JPLRepo

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  1. 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: KSP versions 1.3.1 and below: Windows: KSP_win\KSP_Data\output_log.txt -OR- KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) - In case you installed KSP into a Windows protected directory (C:\Users, C:\Program Files or C:\Windows\ and their subfolders) the output log file may be stored in the folder called C:\Users\[username]\Appdata, this folder is usually hidden so you should enable the view hidden folders option (more information). Note that for the demo you should find the output_log.txt file located in the KSP_Data folder. - Steam users should right click KSP in Steam, click on Properties, then in the Properties box, click Local Files, then Browse Local Files. Mac OSX: 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 Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to /home/user/.config/unity3d/Squad/Kerbal Space Program/Player.log KSP versions 1.4.0 and above: Windows: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt - This folder is usually hidden so you should enable the view hidden folders option (more information). Mac OSX: 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 Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to ~/.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.
  2. JPLRepo

    [1.5.x] DeepFreeze (v0.23.9) 25th Oct 2018

    You have the temp checking feature on in your DF game settings; and your part temperature is > the temperatures set in your settings. So they part cannot freeze any kerbals until it cools down. 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.
  3. There are several settings a player can change as well as ways mods can disable all aspects of the DV feature There are several changes and additions to the API over what you may have found in 1.5 API.
  4. JPLRepo

    A KSP Loading... Preview: Helmet Removal

    That’s highly possible.
  5. ResearchBodies is a mod that adds the functionality of tracking celestial bodies to explore them. When you start a new save, you have to choose a difficulty preset (that sets celestial bodies that are shown from the start) and values for research and discovery costs. This mod's original Author @simon56modder has handed the reigns over to me to maintain support and develop his work going forward due to Real Life commitments. Big thanks to him and to the other 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 and information about TesearchBodies related 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 language settings. 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): - Improve 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 V7.3 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 V1.24.0 or UP of CC). Please Make sure you have installed/running the Contract Configurator Version for the KSP and ResearchBodies versions you are trying to run. 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: None at the moment. 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: KSP versions 1.3.1 and below: Windows: KSP_win\KSP_Data\output_log.txt -OR- KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) - In case you installed KSP into a Windows protected directory (C:\Users, C:\Program Files or C:\Windows\ and their subfolders) the output log file may be stored in the folder called C:\Users\[username]\Appdata, this folder is usually hidden so you should enable the view hidden folders option (more information). Note that for the demo you should find the output_log.txt file located in the KSP_Data folder. - Steam users should right click KSP in Steam, click on Properties, then in the Properties box, click Local Files, then Browse Local Files. Mac OSX: 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 Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to /home/user/.config/unity3d/Squad/Kerbal Space Program/Player.log KSP versions 1.4.0 and above: Windows: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt - This folder is usually hidden so you should enable the view hidden folders option (more information). Mac OSX: 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 Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to ~/.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 Translation. @simon56modder - French Translation. @fitiales - Spanish Translation. @MerlinsMaster - Observatory model and texture @AlexALX - Caching of CB textures and Russian translation. Original Contributors (up to V 1.7): @simon56modder : Original Code, French and English locale @Well : Telescope model and texture @fitiales : Spanish locale @JPLRepo : code made for compatibility with Tarsier Space Technologies
  6. JPLRepo

    A KSP Loading... Preview: Helmet Removal

    Of course there is an API interface for the helmet and neck ring feature.
  7. 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: KSP versions 1.3.1 and below: Windows: KSP_win\KSP_Data\output_log.txt -OR- KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) - In case you installed KSP into a Windows protected directory (C:\Users, C:\Program Files or C:\Windows\ and their subfolders) the output log file may be stored in the folder called C:\Users\[username]\Appdata, this folder is usually hidden so you should enable the view hidden folders option (more information). Note that for the demo you should find the output_log.txt file located in the KSP_Data folder. - Steam users should right click KSP in Steam, click on Properties, then in the Properties box, click Local Files, then Browse Local Files. Mac OSX: 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 Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to /home/user/.config/unity3d/Squad/Kerbal Space Program/Player.log KSP versions 1.4.0 and above: Windows: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt - This folder is usually hidden so you should enable the view hidden folders option (more information). Mac OSX: 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 Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to ~/.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
  8. JPLRepo

