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. 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 and produce EC for unloaded vessels. EC Production currently only includes Solar Panels and Generators. You can turn off background resource processing in the Difficulty Settings for TAC LS. 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. 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.
  3. 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 contributors below for making this mod happen. His original Thread can be found here. What this Mod does, or how to use this mod: This mod will Make Celestial Bodies invisible at the start of a new game. You can change which celestial bodies are visible by default by changing the difficulty setting in the Difficulty Settings Menu. This mod should be played in Career mode as it offers contracts. At the beginning of a game you can only see a few bodies. First you have to gain enough funds to upgrade your Tracking Station to Level 2. This will unlock the Observatory Facility. - Yes this mod adds a new Facility to the KSC that acts like a stock facility (destructible and upgradable). Entering the Observatory you can find out information about the Celestial Bodies you know about, or what research level you are up to for discovered bodies. (This UI is still a placeholder and will be updated soon! - will also be upgraded to show information about ResearchBodies contracts). You will be offered contracts to Search the Skies via the Observatory - or via a Telescope. This mod comes with it's own infrared telescope, but also modifies the stock infrared telescope (That has been included from Asteroid Day). You can also install my TarsierSpaceTechnology Telescopes which also integrate with this mod and perform in a similar way (But also can take pictures of the celestial bodies and you can see their details become progressively clearer as you research celestial bodies). Yes that's right - This mod also alters the physical characteristics of the celestial bodies. So when you first discovery them they are just a grey blob. As you progressively research them they will progressively become clearer. This mod also alters the Mapview/Tracking Station so you cannot see celestial bodies you know nothing about. And gradually as you research more about them, things like their characteristics and orbits, etc become known to you. Finding a Celestial Body:- You can a) randomly point your telescopes at the sky and try to scan and find bodies. b) accept Search the Skies contracts and complete them. Researching a Celestial Body:- You can a) point telescopes at bodies and scan them (or take photos of them if you also have Tarsier Space Technology mod installed). b) accept Research Body contracts and complete them. 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 This mod previously supported the above languages. And still does. From KSP 1.3 English and Spanish is supported by default when you select those languages via KSP. For French however, you need to go into the Difficulty Settings for ResearchBodies and manually select French as the language. This mod also can support the other KSP 1.3.0 supported languages - but has not been translated at this stage. Volunteers for translation to Russian, Japanese, Chinese more than welcome. Difficulty Options: Difficulty options can be set via the stock Difficulty Options screens when starting a new game or via the mini settings menu in game. Future Expansion Ideas and Unfinished (Planned work): - Proper UI for the Observatory. - Improve and finalize the Contracts. - 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 is : All Rights Reserved and code from previous versions remains MIT. Please refer 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 Dependency: Download and install Contract Configurator Mod (This is required). Completely delete REPOSoftTech\ResearchBodies and REPOSoftTech\ProgressiveCBMaps folders 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 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. - Please NOTE the change in License requirements listed above. Other Mods Support: Tarsier Space Technology (TST) - You MUST have V6.8 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 qualify for ResearchBodies contracts, find and research bodies through using it's telescope cameras and taking pictures. Contract Configurator Is absolutely required for ResearchBodies to work and also 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: 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: Probably lots given all the changes in V1.9.2. 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. Change Log: Current Contributors (V1.7.1 above): @JPLRepo - All codes changes, packaging, support, English Locale. @simon56modder - French Locale. @fitiales - Spanish Locale. @MerlinsMaster - Observatory model and texture 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
  4. The public API contains lots of information these days. https://kerbalspaceprogram.com/api/index.html
  5. Do you have hibernation on? instead of killing them? That's reported above. What's in your log? slow down usually something will be spamming the log file to indicate the problem. So known issues going back the last couple of pages.. is: Hibernation is spamming the logs. Some are having issues with recovery kerbals not having enough resources and dying. Some are still having issues with the unloaded vessel resource processing. I'm struggling to find spare time to sit down and properly resolve these issues. But will try to do so this week.
  6. How far away are the planets? You say you have planet packs installed. There is a range.. so perhaps that is the issue as I never tested with planet packs. only stock. The research buttons (old way) is enabled in sandbox because there are no contracts. That method is not available in career mode. I would need more info. Like what packs you have installed, what planets you have discovered, and well, as per the OP, the KSP log and ResearchBodies log.
  7. 1) Learn c# coding. 2) Create your own branch of the code. 3) Make changes for yourself. 4) Enjoy your own customized version.
  8. Ahh, I forgot to update that. I have now. I recommend not using it as TAC LS does pretty much the same thing itself. But you still can. If it is installed TAC LS will turn off it's own processing.
  9. 1) - I never added my mod to CKAN., Thanks. I have no intention of deleting it as I never added it. Not my responsibility. CKAN is a mod I have nothing to do with. 2) - So there is an incompatibility here with another mod? See OP - No logs = No support.
