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JPLRepo

KSP Team
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Posts posted by JPLRepo

  1. On 8/19/2022 at 1:25 AM, Sirius628 said:

    Is it intended that Kerbals can still run out of oxygen whilst on the surface of Kerbin?

    Nope, sounds like a bug.

    On 5/10/2022 at 1:07 PM, CraigKerman said:

    Loving this mod, but can barely make out the text telling me how long it will all last for (using a 4k screen).  I've checked the configs, but can't see anywhere to  change the font size.  Is there a way to do that?  thanks.

    Nope

    On 8/7/2022 at 1:49 PM, Probird_23 said:

    Is there a way to disable death in tac-ls and replace it with a usi-ls/snacks-like consequences where the kerbal just refuses to work/faint?

    Yep, go to the difficulty settings menu. There's an option.

  2. On 8/4/2022 at 11:17 PM, LieutenantPotato said:

    Hello!
    Two days ago I decided to return to the game after a year of non-playing and installed some mods including Galaxies Unbound, Extraplanetary Launchpads, Interstellar Extended, Interstellar Technologies, TAC Life Support, and DeepFreeze, to try an intergalactic KSP run.
    But the game was crashing on startup and after two days of trying to understand what's the problem, I finally found that it was the Deep Freeze mod causing a CTD, and it's really sad because I had big plans to colonize with kerbals all of the galaxies transporting them in cryo-sleep.
    After a bit of research, I found that my issue (#108) was already solved on GitHub, but the source code was never compiled and there weren't any updates on the release page.. So.. Is there any chance for an update any time soon?

    Hmm, I thought I had fixed that. I will investigate.

  3. 8 hours ago, JeyJeyKing said:

    Is this mod supposed to prevent world first exploration contracts for bodies I haven't discovered yet? Because I am playing galaxies unbound and I am getting a contract for a body called Denis-P which I have never heard of, I haven't even unlocked the observatory or telescope yet.

    That depends on whether whatever planet pack you are playing with actually supports this mod or not.

  4. 30 minutes ago, darthgently said:

    TBH, this is the reason I do not use DeepFreeze any more.  I don't like spending all my time keep various mods happy and CKAN really helps with that.  My time spent playing as opposed to installation dinking improved dramatically when I went to CKAN only mods.  Just a data point, for what it is worth to you

    Thanks, but thre is a very long history with regard to CKAN, and modders time being wasted with such. Hence, I do not and never will support it. Spending hours upon hours on mods for no reward is bad enough. Spending several more hours maintaining meta data for CKAN just isn';t worth my time.

    If the community can't install them without CKAN that's up to them. Unzipping a file is not hard. I play with tons of mods installed, and I have no issue doing it without CKAN. But,each to their own.
    Have a great day!

  5. Sorry it took like a century to update this mod. I still haven't finished fixing the visual bugs, but I figured better to get something out that functionally works.

    Download links in the OP

    V1.13.0 (10/04/2021) - NOTE there are still issues with the detail levels of planets and viewing them through telescopes that I need to sort out.
    *Re-compile for KSP 1.12.x.
    *Fix issue where CBs were becomming visible when they shouldn't be.
    *Fix issue where CB visibility was not being reset when loading different save games in the same game session.
    *Fix issue where errors would occur and game stuck when entering the SOI of a CB that hadn't been discovered before.
    *Fix issue where Asteroids entering CBs were making them discovered.
    *Fix issue with bumpmaps on CBs.
    *Fix issue with lighting on CBs.
    *Added setting to DAtabase.cfg file that allows the player to manually change the research percentage step for research plans. (Default 10%).
    *Fix RCS FX on TRBH-75M telescope (thanks linuxgurugamer).

     

  6. On 5/11/2022 at 12:57 AM, HebaruSan said:

    Hi, BackgroundResources was changed from a dependency to a recommendation in CKAN after this:

    https://github.com/JPLRepo/DeepFreeze/issues/96#issuecomment-583789984

    If that has changed again, we'd be happy to change it back.

    That's a mistake on my part. Background resources is required for Deepfreeze to run and is distributed with Deepfreeze in the distribution zip file.

