JPLRepo

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  1. Sure has. but as usual. Can't say much more on that... yetTM But why not all of them? and why wouldn't you want catastrophic failures? Isn't that what KSP is all about? Learning from catastrophic failures?
  2. It has been mentioned previously in KSP Weekly. It is a feature of the Expansion.
  3. Build 1.2.9.1773 has been released. See the changelog above.
  4. Hey folks, This thread will record the changelog and versions for the 1.2.9 Pre-Release. Here is the list of fixes and changes: The Current Build version is: 1.2.9.1773 Official Asteroid Day mod is now stock. Fixed RnDTechTree refresh not updating un-purchases nodes after purchasing. Multiple localization text and UI fixes and tweaks. Localized MapNode marker labels. Fixed Speed indicator prop text in IVA. Added GameEvent onFairingsDeployed when fairings deploy. Refactored Localization class and methods for final names and structure. Fixed lots of UI and string fixes for languages. Updates to KSPedia pages. Resized PAW menus to fit languages. Resized Tutorial dialogs to fit languages. Localized MapNode markers. Adjusted Kerbal Portraits hover info layout for languages. Kerbal Names generator update, names should now be persistent in all cases. Fixed waypoint name generator. Aligned 3.75M heatshield base cost to align with other heatshields. Fixed Aero GUI window NREs on scene change. Added IscalarModule to ModuleJettison and public Enumerator for DragCubeSystem. Fixed edge case in logic for science containers sorting for Collect All data. Added an extra parameter on the GenericAppFrame method to receive a displayName separated from the logic. Previous Builds Build version: 1.2.9.1764 Fixed an issue that prevented Japanese and Chinese to be processed by the lingoona engine. Fixed lingoona tags with 「 」 symbols not working. Fixed some agency names not looking localized in some contract parts. Fixed japanese generated names missing the ・symbol. Fixed some contracts using english literal numbers in all languages. Fixed russian alphanumeric sites missing their gender tag. Updated the Japanese and Russian kerbal generated names. Fixed several issues with the Title, Synopsis and Objective of Tourism contracts in all languages. Removed an unused parameter in one of the VesselRecovery dialog texts which was causing confusion on translation. Fixed an autoloc tag displayed when renaming vessels. Fixed lots of string changes, UI and language updates. Fixed outpost and station contract parameter order. Fixed NREs for null strings being passed to Iingoona - mod proofing. Fixed wheel state string in PAW and wheel state persistence. Added ability to scroll KSC facility upgrade stats when hovering over the upgrade button. KSPedia updates. Fixed strategy effects strings in Administration. Fixed localization of resource converters. Fixed main menu items in Chinese. Fixed costs for Upgrade nodes being applied in TechTree. Fixed upgraded parts to now display upgraded stats in TechTree and Parts picker in VAB/SPH. Fixed upgrade modules not displaying correctly in expanded part tooltips in TechTree and Part picker. Part texture updates. Fixed number of kerbals counter in KSC vessel markers. Fixed null reference errors when mods use Custom Difficulty Parameters without a tooltip. Build version: 1.2.9.1758 Fixed Mission Recovery/Crew window is truncating a row of text too short. Fixed extra blank characters in the names of candidates. Fixed “Settings/antialiasing/Disabled” reuses a wrong autoloc for [ru]. Fixed TMPro error when opening KSPedia in Linux. Upgraded TMPro. Fixed missing hotkey in [es]. Fixed wrong lingoona string format. Fixed tracking station does not show japanese Kerbonaut’s name. Fixed text overflow for KSC Vessel Marker. Fixed misplaced text string in the Scientist’s traits list. Fixed Wheel states and PAW actions buttons. Added new debug tool to show Localization tags instead of translations. Russian, Chinese and Japanese texture updates. Russian KSPedia updates. Fixed Null Reference Errors for staged Landed vessel. Added Resource name tooltips to Staging for abbreviated resource icons. Fixed Scrollbox and Data display for MPL in science dialog window. Localized Science Archive View Science pop-up window. Fixed ship cost zero out when root part is deleted in VAB/SPH. Other general Localization texts, tag and UI tweak fixes (too many to mention individually). Build version: 1.2.9.1750 Fixed Tree shaders - shadows. Fixed NullRef errors decoupling on launchpad. KSPedia updates for all languages. Fix rotation bug in the endpoint of struts. Fixed the inverted label that referred to “rigidAttachment” on parts. Add length to limit craft name in editor - prevents issues with long craft names and configurable in settings.cfg Fixed unlocalized text ‘not enough crew’ in pods’ part action window. Fixed typo in R&D center description - “crunc”. Fixed unlocalized text in R&D error message - “Science”. Fixed reaction wheels: “Not enough EC” message is displayed as autoloc 244419. Fixed variable strings in motorized Wheel PAWs. Fixed [ru] Werhher’s russian name is untranslated in his greeting messages. Fixed unlocalized string in Actions Groups - “Reset”. Fixed [ja] the display “Value” and “Science:0.00” on the detailed panel on the science archive protrudes up and down. Other general Localization texts, tag and UI tweak fixes (too many to mention individually). Build version: 1.2.9.1743 Fix gender word issue for russian in Tourism Contracts. Fix Navball burn meter localisation. Fix missing AnimationGroup strings. Fix Multimode engine strings. Fix for AeroGUI strings. Fix Camera Mode strings. KSPedia updates for all languages. Other general Localization texts, tag and UI tweak fixes. Fix some strut bugs - more fixes to come. Ambient Light Boost functionality added. Allows you to adjust this setting up significantly and down slightly. Added IVAOverlay hotkey - Mod+Camera (Alt+C on windows) now toggles the IVAOverlay function. Increased the name label width on the astronaut complex tabs to fit it long names (Mostly for Japanese). Build version: 1.2.9.1738 Added scroll section to KSC Facility Upgrade stats in Facility pop-up windows. Fixed KSC mini-Biomes Localization. Lots more Localization texts and tag fixes. Lots more UI tweaks and fixes. Fixed some terrain problems in the level 1 Runway (around the outside edges). Fixed an issue where resource system catch-up mechanics would not work due to physics causing vessels to ‘hop’ Atmospheric and Exospheric harvesters can now make use of an optional Intake Transform (this can be set via the ‘intakeTransformName’ field. Fixed an issue where overriding a converter’s AutoShutdown property was not working. Lingoona backwards compatible with Windows XP. Fix Map Nodes layout and stuttering. Fixed Bad resolution calls crash X window manager on Linux. Build version: 1.2.9.1730 Fix Pre-Release pop-up Version Number. Removed \r chars in main menu dialog. Localised resources/resource requirements for parts description in VAB. Fix Planet Biome localisation tags for science in planet biomes. "Log Missing Localisation Keys" in debug menu is now persisted in settings.cfg. Localisation tag fixes and updates including some contracts ones. All fonts are now loaded regardless of language selected, allows display of names, etc in different languages where saves are used across different language settings. Fix text overflow in Load Game dialog. Update keyboard layout bindings for Linux. Fixes for lingoona on contracts. Fixes unlocalised texture resolution and conic path mode strings. Fix Crew Management screens text overflows and alignments. Removed the `;` character at the end of the NavBall distance labels. Removed the `<<1>>` text from the archived contracts status. Fix to the way vessels were named on Kerbal Rescue contracts. Fix admin building pop-up. Fix Japanese last name typo. Fix Asteroid scenario NASA message. Fix Unlocalised agency names on contracts. Fix Chinese Last Name on Kerbals. Fix Chinese Planet Names to be Latin (except Sun). Localised Unknown Object markers and info. Localised KSC Facility Building Menus, Upgrade details, Demolish and Repair UIs. Fix precision to GeeASL on Celestial Bodies. Fix Navball HDG font assignment. Lots of font tweaks. Fix launch site blocked dialog not clearing on vessel spawn dialog. Readme.txt updated Build version: 1.2.9.1727 Localization Keyboard layouts for foreign keyboards in Settings Menu. Localization of all text in game to Spanish, Russian, Japanese, Chinese-Simplified. KSP now reads the language from buildID.txt Enhancements Compound parts can be selected from both ends. Updated the strut model so the connector does not intersect with the mesh. Contract back stories have been changed/enhanced. GUI control for changing Local/Absolute attachment and editing reference. GUI control for changing symmetry mode. Change Science Containers to pull from experiments before other science containers. Increased the size of the PAW title bar and pin button. (coming soon) Ambient light adjustment. (coming soon) Asteroid Day Mod merged into stock. Bug fixes Fix logic error in craft list dialog in editor scene. Fix grammar error in FL-R25 RCS Fuel Tank description. Fix MPL functions to only work with Scientist trait. Fix Runway Seams T2 and T3. Flatten the T1 Runway out. Fix Flagpole to Astronaut Center and remove upgrade/downgrade/destroy errors. Fix the math on the ShipConstruct Stage Count. Fix to highlighter Brightness not getting set on entering flight scene. Docking mode indicators corrected. Fix From The Mun tutorial: heatshield on RV jettison via staging. Fix Terrain seams issue (parity