JPLRepo

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  1. 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
  2. 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.
  3. Tarsier Space Technology Tarsier Space Technology is a set of parts with enhanced science capability. Current Version is 6.6.1(for KSP v1.2+) (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
  4. There has been reports of this issue. But no one in QA has been able to reproduce it. I just tried on my client and it works fine. It seems to be steam related but we need to gather information on those affected to submit a report to valve. Things to check and try: Version of client. Download region. Clearing download cache in Steam Download Settings. Do you have automatic client updates on? Are you using steam client beta? Verifying cache. Set auto downloads to high priority. and yes please submit a report to the bug tracker with as much information as you can so we can gather as much as we can to report to valve. Please include the content_log.txt from your steam folder in the bug report.
  5. ResearchBodies is a mod that adds the functionality of tracking celestial bodies to explore them. When you start a new save, you have to choose a difficulty preset (that sets celestial bodies that are shown from the start) and values for research and discovery costs. This mod's original Author @simon56modder has handed the reigns over to me to maintain support and develop his work going forward due to Real Life commitments. Big thanks to him and to the other contributers below for making this mod happen. His original Thread can be found here. A Development Build for KSP 1.2 Full Release is available here. Please NOTE the DEVELOPMENT Build is incomplete. Please don't expect it to work 100% BACK UP YOUR SAVES. (Please NOTE parts of this code written by JPLRepo are All Rights Reserved as per the license information in the Code headers). What this Mod does, or how to use this mod: First thing to do is to find the bodies and track them using the TB-75M telescope. You have to target the object you want to find in Map View, aim your telescope at the target, right click on the telescope, click 'Research Bodies'. A simple UI appears, click on the button to track bodies in the zone you are pointing! The ResearchBodies Menu in Flight also shows you a list of all discovered Bodies and their research Percentage for extra feedback. Once you have tracked/found a body, you'll see you can still not go to it : it's still unknown ! The second step is in the space center : click the Research Bodies button at the bottom right-hand corner. Note that your tracking station must be at level 2 or 3 in order to work (configurable, see below). In here Wernher von Kerman invites you to choose between the bodies you have discovered with the telescope. When you click one, you can see on the right panel that you can launch a research plan. When you click it, it will spend funds. Then go through the research steps ! But keep an eye on your account ! It costs funds ! When the research state reaches 100%, you can finally go to this body and you earn science! If by pure stroke of luck (or not ) you manage to encounter a previously unknown body in flight, or one that has not had it's research completed, the body will be automatically discovered and have all it's research completed. Localisations (translations) English - Français - Español (couple of placeholder pics until Imgur Album embedding gets fixed) - see here. Here is the album link:- http://imgur.com/a/tnLc6 Mod Spotlight by Kottabos Games (made with v1.3, OLD Functionality) Configuration Options: To configure the mod, open your game directory, then go into the GameData\RepoSoftTech\ResearchBodies folders. Open the database.cfg file in a basic text editor like Notepad++ or Notepad. In here you can change values that you want, or add a body in the IGNORE list. NB: Not all values will apply to a game in progress, some are saved into the persistent.sfs file and some are only used at the start of a new game. If you want to be able to track bodies with level 1 tracking station, change allowTrackingStationLvl1 value to true. ResearchBodies will work with Kopernicus and any planet packs for Kopernicus automatically adding default values for planets that do not have a pre-supplied config file. However, it is better to use ones that have a config file (Currently I believe only thee Outer Planets Pack has one). If you want to volunteer to write a config file for a planet pack drop me a PM. Future Expansion Ideas: After some more Housekeeping Better/new Unity 5 GUI) I have the following ideas: - Un-discovered body occlusion (grainy pictures/views initially more and more detail as you research and take pictures). Initial functionaly released in V1.8 - An Observatory expansion for better information about