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JPLRepo

KSP Team
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Everything posted by JPLRepo

  1. Sorry all, haven't forgotten about the couple of small fixes and things to investigate. I've just been busy with DeepFreeze the past week. I'll get back to this mod in a week or so.
  2. Hi MOARdV. I've discovered a bug in RPM with regard to Transparent Pods. I am planning an upgrade release to DeepFreeze Continued... to implement a new transparent freezer part and plan to use JSITransparentPods. During my testing I discovered a bug. JSI Transparent pods work fine. The issue is related to JSINonTransparentPod. Or more specifically. When you leave flight scene or recover a vessel with a transparent pod the Culling masks of CAMERA 00 are not having layer 16 and 20 turned off correctly. Then if you launch a new vessel with no transparent pods on it the internals are showing in flight view (picture). This is supposed to not happen through the use of JSINonTransparentPod module being added to all parts that don't have a transparent pod. BUT - as I mentioned, the culling masks are being left on from a previous transparent vessel. So the next vessel that doesn't have any transparent pods is NOT executing OnGUI or LateUpdate correctly because in both of these it is checking a Variable JUtil.CameraMaskShowsIVA which is actually out of sync with the actual camera mask. I thought this should be easy to fix. I noticed in JSITransparentPod tries to set the culling mask off in OnDestroy and OnPartPack. But I picked up this error message:- Could not find camera "Camera 00" to change it's culling mask, check your code. So I dug further, seems the Camera 00 is being disabled BEFORE OnDestroy fires, and this happens only SOME of the time. In my testing though it was happening about 8 times out of 10. So I tried adding a onGameSceneSwitchRequested GameEvent (in my own dev copy). But like OnDestroy this does not seem to ALWAYS happen before Camera 00 is disabled. So then I thought remove the JUtil.CameraMaskShowsIVA variable and actually check the culling mask , but that is a bit of a performance hit which is probably why it is a variable. In the end I added an actual check of the CAMERA 00 Culling Mask in JSINonTransparentPod.OnStart and resetting the JUtil.CameraMaskShowsIVA var. It doesn't seem to have any ill effect on non transparent or transparent pods and it only Fires ONCE, so no performance issue. so, do you want me to raise a github bug report with all this in it? do you want me to push the change to you in github?
  3. I didn't know you could create legacy animations in Unity any more besides downgrading Unity to version 4.2 or something like that. EDIT: Success. D'OH!! I renamed the gameobject for the handle from EVAhandle to Doorhandle. So of course the animation wasn't finding it. I renamed it back and success. I am using Unity 4.6.4 (same as current KSP version) and the legacy animations are read-only. I don't think there is a way to edit them without downloading an older version of Unity. Unless someone knows of a way? Video of animation working.
  4. Hi nli2work. First off I really love your work, and I still use your transparent pods, the timing of you releasing your assets was quite good as I was just in the middle of wanting a prop. So I'm trying to reuse one of your assets, namely EVAHandle. I want to use it as an external door handle. But I am having some issue with the animation that I can't figure out. Here is a video of the animation working in Unity as expected. Here is a video of the animation not working quite so well in KSP. For some reason only half of the animation runs and I can't figure out why. I then tried to import the fbx file from the unity package you provided into blender, and well, the animation seems fine in blender as well, except the transforms are out of wack. I don't know if that has something to do with it. Picture of the fbx imported into blender. Any ideas? - Can you supply the original fbx file? Thanks in advance.
  5. No Probs. Glad you found your problem. Curious why it decided then to pick on TST because the id is nothing like the TST ones for the science experiment definitions. Thanks, I'll investigate if there is something that I can do to make TST more robust to this issue or not when I have some more time.
  6. That's strange. Look for ones that have science/contracts first. Once you find the conflict let me know. This error though indicates somewhere you have a duplicate of the science definitions file. Also, once you have the conflict if you can go into \GameData\TarsierSpaceTech\Config.cfg and change the last parameter from 'debugging = False' to 'debugging = True'. Save that and restart KSP. Then send me the log again with debugging = True. this will write more debug messages to the log file to help identify issues.