with 1.1.3). Modding Localization class added for Localization string processing. Fix reflected KSPModule attribute on PartModule. Added GameEvent onCommandSeatInteractionEnter which fires before a Kerbal enters/leaves external command seat. Added a mod hook in for science values. Add public accessors to MapView MapNodes for modders. Event for Kerbal name change (to match with type/status change events). Some object renames for clashes with Unity classes BaseEventData -> BaseEventDetails BaseEventDataDelegate -> BaseEventDetailsDelegate MaterialProperty -> MaterialPropertyExtensions.MaterialProperty Add public accessor to instance of tutorial dialog Propellent.displayName added for localization. Resource definitions now have displayName field. FlightGlobals.GetHomeBodyDisplayName() is the localized equivalent of FlightGlobals.GetHomeBodyName() Vessel & Protovessel displaylandedAt is the localized equivalent of landedAt string. Vessel.SetLandedAt() - added two new optional input variables. CustomParameterNode.LocalizedSection added. Added displayseatName and displayseatIndex to InternalSeat Node. CelestialBody has had several variables added and removed for localization. CBAttributeMaps have also had variables added for localization. ResearchAndDevelopment.GetExperimentSubject has a new optional displaybiomeID. ResearchAndDevelopment.GetBiomeTagsLocalized added. ScienceData.displaytitle added for localization.
  5. Modders notes will cover these changes.. and they should be coming soon TM
  6. That depends on what you mean by always? If you mean from the start of the pre-release until build 1730. Then yes. but it was fixed in that build.
  7. Different versions though until KSP is upgraded to the version of Unity that has the free TMPro embedded in it. Just for you to be aware of.
  8. Do these look familiar: Runways are indeed not flat. And KSP’s runways are no different. In fact one might argue that KSP’s runways are too flat! But that’s not what you the fans (or the planes in KSP) wanted. So I was given the task of looking into the Runways. Well hey I thought.. Can’t be that bad. They don’t look like this do they? Or maybe they do… Let's Begin! First impressions were this should be a simple job. Just align the models in Unity. Why hasn’t anyone done this? Well, I can tell you, it’s not that easy at all. The issue begins when you look at the size of the runway models and small inconsistencies that seem to creep in when you import the models into the Unity engine. Unity has some tools that support object positioning. But the best tool for the job is the vertex snapping tool and this works best when your mesh (the actual triangles that make up the model) has a physics collider attached to it and these have straight, square edges. This is where the fun begins because the Runways in KSP are made up of separate sections which do not have square edges or lend themselves very well to having physics colliders added to them easily because of their shape.The ends and bases of them are rounded and extend into the ground and Unity changed the way physics colliders act from when these models were first created for KSP and the current versions of Unity KSP is running under now. Level 3 Runway Recreating the models was just not an option given the time that would take. So the process I came up with was to take the existing model, create cut down duplicates of the model meshes that were square so they could be used as colliders (but also had edges that matched the existing seams), line it all up in the modelling software and export. Next we import to Unity. Using the new meshes I began adding unity physics colliders and then vertex snapping the sections together. Once this was done the Unity objects were put together into a new Runway prefab (a term in unity which creates a prefabricated object which can then be instantiated when the game is running). Finally all the references to the new prefab must be re-generated to hook up all the code that supports destructible and upgradable facilities. What could go wrong? Well there are a lot of these references scattered throughout the game setup. You can easily miss one or two and then wonder, “Where'd my shiny runway I spent so many hours recreating go?” Once the runway was in the right position there were still some small gaps, and while not letting my OCD get in the way too much, I began painstakingly doing fine tuning adjustments to the positioning of the runway sections. A bit later and finally everything is right and you get the new and improved runway ready for testing. Rinse and Repeat … And so the process then gets repeated with the Level 2 runway. Luckily I've now got a workflow happening and the Level 2 runway is done in half the time. With that done… Now what should we do with that lumpy bumpy Level 1 runway? But that's a story for another day.