undiscovered bodies. - A better system for finding undiscovered bodies. - Contracts for undiscovered bodies. - Further work/tweaks and improvements to the Progressive CelestialBody Maps including support for SCANsat. - KSPedia pages (instead of a WIKI). License: All Software and code in Release versions up to V1.8.1 : MIT Parts of Code in DEV release linked here is : All Rights Reserved and code from previous versions remains MIT. Please refere to the Headers in the code files for which code is ARR and which code is MIT. All Artwork and graphics: CC-BY-NC-SA 4.0 DOWNLOAD 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 Source Code on GitHub here If you like my mods and you want to show your support, then you can support me on Patreon: Install Instructions: Dependency: You must have installed (NOW included in this package). Module Manager Completely delete ResearchBodies folder from GameData before updating from a previous version. As of V1.8 the install folder location has been changed. Please ensure you remove \GameData\ResearchBodies folder if you have one in your install. Un-zip into your GameData folder. Download (Release Version for KSP 1.1.3) 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. A Development Build for KSP 1.2 is available here. - Please NOTE the change in License requirements listed above. Please NOTE the DEVELOPMENT Build is incomplete. Please don't expect it to work 100% BACK UP YOUR SAVES. Other Mods Supported: Integrates with Tarsier Space Technology (TST) - You MUST have V6.4 or UP of TST. TST will modify it's Telescopes to also act the same as the TB-75M telescope. Will not offer it's contracts for Bodies you have not fully discovered. TST telescopes can also find and research bodies through using it's telescope cameras and taking pictures. Contract Configurator knows about Undiscovered bodies and bodies not fully researched when offering contracts. - You MUST have V1.16.0 or UP of CC). Integration for other mods: A Reflection Wrapper class API and documentation is available on these WIKI pages. For further info, questions, and if you want to integrate to ResearchBodies and/or the Progressive CelestialBodies Maps features of this mod drop me a PM or find me lurking on IRC. Support: Known Issues: The telescope can discover bodies even if they are occluded by another body. https://github.com/JPLRepo/ResearchBodies/issues/15 World First (flyby) contracts are not being blocked by RB for celestial bodies yet discovered. https://github.com/JPLRepo/ResearchBodies/issues/14 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 LOGs = 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 My own Mod Log You will find a file in <install directory>\GameData\REPOSoftTech\ResearchBodies\Plugins\PluginData\ResearchBodies.log. If you would be so kind as to supply BOTH of these log files when reporting a problem it makes my life so much easier and it makes it more likely I will respond more quickly to you. 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: Current Contributors (V1.7.1 above): @JPLRepo - All codes changes, packaging, support, English Locale. @simon56modder - French Locale. @fitiales - Spanish Locale. Original Contributors (up to V 1.7): @simon56modder : Original Code, French and English locale @Well : Telescope model and texture @fitiales : Spanish locale @JPLRepo : code made for compatibility with Tarsier Space Technologies
  6. For everyone to be aware. If you are using old saves from previous prerelease versions in each subsequent build you may not be seeing all of the localized text that has been changed or added. this is particularly evident in Contracts text in-game. This is the nature of a prerelease. It is recommended you start new saves for each build version during the prerelease phase.
  7. Pretty sure it will stay in that format. but we are in pre-release and anything can change. I believe MM is being worked on just like a lot of other mods in a pre-release.
  8. New Build 1.2.9.1738 has been released. See opening post for changes. Plase note in a lot of cases you need to start new saves to pick up some of the localized text etc (especially contracts).
  9. 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: 1.2.9.1738 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. Previous Builds 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.
  10. Indeed there is that and so much more.
  11. Found the final issue with the Rescue Kerbals on the ground. v0.13.0 published with a fix for that and a couple of other things. (Chagelog in the OP).
  12. Ah ok. thx. I'll take a look.
  13. 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. 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 Authors @JPLRepo : Plugin design and development, C# coding, Implementation and releases. @MerlinsMaster: Graphic design, 3D Models, textures.