    The problem is with people playing around with the install files, so if you install the zip supplied by me you will have no issues.

    As stated in the opening post, I do not, and never will support the likes of CKAN. The install instructions for all my mods are included both at the download site and in the opening post of the thread for each mod.

  7. On 4/28/2022 at 5:32 AM, flart said:

    Kerbalism by itself replace the info panel as it want it to be, and it includes CommNetAntennaConsumptor functionality,
    so CAInfo/CAConsumptor is not recommended for the Kerbalism.
    I will add Kerbalism to conflicts in the CKAN for them.

     

     

    I'm not familar with the AmpYear, but looks like it need some work for supporting  Commnet Antennas Consumptor, @JPLRepo

    No doubt it does. A request can be made to add support. I have to say it's going to be terribly low on my list though. ie. Probably never happen.

  8. On 5/5/2022 at 8:12 AM, Rutabaga22 said:

    Is there a way to make it work with stock parts, or am I just really dumb.

     

    There is no way to make it work with stock parts.

    On 3/1/2022 at 2:12 AM, Stone Blue said:

    Does "distanceToCameraThreshold" seem to NOT be working for anyone else?

    ie without defining it and letting be defaulted to 50, zooming out, windows stay transparent (IVA drawn) & never turn "off"...

    I then defined it, at both 25 & 10, and same thing... ??

    Or am i just completely missing how it works?
    I've been thru the wiki a couple times (tho I *did* just skim the real technical stuff)

    @JPLRepo ??

    This variable only works on vessels that are NOT the active vessel.

  9. 4 hours ago, MisterBluSky said:

    Hello, I've been using this mod alongside Snacks! to freeze kerbals while I do interplanetary missions, however it seems I can't thaw them. They don't exist in the Astronaut Complex as Missing or Active or otherwise, and the Deep Freeze component says they are empty, however the Deep Freeze Menu itself shows the two under the 'other frozen kerbals on other ships' bottom part of the menu, but they have no assigned ship. Please, is there any way for me to rescue my kerbals from this ether?  Thank you

    No logs = no support. sorry.
    Without logs I can't investigate your issue. For yours in particular I would also need the save files.

  10. On 3/10/2022 at 8:04 AM, Miruzuki said:

    Hi @JPLRepo. Just wanted to ask if your mods are backwards compatible? For example this mod, DeepFreeze, has 0.31 version with KSP 1.12.0-1.12.99 in .version file and 0.30 version with 1.11.0-1.11.99 in .version file. Should I strictly use v0.30 for my KSP 1.11.2, or the latest one is fine as well? Same question is for your other mods. And there are some cases (i.e. JSIAdvTransparentPods) when you only have versions for, lets say, 1.12 and 1.10/1.9/1.8. Which one is preferable for 1.11, newer or older?

    Thanks.

    This depends, I would not say they are nor recommend it. This is because generally a verison of a mod is compiled against a version of KSPs DLLs. So it may be using code that is introduced or changed in KSP for a particular version.
    Bottom line is: You should use the version of the mod to match the version of KSP you are using.

  11. 14 hours ago, Tonas1997 said:

    Sorry, I didn't phrase it correctly. Kerbalism experiments use a "toggle" animation rather than separate open/close ones; somehow, I got it to work with a telescope from another mod by referencing its TSTSpaceTelescope module's baseTransformName field, so I thought about trying to use the same solution on the TST advanced space telescope. Since that field doesn't exist on the part, I wanted to know if baseTransformName has a default value.

    Still not following you. The TST telescopes part module is responsible for running the animations for this mod.
    The animations are legacy animation (as is all parts in KSP1). There is no toggle animation. there are two animations on the model. One to open it and one to close it.,

    Some mods use just the one animation and run it backwards or forwards. This mod does not.

    Perhaps you are referring to actual KSP actions? where an action appears in the part action window that allows you to "toggle" the part open or closed?

    That is different to the actual animations themselves. in the code for the part module it will run either the open or close animation when this is clicked by the user.

    baseTransformName = "Telescope"; is the default for the field you asked about. But this field isn't actually used for anything in the mod.

