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scottpaladin

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  1. I'm working hard on the next release (among like 5 other spare time projects) to add the one kerbal Cryopod and some neat functionality with it; so I haven't really looked into how the currently released version plays with .90. I suspect it should be ok, but you never really know. If it looks like the next feature release will be too far off, I'll try to shoot for a more straight recompile of the .14 code with the beta DLLs and get that out to people. - - - Updated - - - I am curious as well.
  2. Cool. Data point noted. Thanks. Yes but probably not specifically the one you're thinking of.
  3. I've given this topic a lot of thought; gone round and round on it. TL;DR: I'm still behind the idea that resources are only used on freezing/thawing. I quite like the way the the current system changes your mission planning process. I don't think it completely negates having and LS mod install, but it does change how you plan you missions. It replaces the total mission time to resource calculation of the life support system. With DeepFreeze you're planning you mission around total working time for your crew, how long they'll be active, and the total number of freeze/thaw cycles you'll need to complete. Take for example my most recent trip to Jool: before, I had to calculate out both my launch window and my return window, and the travel time back to Kerbin, and use that total trip time to figure out how much food/water to bring along (I think it was a few Kerbin years), but with cryonics available, I knew that my crew would only need a few weeks of working time at the most because all of my long time could be spent in stasis. It was a much easier calculation for me to handle, since neither my travel time nor wait to my return window mattered for how many tanks of food/water/oxygen I brought along. I'll freely admit that DF scales back the difficulty imposed by life support; that's my goal. Life support + DeepFreeze provides a sort of compromise in difficulty, where you trade off a little bit of extra complexity in your craft and trip in order to let you have slightly easier time. So I won't be adding a constant resource requirement (EC or other), but my code is open source and my license is permissive. I'd be plenty happy if someone wanted to branch it and push for more realism. The one kerbal pod will be best suited for that use, it's coming. The thawing process does require some source of command (so either unfrozen crew or a probe core). As long as you have a probe core, you should be able to freeze/thaw even the one crew member of the ship. That being said, if I can think of a way to have even the last crew member with no probe core freeze themselves, I'd be tempted to add that. In other news, I'd be interested to hear feedback on my proposal for an external glykerol tank: Mostly uses a stock KSP texture to minimize RAM usage, but that center band could be used to distinguish the contents (so it'd be easy as pie to bang out versions for any other resources). Haven't decided on a concrete scale yet, so I'm especially interested in how much extra glykerol anyone would be interested in packing along on their journeys. Would you be more happy with an extra 20 units? 100? 1000?
  4. The lasers just do the vaporizing, the harvester does the actual sucking of the useful stuff.
  5. Hm... I think you're right. I had pulled my original density value from the entry for water in the CRP way back when I first started working on this but it would appear that I probably screwed up the decimal place. So that'll be fixed next time I push an update. If anybody wants to implement the fix themselves just edit the cfg: RESOURCE_DEFINITION{ name = Glykerol density = 0.0012 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0.8 }
  6. So I acquired a copy of 3DS Max and instead of poking my modeler friend to make me stuff, I asked him to teach me instead. I saw a request over on reddit for a particular part and it seemed not too complex so I tried my hand at it. You can find the download over at Kerbal Stuff. At the moment I'm trying my had at a 2-man 2.5 meter command pod as well.
  7. Kaname, since you vessel doesn't have a storage of 3000 EC in total to thaw your kerbals. I'd recommend setting ChargeRequired = 1000 or less in your persistent.sfs file for that vessel. Should let you thaw your kerbals and complete your mission.
  8. DeepFreeze v0.14 Released Download Changes: Fixed freezing failing to abort when EC is depleted Added part.cfg values for ChargeRate and ChargeRequired to allow for future parts using different EC values. THIS IS A SAVE GAME BREAKING UPDATE! I had originally intended for a couple of values related to electric charge usage of the cryonic storage to be pulled from the part.cfg for the part, but the initial release has these hard coded. I've fixed that now but since these values weren't set a persistent before, they don't exist in the vessel entry in your persistent.sfs file. Consequently, any CRY-2300 modules already launched before you update to v0.14 will be render inoperable (trapping your kerbals for and eternity of wintery stasis) If you are not confident in your ability to modify your save file, just hold off on updating until you have unfrozen all your crews and are done with those ships. Land'em, crash'em into kerbol, whatever. Then update ate your leisure. If you're not scared of messing with your persistent file, here's what you'll need to know to fix it. Open your save file up in your favorite text editor and look for a section that looks like this: MODULE { name = DeepFreezer isEnabled = True FrozenCrew = Bill Kerman,Jebediah Kerman FreezerSize = 10 TotalFrozen = 2 FreezerSpace = 8 IsCrewableWhenFull = True All you need to do is add two lines after "IsCrewableWhenFull = True". These are to set ChargeRequired and ChargeRate, which tell the cryo chamber how much EC to draw and how fast. It should look like this: MODULE { name = DeepFreezer isEnabled = True FrozenCrew = Bill Kerman,Jebediah Kerman FreezerSize = 10 TotalFrozen = 2 FreezerSpace = 8 IsCrewableWhenFull = True ChargeRequired = 3000 ChargeRate = 30 Do that for any currently flying freezers and you should be good to go.
  9. I found the problem. The initial freeze process should have been aborted; the EC requirement is 3,000. I tested it a minute ago the freeze isn't canceling like I intended. I'm working on an update that will fix this and while I'm at it I'm going to make the ChargeRequired (total EC needed for freeze/thaw) and Chargerate (EC pulled per tick) pull their values from the part.cfg file instead of being hard coded like they are in the current release candidate. This will be a slightly savegame breaking update so heads up there.
  10. That's very strange. I just loaded up my test environment and I can't replicate the behavior. TAC behaves as I expect it to both when the vessel is focused and when it is in the background. I'm not sure what corner case you've run across that could be causing this. When you've had this happen, what was the state of the vessel (prelaunch/orbiting/landed)?
  11. I tested it against TAC in particular. Frozen Kerbals don't consume resources.
  12. /headdesk Of course it does. Because nothing is ever so simple that I shouldn't test it first. New zip files up on github and kerbalstuff.
  13. v0.13 Released. Find the 'new version' on github or Kerbalstuff. Don't get your hopes up on anything neat or new here. It's literally just the addition of support for KSP-AVC. My attention has be occupied elsewhere as of late and I haven't gotten much done here. But I'd like to be prepared for when I can get back to this.
  14. My artist has come down with a case of Procrastinationâ„¢. I asked him to complete the one man pod first as I think that model will be part of the IVA scene.
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