  9. You would be pleased to know then that the terrain has been fixed in the pre release, and was explained in the KSP Weekly's as an issue related to floating point changes made in the game engine. vertex overlap had nothing to do with it.
  10. Why don't you take the challenge? I can divulge no further information on these rarities. They are after all an Easter Egg.
  11. 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. @danfarnsy had been maintaining TAC LS for the past 6 months and we thank him for doing so. But he has been having problems with finding the time to keep up the maintanence, so I have agreed to take over maintanence of this fine mod. Danfarnsy will still be part of the team and be contributing to this mod as time permits him to do so. Thread for the past 6 months here. 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. 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
  12. 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. 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(partial) Telemachus Antenna Range ToggleFuelCell KPBS DeepFreeze ION RCS KSP Interstellar Kerbalism Realism Overhaul 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.
  13. If you follow the instructions in this post to collect and share your log files then people will be able to help you:
  14. I'm not following. But anyway, Good Luck!
  15. GameEvents.onVesselChange is fired when you switch vessels. GameEvents.onVesselWasModified is fired when a vessel is modified for various reasons. One of those reasons includes when the fairings are deployed. When that occurs, you could check the vessel passed in. Then you could look at the Part Modules and the ModuleProceduralFairing.Panels list. If it's empty, guess what?
  16. The best way to work with how it works would be to create a partmodule that upgrades change the stats of and the module then acts differently based on those stats. So at first it does nothing, etc.
  17. No logs. No bug report. See OP. No logs. See OP. Nope. There's a reason for it in stock. and no it does not address it.
  18. Yes that could happen. Particularly on command pods as they would have TAC LS resources defined in them. And if you have CRP installed without TAC LS and load them then yes they would appear.
  19. No. I don't see the point in that. Any list would be quickly out of date. Mods get changed daily. Mod code is not tested with all other mods (obviously) and mods in general do not get rigorous testing (even this one). So bugs occur and problems in one mod can quickly cause problems in other mods. I am not saying a mod is incompatible. I am saying a mod is causing an issue. I am unaware of any 'incompatible' mods. Having said that, it makes no sense to me to have more than one life support mod installed in one install. But that's not what we are talking about. this is something that happens all the time. What I am suggesting is the old method of halving the installed mods with TAC, and repeating the problem. If it still occurs, halve again and so on. If it stops look at the ones you removed. Add them in one by one repeating the test. Eventually you will find which mod is causing the problem. I can certainly look at any issue that is found between this mod and another mod. Once it's found.
  20. None that I am aware of.
  21. You have bunches of mods that are not compatible with KSP 1.2.2 installed. There are many errors. I would suggest you review your install, what mods you have installed. Refresh your KSP steam cache files, etc. Hard to say... I see nothing obvious in your log before this occurs. You do have a lot of mods installed. I will harden TAC LS to handle Null Refs but that will not fix your problem. My guess is a mod interaction and can only suggest trying the old half my mods and try again method until you can narrow down which mod is causing the issue.
  22. "Part Action Window" is correct.
  23. You can't add PartModules via the Part Upgrade system. You can change the stats of a PartModule though.
  24. Correct. For last build changelog: Fixed null reference errors when mods use Custom Difficulty Parameters without a tooltip.
  25. You will be pleased with the enhancements and fixes I hope. It is in the latest build prerelease that went out earlier today. (Build 1764)