     

    3 hours ago, Tales19 said:

    First off, I just want to say I deeply appreciate this mod. The space telescopes are amazing fun to use.

    However, try as I might, I can't seem to find a justifiable reason to use the hard drives. This is likely user-error, as based on the responses from others in this thread, they *are* useful. I just don't see the real benefit. The Experiment Storage Unit seems to be superior in almost every regard, except the slight benefit of the hard drives being able to store duplicate experiments. But this seems massively out-weighed by the limitation of storage space (the storage unit having no such limitation). The explanation given just seems to cite the reasons why the storage unit is good - being able to collect all the data from your experiments, and store it for later transmission. Add on-top of that the power usage (which for ultra small craft could be quite substantial) and the unexplained 'data corruption' figure listed - I feel like I am missing something here. Could you perhaps explain?

    Because when this mod was made, the stock KSP science containers couldn't do what they do now. Believe most of the functionality as you have pintyed out was added with KSP 1.2. Before that they were much more limited. Hence this mods containers were superior.

     

  12. 16 hours ago, Tonas1997 said:

    Thanks! Would "open" be the equivalent to the Telescope transform found on the other space telescope? I reckon that one is more of toggle, which is what I need.

    MODULE
    {
    	name = TSTSpaceTelescope
    	maxZoom = 4
    	xmitDataScalar = 0.5
    	labBoostScalar = 1.2 
    	baseTransformName = Telescope	
    	cameraTransformName = CameraTransform	
    	lookTransformName = LookTransform
    }

     

    there is no toggle? Not sure what you are looking for now.
    The transforms are not the animations. you asked for the animations. The animations are named "open" and "close".
    The transforms are used for other functionality such as - "control from here" - where the camera is attached to "cameraTransform" and the "LookTransform" the transform it Looks from.

  13. On 12/27/2021 at 3:23 AM, Randazzo said:

    Does the plug-in for deep freeze actually require something from CRP other than the resource definitions? I'd rather not use CRP as it triggers MM patches for several other mods I'm using that make the game significantly more complicated, but also don't want to spend time trying to cfg patch it out if the code requires it.

    DeepFreeze requires CRP for resources used by this mod.

  14. On 11/12/2021 at 4:21 PM, KyZekk said:

    Can I use the 1.12.x version of the mod on a 1.10.1 already existing save?  I already have the 1.10.1 version I just want to upgrade to a fix so that my kerbals don't keep getting eaten anytime I use Deepfreeze.

    You have to upgrade KSP to 1.12.x as well. otherwise, no it won't work.

  15. 9 hours ago, Paulosek321 said:

    [AddonLoader]: Instantiating addon '_BuildManager' from assembly '_BuildManager'
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    Uploading Crash Report
    NotSupportedException: The invoked member is not supported in a dynamic module.
      at System.Reflection.Emit.AssemblyBuilder.get_Location () [0x00006] in <9577ac7a62ef43179789031239ba8798>:0
      at _BuildManager._BuildManager+<>c__DisplayClass2_0.<logVersion>b__0 (System.Reflection.Assembly x) [0x00000] in <e4b5582dab1d42df871d52053423f128>:0
      at System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].ToList () [0x00019] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
      at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
      at _BuildManager._BuildManager.logVersion () [0x0005c] in <e4b5582dab1d42df871d52053423f128>:0
      at _BuildManager._BuildManager.Awake () [0x00000] in <e4b5582dab1d42df871d52053423f128>:0
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

    This mod fails to load and crashes the addon loader. so who knows after this.. bad things can happen.

    later a bunch of :
    [R&D]: Error Duplicate found adding Experiment Definition:

    duplicate experiment definitions... again not ones from this mod.

    Later more crashes. REalted to clouds, scatter. perhaps EVE mod or scatterer?

    Surprisingly, or not, I found no errors at all in your log related to this mod (Tarsier space tech)
    I would try to uninstall the mods that are creating all your errors.
    First try _BuildManager what ever mod that is, sorry I am completely unfamiliar with that one.
    Then I would try uninstalling scatterer and see if the problem still persists.

     

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