I mean this LOG: The Logs These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log: Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Changelog: Authors: Original versions up to v4.5c by: @tobyb121 All versions v4.5d and beyond: @JPLRepo
  19. This is a known bug with TMPro (the plugin used for displaying text in KSP) version used in KSP 1.3. Here is the bug report. http://bugs.kerbalspaceprogram.com/issues/14500
  20. Update: Nearly finished updating and testing for a new version. Hopefully tomorrow.
  21. Actually that is a typo. for Wheel motors and steering the action group that will be available is to enable/disable them via action group assignment. The "Control from here" action has been added to action group assignment for all pods/probes/docking nodes and External command seat, and yes the external command seat will also have "control from here" ability, that is doesn't have at all currently in 1.3. [edit] and I forgot also the claw will be able to 'control from here' via action group. If you had previously installed Asteroid Day in 1.2.2 and have upgraded KSP to 1.3 then you should have deleted the Asteroid Day mod before upgrading to 1.3 as the mod would not work with 1.3. All the features/functions and parts of Asteroid Day are now stock in 1.3.
  22. @Laie What version of Debian Linux are you running?
  23. Thanks. Will get the QA guys to take a look.
  24. I have replied to your original post if you can go there and supply some more information.