  14. This mod is intended to recreate, visually and functionally, the Endurance spacecraft from the movie 'Interstellar.' It implements parts to construct the Endurance ring, with highly efficient magnetoplasma engines and a modular design that allows for multiple configurations of the ship to your mission requirements. Construct the ring in the VAB and launch it to LKO, before docking advanced Ranger and Lander vehicles to it. Both the Ranger and Lander act as SSTOs and feature detailed, Raster Prop Monitor integrated IVAs. This is a continuation (re-build and fix for KSP 1.0.5) of the original version by @benjee10 (Old thread) As the mod was severely broken by KSP 1.0.5 enforcement of convex colliders, benjee10 did not have the time to re-build the mod. benjee10 has given me hIs blessing to continue his mod for him. All credit for the original version goes to benjee10 and his original team. As this is a continuation the license remains: CC BY-NC 4.0 Features: Giant ring outfitted with Habitat, Logistics and Engine modules. Capable of transporting 2 Landers and 2 Rangers across the solar system. Super-efficient plasma thruster engines. Multiple docking ports for visiting vehicles. This mod is designed to function with (configs provided): JSI Advanced Transparent Pods, Kerbal Inventory System, Raster Prop Monitor, Kerbal Attachment System, USI-LS, TAC-LS. NOTE: You do not need these mods for this mod to function, but without them your game-play experience will be greatly reduced. Parts Included: Base Building Parts: MB-25 Freight Transport Module MB-75 Deployable Habitation Unit MB-50 Mobile Analysis Unit (fully fledged science lab) Large Location Ownership signifier Advanced Unpressurised Storage Cuboid Endurance Ring Parts: EC-215 Logistics Module EC-200b Command Module Endurance Deep Space Engine DSPS x300 Fuel Assembly MB-2 Habitat Assessment Unit (science) EC-151 Structural Ring The Lander: Lander Fuselage (built in engines) Lander Lift Engine (VTOLs) Small Ship (Viper): Viper Composite Fuselage (built in engines) Medium Ship (Ranger): Ranger fuselage XP-F40 "Cooper" Aerospike Thruster Docking Ports: Ranger Docking Port Endurance Docking Port Endurance Outer Docking Node Endurance Outer Ranger Docking Node FUTURE VERSIONS: Ranger - Fix it's landing legs (after KSP 1.1 drops as it will have big changes to wheels and legs) KER and MJ do not see the Rapier and Lander Engines in their displays Tweaks to the Ranger engine air mode Fix symmetry on all parts. DeepFreeze Endurance ring module New Emissives, flames and smoke trails. Endurance habitat is a placeholder IVA - it's actually using the crewCabinInternals Fix Endurance Command IVA. - Needs re-work. How do I build the Endurance? and other related matters???? A W.I.P. WIKI page will help. Reference Picture of the Endurance Bug reports and Feature Requests: 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. Known and Confirmed issues: Ranger Landing legs sink into the ground - I am unable to find a reliable way to fix this and many have had issues with landing legs. Assume further updates to KSP will provide fixes for this. For now it is what it is. Instability of the Lander (with VTOL engines attached). Ranger Engines cutting to closed cycle mode too early. The Hatches on the Lander do not allow EBA (Hatch is Obstructed message). - Will be fixed next version (coming very soon). In the meantime you can fix this if you have the know-how by downloading this model file and placing it in the: \GameData\Endurance\Assets folder (make sure you replace existing file). Download the latest release from: (links here) 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. 