  7. Ok, here is the error causing your problem: ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,ScienceExperiment].Add (System.String key, .ScienceExperiment value) [0x00000] in <filename unknown>:0 at ResearchAndDevelopment.loadExperiments () [0x00000] in <filename unknown>:0 at ResearchAndDevelopment.GetExperimentIDs () [0x00000] in <filename unknown>:0 at TarsierSpaceTech.TSTSpaceTelescope.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) This is complaining about trying to add TWO science definitions with the same ID. This is caused by having TWO science definitions files in your gamedata directory. http://bugs.kerbalspaceprogram.com/issues/2014 You need to go through your gamedata folder and ensure you only have ONE ScienceDefs.cfg file in \GameData\TarsierSpaceTechnology\Resources\ScienceDefs.cfg If you open this file with a text editor you will see:- EXPERIMENT_DEFINITION { id = TarsierSpaceTech.SpaceTelescope at the top. Somewhere in your gamedata you have another copy of this file with the same id = TarsierSpaceTech.SpaceTelescope Remove all other copies except for the one in the folder I mentioned above and you should be right to go. I'd also be checking you have only one version of TST installed in gamedata. Let me know how you go.
  8. I am the mod author of TST continued... Thread is here. Works fine for me (proof pics) below. Once you capture the science you have to return it to kerbin or transmit it to complete the contract. So to get support: 1) What version of TST are you using? Are you using the latest version from the thread (link above)? 2) If you are, I will require log files, etc to diagnose your problem. You can follow these instructions on how to get modded support here.
  9. Awesome stuff. I love those transparent pods, still use them.
  10. I just do this at the top of update or fixed update to handle load race conditions. [TABLE="class: highlight tab-size js-file-line-container"] [TR] [TD="class: blob-code blob-code-inner js-file-line"][COLOR=#A71D5D]if[/COLOR] (Time.timeSinceLevelLoad < [COLOR=#0086B3]2.0f[/COLOR]) [COLOR=#969896]// Check not loading level [/COLOR]{ [COLOR=#969896] return; } [/COLOR] [/TD] [/TR] [/TABLE]
  11. Just an update for everyone on current work I am doing on this mod. So the 1 Kerbal freezer (to be known as the CRY-0300) is almost complete. MerlinsMaster is just putting the finishing touches on the textures and model. Had a few issues with the code that have been sorted out. The CRY-0300 functions with external doors that open/shut and you can see the real Internals. Another feature it will have is any Kerbal inside will put on or remove their helmet depending on whether the external door is open or closed and if you are in a breathable atmosphere or not. This only works if you also have Raster Prop Monitor (RPM) Mod installed. If you do not have RPM installed the external doors will be welded shut and the part will function like the other freezer parts, with fully working internal/pod, you just won't be able to open the doors and see inside from the outside. So RPM will be an optional dependency. Also I have been working on adding functionality that will integrate DeepFreeze Continued... with Kerbal Alarm Clock (KAC). So you will be able to modify any existing KAC alarm for any vessel that has a freezer attached to automatically freeze or thaw selected kerbals based on the alarm. IE: A SOI alarm, or a Transfer window alarm. Or any alarm that you can create in KAC can have freeze/thaw events attached to it. The way this will work is you will have to:- a) create the alarm itself in KAC first (but this provides much richer features than if I built just basic alarms myself) You can only modify alarms for the active vessel, but can see all alarms (through DeepFreeze menu or KAC menu). c) The Thaw/Freeze will only work if you switch to the vessel in question when the alarm triggers. So KAC will also be an optional dependency. If you don't have KAC installed, this feature will be disabled. It's not quite there yet, but hope to have this done fairly soon. Depending on the timing with the CRY-0300 they will either come out together in the next version or the CRY-0300 may come out in the next version and the Alarm Clock integration in the following version. Stay Tuned and stay Frosty!!
  12. NP. forgot to mention. If you don't want to write your own Mod for it you can just use Contract Configurator which is a mod by nightingale which allows you to create your own contracts using config files.
  13. You could start here: http://forum.kerbalspaceprogram.com/threads/92559-Community-driven-documentation-masterpost?p=1387612#post1387612
  14. Yeah ok. thought as much. No I have no message of him abandoning it.. I have sent him pull requests on the source code on github. I have PM'd him back like in Jan this year? and noticed that until very recently (like a couple of weeks ago) that he/she had not logged onto the forums since last year. But suddenly they did earlier this month. But they did not respond to any of my previous communications. I have again sent them another PM. That's ok, never mind. If people can't read the 20 posts I have already done in that thread saying come to my thread for the latest support. Well, guess that's too bad for them. Cheers.
