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JPLRepo

KSP Team
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Everything posted by JPLRepo

  1. V0.30.0 published for KSP 1.11.x. See OP for download links. Re-Compile for KSP 1.11.x Add EVA construction capabilities to the CRY-300R (Can move it only, can't put in inventories) and the RS-X20R Glykerol Container (can be put in inventories as well).
  2. Oh, thanks for all that detective work. Nice find. I missed the bit about you were asking if I wanted you to submit a PR and I already did one. Be in next CRP release I imagine. https://github.com/BobPalmer/CommunityResourcePack/pull/257
  3. MODULE { name = ModuleLight lightName = light1 useAnimationDim = True lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.03 animationName = lights useResources = True lightR = 1.0 lightG = 1.0 lightB = 1.0 } this gives a normalized value of 1,1,1. ie: 1 = 255f. so White colour. 0,0,0 is black. and everything in between. just normalize the usual RGB values to between 0 and 1.
  4. You sure can. Set the "lightR" "lightG" "lightB" variables to normalized RGB (float)values in the cfg.
  5. Sorry my Spanish is pretty rusty. And there's a forum rule that you have to post in English unless you are posting in the foreign language sections of the forum. (Lo siento, mi español está bastante oxidado. Y hay una regla del foro que debe publicar en inglés a menos que esté publicando en las secciones de idiomas extranjeros del foro.) Why are you running KSP 1.3.0.1 that is such an old version? If you insist on running that version. you must run the version of the mods that correspond to that version of KSP. Which would be this one: https://github.com/JPLRepo/DeepFreeze/releases/tag/V0.23.5.0
  6. Not exactly like that. But you can add multiple "ModuleLight" MODULE instances to your part.cfg.
  7. Looks to me like one of your mods is causing both the IVA and the external view camera to be active at the same time.
  8. If you drop them on the ground in EVA construction mode. They don't function. They need to be deployed via the Kerbal's inventory (small button in the bottom right of their icon in the inventory) just like they always have been. In order for them to function.
  9. I don't follow CKAN. Which is why I recommend manually installing. Here is what I am saying. There is a BackgroundResources.dll that is distributed with this mod. That is the one the player should use. The player should not use any other Background / Unloaded Resources Mod with any of my mods. I'm not sure what the real BackgroundResources mod is? I only know of a Background Processing Mod , which was abandoned a while ago and I wrote my own BackgroundResources plugin that I now include with some of my mods. (it is not a stand-alone distribution). Players should not use this mod with any of my mods.
  10. V0.17.0 Published. See OP for links. Re-compile for KSP 1.11.x. Fix Kopernicus Solar Panel background processing. Added EVA construction capabilities to all 0.625m, 1.5m and 2.5m TAC-LS parts.
  11. You ran out of Electric Charge. Which is required to circulate the air in the capsule.
  12. Sorry I missed this post. I have tried this with the water recycler, sabatier, etc. with and without resources. Tried activating them all in the VAB and I get no errors.
  13. That "should" work in theory. My bad with the information given earlier, indeed those are instanced only in RnD. Will look to add a static method for this - given we've removed the old way of doing it. This was an oversight. 1) Would have to go and follow that up after the holidays. 2) Infinite stacking comes with it's own issues. There's also a limitation that you cannot stack parts that contain resources which is enforced regardless of the values in the cfg file. 3) This has already been raised as a request on the bug tracker. Can't promise anything there. It's a case of cost/benefit. 4) Thanks. Will pass on to the team.
  14. TAC doesn't have solar panels? If you mean Kopernicus mod - which changes all parts that use ModuleSolarPanels (The stock solar panels) - to it's own version of solar panels. Then yes. Seems Kopernicus no longer does this by basing it's solar panel code from the stock code. It renames the module and applies two modules to the part. So I have a fix in progress for this for next version that hopefully I will get out this week some time.
  15. This thread is not a bug reporting thread. Please raise bugs on the bug tracker so they can be triaged by QA team. https://bugs.kerbalspaceprogram.com/
  16. If you want to add one after startup. redefine/write out all the rd nodes to a file. Call RDController.Instance.techTree.LoadTechTree(string filePath, List<RDNode> rdNodes) The filePath would be your new rd nodes file/tech nodes setup. and rdNodes you would pass in the existing nodes: RDController.Instance.nodes. @Poodmund@Nertea@Beale If the Part is not in a GameData \Parts\ folder it will automatically default to GameData\@thumbs\Parts\ folder. Will look at what we can do after the holiday break about allowing the PartModule to specify a path. No commitments though. Variants are handled by the thumbnails. - need some more details on what you aren't seeing there.
  17. No you can’t sorry. The non-player visible (as we have now established) ground anchoring is an internal piece that we implemented to stop objects from sliding down slopes. It is applied to torque vectors. It is NOT applied to a vessel on wheels or landing legs. So your example is on wheels and does not get that internal vessel anchoring treatment.
