JPLRepo

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  1. Tarsier Space Technology Tarsier Space Technology is a set of parts with enhanced science capability. Current Version is 6.7(for KSP v1.3) (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
  2. What? Taking a photo of the sun will not blow up the optics and need replacement of your telescope? Think you are mixing your mods up.
  3. Mexico Earthquake 8 Sep 17 and again 19 Sep 17

    Everyone from the office in Mexico City is ok. But there's a lot going on and Comms are difficult.
  4. 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. Localization texts for Russian and Spanish. 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 Sound files remixed from the following sources: Tymaue - https://www.freesound.org/people/tymaue/sounds/79719/ KomradeJack - https://www.freesound.org/people/KomradeJack/sounds/213578/ AlaskaRobotics - https://www.freesound.org/people/AlaskaRobotics/sounds/221566/ JohnsonBrandediting - https://www.freesound.org/people/JohnsonBrandEditing/sounds/173932/ Oddworld - https://www.freesound.org/people/Oddworld/sounds/171246/ Benboncan - http://www.freesound.org/people/Benboncan/sounds/61792/ Halleck -http://www.freesound.org/people/Halleck/sounds/19485/ @nli2work on KSP forum - Internal Props - door handle, light switch, EC monitoring button, Glykerol monitoring button. @Artem Kerman on KSP forum - Russian texts. @fitiales on KSP forum - Spanish texts. Authors @JPLRepo : Plugin design and development, C# coding, Implementation and releases. @MerlinsMaster: Graphic design, 3D Models, textures.
  5. You have a compiler directive set in your code. #if !KSP12 That is set correctly and defining DisplaySection?
  6. Did I say overload... I meant to say overload (I plead it being Sunday) Actually there were a few changed there. Will put some overloads in.
  7. Be because the signature is ambiguous in 1.3.1. Is getMessage a string or Func<string>? Can probably put an override for that signature in the next prerelease build if you advise which one it is.
  8. KSP Weekly: Cassini’s Grand Finale

    Flexibility. Not sure what that means. - Placement vs orientation is a toggle. It's a work in progress. It's a work in progress. The code handles it, and is a work in progress. The creator can zoom in and out. Orientation to ground is a work in progress. It's a work in progress.
  9. 1.3.1 Pre-Release Changelog