  15. Hi Mods, Is it possible to have someone add a Comment in big letters to the OP of this thread: http://forum.kerbalspaceprogram.com/threads/62941 to point to my more up to date thread here: http://forum.kerbalspaceprogram.com/threads/111157 Saying something like this thread is not being maintained by Tobyb121 any more. Please go to this thread for up to date versions and support.. or words to that effect. Thanks muchly. JPLRepo
  16. Sorry you downloaded what version from what thread?? If you downloaded the version from THIS thread it is OLD. Please go to the new Thread on the link below and ensure you are using the latest version. If you require support and you are using that version. Please follow the instructions below and post help request on the NEW thread. As per my previous post in this thread: If you are using this version of the mod I am not surprised. I have been maintaining a caretaker version since KSP V0.90 here. If you are in fact using the latest version of the mod (currently 5.2) then you will need to post more information. But please do so in the new OP as per the link above. Follow these instructions for support.
  17. Yes thanks. As per previous posts by Olympic1. This is a known issue and will be fixed in next version, which is coming soon. The Next Version will include new single Kerbal 1.25M freezer (a.k.a. the CRY-0300) Sneak-peek (textures and internals are not finalized), and Yes that is a transparent part with external doors that open and close and is fully active (not a dummy) so you can see the internal from the outside.
  18. No Probs. Problem fixed then! I hadn't noticed that before. This is because AmpYear adds 50 Reserve power to all parts that have ModuleCommand (IE: Pods and Probes) using the power of Module Manager. The Mechjeb parts have ModuleCommand on it. You can change the file \GameData\REPOSoftTech\AmpYear\MMConfigAmpYear.cfg to the following (the change is highlighted) it will remove all Reserve Power from both MechJeb parts. I'll include this change in the next version. @PART [*]:HAS[@MODULE[ModuleCommand][B],!MODULE[MechJebAR202],!MODULE[MechJebPod][/B]]:NEEDS[AmpYear] { RESOURCE { name = ReservePower amount = 50 maxAmount = 50 } }
  19. Should work fine adding to an existing save. without Logs... I can't help much. Refer to how to get support thread here.
  20. Latest version now allows you to show the Parts List consumption/production of EC part by part while in flight.
  21. I had a look through your logs. I see nothing related to AmpYear in the log. You still have errors in your log for various mods.. KerboKatz, FPSLimiter, FAR, remoteTech, Contracts+, CapCom ,.. to name a few. I'd say a) your save file is corrupted. Why that is: could be a lot of different things. with so many mods installed and errors in your log probably some mod is creating these errors/corruption. You could try uninstalling mods one by one by process of elimination to find what is causing the problem. But I would copy your save file first. Because removing mods will create problems with your save file. Also upgrading mods can create problems with save files. You should always copy your save file before upgrading, adding, removing mods against a save in progress. Sorry but I don't see this as being a AmpYear issue as it works in a new save and/or a new install. I'd say your current save is corrupted.
  22. That KAS msg is because AmpYear is compiled against KAS version 0.5.2 and KAS is now up to 0.5.3, but that does not stop AmpYear from working and has nothing to do with why you are not getting the icons. Your log is the same. I can't do anything more without a log with "debug" on and even then I would as I suggested try a new separate install with just AmpYear to see if you get the icons. If you do then that would indicate some other mod is causing the problems.
  23. Wow. So many mods. I'm not going to add a lot of value here. I looked through your logs. I cannot see anything obviously wrong with AmpYear. It loads and there are no errors related to AmpYear. You do have LOTS of errors though in your log. Pretty much all of them are related to FAR. Are you sure you are running FAR 0.15.4 (the latest?) because in your log it just says FAR 0.15. I would try a vanilla/separate install of KSP with just AmpYear first. If that works your problem is all these mods. IE: Something else is interfering. I'd also suggest turning debug on in AmpYear config.cfg file to capture more debugging info for AmpYear. I can't offer much more than that as I don't have linux.
  24. If you want to share and have me distribute this with the general release of the mod please send to me via Private Message. Thanks. EDIT: Sorry, just picked up your pull request. Thanks!!! I'll look at it later.
  25. Really? Thanks. Thought I changed that. I'll fix it next version.
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