    [1.5.x] ResearchBodies V1.9.8 (9th Dec 2018)

    You can’t add the mod to an existing save.only a new game
  9. Tarsier Space Technology Tarsier Space Technology is a set of parts with enhanced science capability. Current Version is 7.4(for KSP v1.5.x) (if installing over old version please delete whole Tarsier Space Tech folder and reinstall). This is a replacement thread as the original I created in 2015 was accidentally deleted. 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: KSP versions 1.3.1 and below: Windows: KSP_win\KSP_Data\output_log.txt -OR- KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) - In case you installed KSP into a Windows protected directory (C:\Users, C:\Program Files or C:\Windows\ and their subfolders) the output log file may be stored in the folder called C:\Users\[username]\Appdata, this folder is usually hidden so you should enable the view hidden folders option (more information). Note that for the demo you should find the output_log.txt file located in the KSP_Data folder. - Steam users should right click KSP in Steam, click on Properties, then in the Properties box, click Local Files, then Browse Local Files. Mac OSX: 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 Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to /home/user/.config/unity3d/Squad/Kerbal Space Program/Player.log KSP versions 1.4.0 and above: Windows: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt - This folder is usually hidden so you should enable the view hidden folders option (more information). Mac OSX: 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 Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to ~/.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
  10. JPLRepo

    [1.5.x] ResearchBodies V1.9.8 (9th Dec 2018)

    Version 1.9.8 published for KSP 1.5.x. Please make sure you have the correct version of Contract Configurator installed (v1.26.0 for KSP 1.5.x)
  11. JPLRepo

    [1.5.x] ResearchBodies V1.9.8 (9th Dec 2018)

    The contracts are meant to be negative ... they are meant to COST you money to discovery CBs. See nothing in the log... but then - the screenshot doesn't show the state of the contract either. Perhaps a save file would help. Along with the ResearchBodies log. Found in <install directory>\GameData\REPOSoftTech\ResearchBodies\Plugins\PluginData\ResearchBodies.log. It might also help to turn on debugging in Contract Configurator (instructions can be found here https://github.com/jrossignol/ContractConfigurator/wiki/How-To) See the Opening Post.. No LOGS = No Support.
  12. It's only been in the game since V0.90. From the changelog: * Custom Filters (and subcategories) can also be created and edited for user-made collections of parts.
  13. The plus in the top right of the part icons in the toolbar appear when you create a custom part group. Clicking it brings up the pop-up UI to add a part to a custom group that you have created. Currently it calculates delta V for any part that uses moduleengines only.
  14. Does that mean a hype train thread?
  15. JPLRepo

    [1.5.x] ResearchBodies V1.9.8 (9th Dec 2018)

    That’s no the topic of this thread.
  16. JPLRepo

    [1.5.x] ResearchBodies V1.9.8 (9th Dec 2018)