    Build #1863 has been published. See the changelog above.
  10. Hey folks, This thread will record the changelog and versions for the 1.3.1 Pre-Release. Here is the list of fixes and changes: The Current Build version is: 1.3.1.1863 Fix kerbal heading calculations - fixes swimming animation jitters. Further improvement to vessel ground placement coming off rails for large vessels and bases. Fix Duna Rock allows kerbals to climb and plant flags (no more ragdoll). Turn on Goliath and Wheesley Exhaust damage. Fix locked facility dialog headings. Fix format of MET display all languages. Fix fairing shader not set correctly and overlaying engine FX. Fix external command seat ejection. Fix PAW actions and events ordering on pinned PAWs. Fix Tutorial texts. Reduce stutter when flying fast and low over a planet. Fix difficulty settings menu flickering in Japanese and Chinese languages. Fix Flag naming dialog text positioning. Added noun gender indicators to resource names in Russian. Added localization for shielded parts PAWs in stock saves. Fix Keyboard layout confirmation dialog to show correct punctuation keys when binding. Build version: 1.3.1.1855 Fix key binding display on settings input dialog. Fix empty craft name save exception in VAB/SPH. Fix Tour contract kerbal gender log spam. Fix RnD Archives Biome Filtering Improve ground collision detection for landed vessels coming off rails. Fix rotate and offset of compound parts in VAB/SPH. Fix drill action groups. Fix drill disable and mining when lost ground contact. Russian lingoona tag fixes. Reduce stutter when flying fast and low over a planet. Build version: 1.3.1.1847 Texture update opening scene for Chinese. Fixed Profanity filter for Kerbal Names in Russian Fix for EVA inside fairings applied to hatch dialog as well. Fix Custom Category filters in SPH/VAB and localized some missing texts. Fix tooltip for custom Category filters. Fix incorrect text on engineer report for Antenna check. Fix RnD archive biome filter for mini biomes showing lingoona gender tags. Fix failed file deletion message when overwriting saves. Fix grammar To the Mun P2 Tutorial for English. Fix floor decal alignment level 2 SPH. Fix Difficulty settings dialog height for all tabs. Fix keyboard layouts overwriting EVA Light key from ‘U’ to ‘L’. Now U in all cases and G for Dvorak. Fix icon visuals on Contracts App when pausing during flight. Build version: 1.3.1.1836 Localization: Localization Texts updated. KSPedia Localization texts and graphics updated. Fixed KerbNet localization strings. Fixed Number and time displays for localization. Fixed Lingoona library for Ubuntu Linux. Localization Performance improvements. Fixed localization of Tutorials and Scenarios. Fixed localization of planet names in Science Reports. Resource names on Mining contracts localized. Removed lingoona Gender tags on Biome filters in RnD archives screen. Enhancements: Default setting for NavBall in Mapmode (default is not to autohide). Default throttle setting to 0%. Added ability to tweak endpoints of symmetry struts and fuel lines. Improvements to symmetry tweaking in the editor scenes. Added game clock to all KSC Facility Menus. Game clock in all screens now shows the time in Gray when time is paused. Added action groups for wheel motors and wheel steering. Added the shadow fade fix from KSC scene to the editor scenes. Changed the near clipping pane on game camera so it doesn’t clip when zoomed in as much. Added ‘Control from here’ to External Seat. Added action group for ‘Control from here’ to ModuleCommand and ModuleDockingNode, External Seat and Grapple. Exclude wheels from part recovery contracts as some are too hard to grapple. Bug Fixes: Fixed the deploy/retract actions not showing for drills on custom action groups. Fixed UT/MET display in flight. Fixed control command persistence when changing to map view. Fixed delta time Part Thermal Flux calculations. Timewarp indicator in all screens now shows no green arrows when time is paused. Fixed MK3 size 2 adapter collider. Fixed issue with compound parts inside fairings causing launched vessels to explode. Changed Settings UI text alignments to be centered. Fixed texture on VAB level 3 floor near the outer door. FIxed the tweakable end of compound parts not getting mirrored when moved. Fixed an incorrect text when a station contract gets completed. Fixed the toggles in the UI at the Main Menu stretching as much as they could. Fixed Flag on Sentinel Telescope Icon in VAB/SPH. Fixed Sun (stepping) movement in Flight whilst retaining sun shadows fix. Fixed opacity issue in editor scenes for unconnected parts. Jetpack translation is no longer affected when an EVA Kerbal’s PAW is open and being dragged. Kerbals can no longer EVA from inside fairings (but can from interstage fairings) to avoid exploding vessels. Fixed quicksaveload dialog when enter is used in the filename input box. Fixed Grab interaction msg for EVA kerbals when ladders are retracted. Fixed NREs on craft thumbnail creation - added filename sanitizing. Fixed Part highlighting in VAB/SPH interacting with Light Animations on parts. Fixed destructible building on Tracking Station Level 2 dish. Fixed Part highlighting for new and dropped parts in VAB/SPH. Replaced TrackIR with new implementation. Fixed Flight camera issues when active vessel crashes into the ground. Fixed Destructible Building error messages in log. Fixed vessel ground collision checks for landed vessels coming off rails (includes recovery contract parts that are landed). Disable Save on PauseMenu when active vessel is dead to avoid invalid save files. Shadow tweak on buildings in KSC scene. Fixed issue with being able to add maneuver nodes to vessels without control. Removed ability to create maneuver nodes with EVA Kerbals. Fixed an issue where an atmospheric resource harvester would not properly activate. Fixed Loading Scene picture swapping feature. Fixed Grass texture on level 3 RnD building. Fixed MPL cleaning experiments screen messages. Fixed Restart Warning text on main Settings Screen. Fixed Cannot Deploy while stowed messages. Fixed "Toggle Display" button on scientific devices. Modding: Restored CelestialBody.theName methods (marked as deprecated). Fixed Part Filter category names capitalization for mods. Added property to CustomParameterUI to support Localization. ModuleDeployablePart now finds all animations. CelestialBody GetRelSurfacePosition now calling correct methods.
  11. Thunder Aerospace Corporation Life Support (TACLS) TACLS originally by Taranis Elsu TAC Life Support is under new management in conjunction with the Realism Overhaul team! We are glad for the opportunity to keep this great mod alive. We are also very grateful to @TaranisElsu for creating TAC Life Support. Our hats are off to him. 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
  12. ModuleLight on/off???

    What you should do is raise a bug report so a dev can fix it. Without a bug report, then it's random browsing of the forum that might get one of our attention to a problem no one knew existed.
  13. That shouldn't be... Should be able to turn it off. Guess it's a bug.
  14. Crashing on Launch

    There ya go.
  15. 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. 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!
  16. Crashing on Launch

    Ah, right. Yes, I would uninstall anything to do with the old sound card you removed. Also, Check in sound settings in control panel. and that you have selected the correct audio output device as default.
  17. Crashing on Launch

    FMOD sound driver failure. Do you have more than one sound device on your PC? Which one have you selected? Is it the right one? Try updating your drivers for sound and GPU. Also, yes a bit of info about your system specs might help.
  18. Crashing on Launch

    Whilst crash dumps are interesting. need your Log files. Read this on where to find them:
  19. [1.3] DeepFreeze (v0.23.6) 18th June 2017

    1 - But you can already. https://imgur.com/6XEcUgh 2 - Yes on the list, with about a bajillion other things. 3 - Yeah nah.
  20. Can we stick to the topic of the thread please. I'll ignore the rules breaking posts as well. @JadeOfMaar very nice pic. As usual.
  21. German translation

    Read this week's KSP Weekly.
  22. Import them where? Into the game? You cannot import prefabs directly into the game. You have two choices. Create assetbundles and have KSP load them, but then you have to write some code to get them into the game as a mod. Create them as parts using the .mu part process. Then you will still need code to get them into the game.
  23. KSPField/Event order

    They are displayed in the PAW by type. In that they are processed by type in the order of fields, events/actions and then resources. With part level ones first, then partmodule for each group. There is no sorting, it's just the way the code picks up the attributes in that order via reflection.