  10. Because I can see in your log: and the reason for all this is right here: Non platform assembly: xxxxxxxx\GameData\ResearchBodies\Plugins\ResearchBodies.dll (this message is harmless) You moved the folder that ResearchBodies is meant to be installed in. Please don't..... you will break mods as they expect to be in a certain folder. In this case ResearchBodies should be where it installs to if you unzip the mod as is (IE): \GameData\REPOSoftTech\ResearchBodies This is why: a) the models don't load, b) Contract Configurator can't find it.. c) the mod doesn't work. [EDIT] this is also why the greyed out bodies doesn't work.. because there should be a folder called \GameData\REPOSoftTech\ProgressiveCBMaps Which I don't see in your log at all.. so you deleted it? [EDIT2] So I also see on the CKAN site that user @ev0 says CKAN is doing this... Yeah, so here's the tip. I don't support installs done via CKAN. Please install the mod as per the instructions in the OP. I used to have that text really big and in red so people wouldn't miss it... and I scaled it down.. maybe I have to make it big and red again.
  11. That's very interesting. But not something I maintain. Thanks.
  12. Can you explain a bit more... what was the containers status before you switched to it? or last time you were at the station? And then when you went to the station it showed negative values? When you say empty waste containers, they were all empty?
  13. I need more information. The log file you provided is not the output log as per the OP. Can you describe the resources state of the lander? or provide a save file? Some logs? A save file? I need more info.
  14. 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.
  15. ah ok... was using the drop down to return to the KSC. will look at this specific use case tomorrow.. although it's a very odd one.... Thanks for taking the time to test. Hopefully if I sort that one out we are on a winner. Cheers. [Edit] thinking about it - it's probably the way the PauseMenu changes timewarp. Will definitely look at this one tomorrow. Yeah currently TAC LS only does EC production for solar panels and generators... not any unique mods that generate EC. Will have to look at some of the common ones to add in.
  16. I'd prefer you don't use BackgroundProcessing Mod with TAC LS. TAC LS now has it's own version of background processing... If you install that mod with TAC LS then TAC LS will disable all background processing of it's resources...
  17. I think you are trying to say you think there is a bug? with loading a save game (from before installing this mod) and in the tracking station the bodies appear.. just with no orbits, etc. Have you tried again with version 1.9.3 because I made some changes since your first post about this.
  18. See the change log in the OP. The latest version 1.9.3 does this.. Kinda.
  19. Well that's a mystery.. so I conducted more testing.... Works fine for me... without pausing the game.... I followed your steps... works great.. timer ticks down in sunlight.. with no solar panels... and remains constant in sunlight with solar panels.... at no stage did I pause the game. I conducted two test launches one with and one without solar panels... and just did a quick up and down so it was landed instead of prelaunch. You did replace the backgroundresources.dll with the new one from the latest download? What I did find, was in the scenario with the vessel has no EC production parts, when it runs out.. it was trying to kill the kerbals (and error out) even though on Kerbin it's supposed to open the window... So I have fixed that bug and updated the zip file (same link as before). If you have unloaded vessel processing turned on you should see real time EC production and consumption for unloaded vessels.. Which is what I am seeing. If you turn off unloaded vessel processing you see just the old method of guessing the EC production/time it will run out and the Last Update timer will actually count until you go back to the vessel. the EC will run out in this scenario (as it used to do) and will update when you switch to the vessel) Which is what I am seeing. Although this works... and updates correctly, I highly recommend turning the unloaded vessel processing setting on. I did a bit more testing with several other unloaded vessels and everything seems to work fine for me now.. even at maximum warp.
  20. Need a bit more info... so your vessel had no EC and was over 2 hours since it had EC? But then it went good? but half your crew are dead? Not sure but sounds like it is working. If you revived them. and reload and fast forward time warp at the KSC does it still run out of EC and do your crew die? before or after you swap to it? Oh and in the latest build you can go into the difficult settings and set it to hibernate instead of your kerbals being killed and it should work.
  21. you shouldn't need to no... {edit] - but it's a dev/test build. I'm looking for feedback on what people see and if it's fixed.
  22. I don't think it will fix them sorry. If your vessel doesn't have any resources it won't magically create any.
  23. my bad... I udpated it in the other post as well... https://github.com/KSP-RO/TacLifeSupport/releases/tag/v0.13.4dev
  24. There is a problem with the linking of TMPro free version for Part Tools. Here is a work around until we can fix Part Tools. http://forum.kerbalspaceprogram.com/index.php?/topic/161314-no-kspasset-in-unity-menu/&do=findComment&comment=3074505
  25. The PartTools package is a set of utilities used by modders to import 3D models into KSP. PartTools also includes the coloranimation tool and the KSPAssetCompiler tool (for compiling asset bundles). PartTools have been updated and re-compiled for Unity 5.4.0p4 for KSP 1.2.9/3 to include all of these tools in one unity asset bundle and font asset bundle capability has been added for Localization. NB: Can also be used for 1.2.* It can be downloaded here. To install: Ensure you have installed the free version of Text Mesh Pro from the Unity store into your project. Import the custom bundle in the zip file. For information about how to build and use fonts for Localization please refer to this link.