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 This pack includes a modified part module for the inflatable Habitat module adapted from PorkJet's Habitat Pack. This mod includes a modified part module to allow the Ranger landing legs to function in KSP 1.0.5+ (barely in KSP 1.1+). Code Adapted from shadowmage's awesome SSTU mod. The code for the adapted Modules can be found on GITHUB here. The license for the module code remains the same as the SSTU mod license which is: GNU General Public License (GPL) 3.0 (licenses included in download). Example Craft files can be downloaded here. See the included txt file on how to install and use them. Will add to the official release next version. Added to the V1.2 Distribution. Thanks to @skylon7 for creating them! If you like my mods and you want to show your support, then you can support me on Patreon: Installation: Please ensure you delete your \GameData\Endurance\ folder if installing over an older version. (NOTE: this version only works on KSP 1.1.3 and UP). Just unzip into your KSP directory. Requires Module Manager if you want the following mods supported (optional). FAR KIS KAS JSI Advanced Transparent Pods Raster Prop Monitor TAC-LS USI-LS I highly recommend the use of Throttle controlled Avionics for flying the VTOL enabled craft (Ranger and Lander). ChangeLog: This Mod is authored and maintained by: @JPLRepo - Models & Textures, Configs, Implementation Thanks go to: Testing: @googbo & @Dafni Some Re-textures and input: @xxhansonmaxx Re-factor of the Endurance ring to fix Lag issues and other input: @MerlinsMaster Config file tweaks and example Craft files: @skylon7 LICENSE: CC BY-NC 4.0 Endurance Part module Code License: GNU General Public License (GPL) 3.0 Originally Created by (versions up to 0.90): @benjee10 - Models & textures zekew11 - Implementation Shryq - Ranger IVA Implementation & Ranger (up to v5.0) xxhansonmaxx - IVAs InsanePlumber - DDS Conversion Jasseji - KIS migration Awesome flags by Akron!
  15. Works for me.. two things: Have you selected the "Save to File" button to the left of the Take Picture button? Pictures are saved in \GameData\TarsierSpaceTech\Plugins\PluginData\TarsierSpaceTech
  16. Sounds like your save is the problem. How it has frozen kerbal entries and no vessel entries is a mystery. Can you supply your save file? Can you reproduce the problem at all? Can you supply a save file please? although with that long list of mods.. may be difficult for me to get any idea what is going on here.
  17. Thanks guys. I finally reproduced the problem ith this save. I'll look into it tomorrow. Nope not normal. But if you can provide a save and logs where it occurs I can take a look. Not a lot to go on there. I see the error. But nothing else in the log to help. Although I see scatterer errors. Can you supply a save file where this ocurs?
  18. This should be fixed in build 1730. But you have to scrap your saves and start fresh. Nothing can be done about that.. that's Pre-release.
  19. Yes All you do is define your resource as per the new standard. RESOURCE_DEFINITION { name = LiquidFuel displayName = #autoLOC_500999 abbreviation = #autoLOC_6002095 density = 0.005 unitCost = 0.8 hsp = 2010 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true volume = 5 } name is the internal name for the resource. displayName is the Localized tag for the resource (full name) abbreviation is the Localized tag for the abbreviation More details will be presented shortly in the prerelease modding sub-forum on how to do the localized tags. That's it. <EDIT> Forgot to mention you don't 'HAVE' to localize it... so you can just put strings in any language in displayName and abbreviation.
  20. All of the implemented languages in 1.2.9 are left to right. Switching it would require further changes. More info on how to localize mods will be forthcoming. It is quite easy, but a very laborious task (I can attest to that). And of course the mods will require code changes.
  21. I do not see the point in making this mod like my mod? Why don't you kep this mod the way it was? AmpYear is a different mod and I don't understand why you would want to make this mod like it. Seems to defeat the purpose. I'd also prefer you didn't use my code in this mod. Of course licenses permit, but I prefer you didn't. This mod should be it's own.
  22. Build 1730 of the Pre-Release has been published. Changelog can be found on the Pre-Release sub-forums.
  23. There are different flavours of Spanish. You can raise your feedback about translations on the bug tracker.
  24. Yes. the tooltip shows the full resource name where the resource abbreviation is showing in the PAW and Resources app (still todo the staging one).
  25. New Build 1.2.9.1730 has been released. See opening post for changes.