    I don’t condone this myself. I’ll wait and try to contact @nightingale
  17. This module is an update to the previous module and will be known as JSIAdvTransparentPods. NOTE: This mod does nothing on its own. It’s functionality becomes available to other mods that use this mod. Features of this module include: Transparency feature for configured parts that will show the IVA internal models of parts that have been configured to use this module. Ability to Swap Shaders on the External and Internal model to make Window appear Opaque or Transparent. Ability to toggle Transparency setting ON/OFF/AUTO (mouse over) on a part by part basis. Transparency (show internals) for ALL Loaded vessels (not just the Active Vessel). Automatically handles and supports when the user Toggles the stock IVA Overlay feature on and off. Supports Transparency feature for ALL parts that have Internal Models (and have been configured to use this mod) regardless of whether they have InternalSeats (crew capacity), whereas the stock overlay mode only shows internals of crewed parts. Works in Editor mode (although it does not support the DepthMask Shader meshes in Editor mode) you only see the entire IVA over the external when you turn TransparentPod mode ON in the editor. Ability to have two different Overlay modes - one for TransparentPod mode (say just transparent windows) and another for the stock overlay mode on modders internal models. Future Enhancements: Support for DepthMask shaders in the Editors. For mod authors you need to follow the specific requirements of this mod in your models and config files. For details on that refer to the wiki site page Known Issues: Due to Unity camera limitations and the way KSP camera and universe is set-up (It's complicated, but if you want the full explanation send me a PM) any objects in the foreground of an IVA can be occluded/cut-off by the IVA. This also occurs with the stock overlay feature introduced in KSP 1.1. I have implemented some basic ray casting to help allieviate this, but it only works when the object in front of an IVA is directly between the IVA and the player's viewing camera. I am investigating other ways to deal with this issue, such as shaders and depth-buffer, hand-wave algorithms. transparentTransforms processing only works for the first mesh/transform for each name specified in the field, you can get around this by naming each mesh/transform uniquely. Will be fixed in next version in the next day or so as this is a bit of a game breaker for people wanting transparent windows. In Editor (VAB/SPH) DepthMask shaders are disabled until I can figure out how to get the cameras setup. TransparentPod settings do work in the editor however, just not with the overlay meshes. Changelog: License: GNU GPLv3. 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 available on GitHub. 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. 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: KSP versions 1.3.1 and below: Windows: KSP_win\KSP_Data\output_log.txt -OR- KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) - In case you installed KSP into a Windows protected directory (C:\Users, C:\Program Files or C:\Windows\ and their subfolders) the output log file may be stored in the folder called C:\Users\[username]\Appdata, this folder is usually hidden so you should enable the view hidden folders option (more information). Note that for the demo you should find the output_log.txt file located in the KSP_Data folder. - Steam users should right click KSP in Steam, click on Properties, then in the Properties box, click Local Files, then Browse Local Files. Mac OSX: 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 Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to /home/user/.config/unity3d/Squad/Kerbal Space Program/Player.log KSP versions 1.4.0 and above: Windows: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt - This folder is usually hidden so you should enable the view hidden folders option (more information). Mac OSX: 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 Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to ~/.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.
  18. JPLRepo

    [1.5.x] ResearchBodies V1.9.8 (9th Dec 2018)

    How long is a piece of string? This mod depends on Contract Configurator which is not my mod. So when that mods author updates CC I can update this mod.
  19. JPLRepo

    [1.5.x] ResearchBodies V1.9.8 (9th Dec 2018)

    Did you ready the post that you quoted???? : " Because he’s trying to run it in KSP 1.5.1. And Contract Configurator and this mod have not been updated for KSP 1.5.x yet. "
  20. JPLRepo

    [1.5.x] ResearchBodies V1.9.8 (9th Dec 2018)

    Because he’s trying to run it in KSP 1.5.1. And Contract Configurator and this mod have not been updated for KSP 1.5.x yet.
  21. Nope. code would be required.
  22. It's stock - but accounts for all launchsites stock, or stock available with Making History and including Making History - Mission mobile launchsites. Yes it will be accessible to modders - with a bit of code you could write some mod code to add markers for just about anything anywhere.
  23. That would be - if I'm not mistaken - because the FASA mod legs - aren't legs. they have no suspension.
  24. 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: KSP versions 1.3.1 and below: Windows: KSP_win\KSP_Data\output_log.txt -OR- KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) - In case you installed KSP into a Windows protected directory (C:\Users, C:\Program Files or C:\Windows\ and their subfolders) the output log file may be stored in the folder called C:\Users\[username]\Appdata, this folder is usually hidden so you should enable the view hidden folders option (more information). Note that for the demo you should find the output_log.txt file located in the KSP_Data folder. - Steam users should right click KSP in Steam, click on Properties, then in the Properties box, click Local Files, then Browse Local Files. Mac OSX: 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 Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to /home/user/.config/unity3d/Squad/Kerbal Space Program/Player.log KSP versions 1.4.0 and above: Windows: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt - This folder is usually hidden so you should enable the view hidden folders option (more information). Mac OSX: 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 Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to ~/.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.