  18. Inventory System In order to allow a part to be an inventory cargo part that can be placed in inventories or allowing larger parts to be manipulated in EVA construction mode (but not placeable in inventories) the Part cfg file must have a ModuleCargoPart defined to it. The following important KSPFields are available for configuration of this module: packedVolume - The space this part occupies when packed inside an inventory container. If this is set to < 0 then the part can be manipulated in EVA construction mode but cannot be placed inside inventory containers. kinematicDelay - This is the time delay used to wait for the part to settle on the ground. placementMaxRivotVelocity - This is the velocity the part must be travelling less than before it will be rivoted to the ground. inventoryTooltip - The tooltip for inventory cargo parts,shows up when mouse is over a part icon during flight. stackableQuantity - The number of parts of the same kind and variant that can be stacked in a single inventory slot. Defaults to 1, so leave it out if you DON’T want the part to be stackable. The Inventory system is now persisted as a list of protoparts instead of a comma-separated string of names. The old system is still there for compatibility, but the new one is preferred. Parts that can hold cargo parts are known as Inventory Parts and must have the ModuleInventoryPartPartModule defined to them (as it did before). The inventory system now has volume and mass limits on ModuleInventoryPart (inventory container) parts. The following important KSPFields are available for configuration of this module: InventorySlots - This is the number of inventory slots this part has. packedVolumeLimit - The volume capacity this container has. massLimit - The mass capacity this container has. Inventory system now has default inventories the use of a DEFAULTPARTS node defined within a ModuleInventoryPart MODULE node in the part.cfg files. ModuleInventoryPart.allowedKerbalEvaDistance obsolete in preference to GameSetting.EVA_INVENTORY_RANGE. Kerbal Inventories now have two slots per kerbal and their inventories have a default inventory which is defined via the kerbal part.cfg files. This default will be taken each time they are added as crew to a ship in the VAB/SPH unless the persist kerbal inventories difficulty/game setting is turned on. In which case the default inventory is given to them the very first time they go on a mission but then persists between missions from the first mission onwards. Kerbal inventories in the editor scene and when they are IVA are managed via a new scenario module: KerbalInventoryScenario. As part of the inventory system changes, part icons for inventory slots are no longer 3D parts with render textures. That was dropped in favor of part snapshots. For stock parts, these are already pre-baked in the GameData/Squad(Expansions)/<expansionName>/Parts/@thumbs folder. If your mod has cargo parts, the first time you add them to an inventory slot, the snapshots will be created automatically and persisted to GameData/<modName>/Parts/@thumbs. If you’re not using a Parts folder (consider doing it) they will be stored in the thumbs folder in the KSP root. If you’re doing adjustments to your parts to take advantage of the new inventory system, please also consider distributing the pre-baked thumbnails for them. A number of variables and methods related to ModuleInventoryPart and the previous inventory system have been marked as obsolete refer to the API documentation for more information. For further details on code classes and variables refer to the API documentation. EVA Construction Mode The main classes involved running EVA construction mode are (refer to the API documents for details of each class): EVAConstructionModeController EVAConstructionModeEditor EVAConstructionToolsUI Parts taken out of an inventory are completely disabled (The Part and all its PartModule instance MonoBehaviors are disabled) and re enabled when it is attached to a vessel in Construction Mode or dropped on the ground/in space around the active kerbal. The following methods can be overridden/implemented by PartModules that will be called during construction mode. OnPartCreatedFromInventory - This is called whenever the part is being created from an inventory (the user has dragged the part out from an inventory slot). OnInventoryModeDisable - This is called after the part is created from an inventory whilst just before the Part and all its PartModules are disabled. OnInventoryModeEnable - This is called just before the part is enabled again when it is either attached or dropped in construction mode. OnConstructionModeUpdate - This is called every Update cycle for each Part and PartModule on an inactive Part that is currently attached to the mouse. OnConstructionModeFixedUpdate - This is called every FixedUpdate cycle for each Part and PartModule on an inactive Part that is currently attached to the mouse. Contracts - Prebuilt craft, locations. Contracts can now use pre-generated craft in a contract. These are defined in CONTRACTCRAFT config nodes as follows: One PREBUILTCRAFT config node for each prebuilt craft (contained within a CONTRACTCRAFT node). url = <url for the craft file> AllowGround = True/False // Whether craft can spawn on the ground AllowOrbit = True/False // Whether craft can spawn in orbit AllowWater = True/False // Whether craft can spawn in the ocean UsePreBuiltPos = True/False //Whether to use a random prebuild position, or completely random position. ContractType = <a string that the contract can use to identify which craft are for which contract> There is also a config node structure for defining and storing pre-determined Lat/Lon locations on planets that contracts can now use. These are defined in CONTRACTCRAFT config nodes as follows: One PREBUILTPOSITIONS config node for each position (contained within a CONTRACTCRAFT node). Body = <CB body name> CenterLatitude = x.xxx //The center latitude that a random position will be generated from CenterLongitude = x.xxx //The center longitude that a random position will be generated from SearchRadius = xxxx //A radius in meters from the Lat/Lon that the position will be generated. So it’s never exactly in the same spot. Other Items LightOn/Off events have been replaced with a toggle event on the PAW to reduce PAW redraw. The events still exist and can be triggered, but are hidden from the PAW. ModuleLight no longer uses animations to control color and brightness of the lights.Instead this is done by the part module itself. Previously KSP had a hard-coded path to the techtree.cfg file in GameData Folder which was read at startup. Now KSP will look for and concatenate TechTree nodes from the game database which is preloaded on startup of all .cfg files and ConfigNodes. QuaternionD class now supports LookRotation in double precision. The FlightVesselOverlays class implements the Center of Mass/Lift/Thrust overlays to be displayed in EVA construction mode. Parts now have a minimum Rigidbody mass minimumRBMass which affects how small the rigidbodies mass can be. Does not affect part.mass - which is what’s used to calculate force, etc - but does affect rigidbody collisions. Kerbals are no longer massless, and the weight they carry in their inventories matters in terms of physics. In order to not impact the way existing vessels fly, an amount of mass equal to the size of the crew times the mass of a kerbal with a full jetpack and a parachute (94kg) is subtracted from the vessel mass and added back in function of the crew in the vessel. This is all already done automatically, but if you want to play around with different mass values for a kerbal, the value is kerbalCrewMass in Physics.cfg (defaults to 45 kg).
  19. Unless the active vessel is an EVA kerbal and that kerbal has a new trait that is required. Then you are unable to enter EVA construction mode.
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