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Everything posted by JPLRepo

  1. Nope. Capacitors in NFE do not hold reserve power. It means this mod recognises stored EC in all NFE devices and generators of EC. As it says, this mod will correctly calculate EC generation and usage from parts in the recognised mods list.
  2. Raster Prop Monitor has prop animations... but that's not what you are after. You need to write your own mod for the event you are after. Just putting finishing touches on my own IVA animations/mod. See Deepfreeze Continued... in sig.
  3. Thank you for pointing this out. The Dev thread had all of this. I just created this release thread today. Also the source code contains full disclosure of the original source, credit to SodiumEyes and license. I've added comments in the OP above and links back to the dev thread. My GitHub code is a fork of SodiumEyes original and as such provides full audit trail of every change and version.
  4. Version 1.0.0 has been published on the new RELEASE THREAD. With fixes to the new ION RCS Block and I added a 4-way 45 degrees ION RCS Block. This will now be my dev thread for this mod.
  5. 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 For a 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. I ONLY support the current latest version of my mods and only when they are run under the version of KSP that that version supports (as per the changelog). 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 1.8.0 and above: Windows: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\Player.log - 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.
  6. In the OP. It's set default to 5 Glykerol and 3000EC to freeze. Glykerol is not required to thaw only EC. You can change it in the part.cfg file or you can override all part configs via the settings menu.
  7. Id be interested in discussing teaming up my Tarsier Space Technologies Continued... With this mod. I've had on my list tracking actual pictures taken with TST for the different sides of bodies.. This is kind of the piece before that. Actually finding them first. Well done.
  8. Hi all, does anyone know how to create the static effect when you first load vessel on the portrait cameras? I'm sure I stumbled across this a while back.. but now I can't find any reference for it. I'm sure it's something simple. T.I.A.
  9. I know this is an old thread. but for days I have been banging my head trying to figure this out as well... If you do thatPart.internalModel.part.vessel.SpawnCrew(); then the internal model seems to just disappear. BUT, If you do a Protocrewmember kerbal.seat.SpawnCrew(); it DOESN'T. no more disappearing internal. the only down side is the portrait camera spawns on the far right end instead of in seat order.
  10. Work is almost complete on a hitchhiker sized 3-kerbal in-line freezer. Followed closely by a single kerbal in-line 1.5M and probably? single kerbal 1.5M? surface attachable module. Also waiting to hear back from Endurance mod guys about collaborating on a Endurance styled freezer. ..and the big news, I've just finished code testing changes to implement animated Cryopods, yes they will open and close. Just putting finishing touches on the models/textures and animations. So stay tuned....
  11. Haha. That's funny to see.. But seriously without your config and model I'm guessing the transforms for your internalseats are in the wrong place. Have you set them to local in unity? Have you rotated your internal correctly before creating your mu file?
  12. Did you remove the Gamedata\REPOSoftTech\KabinKraziness folder as well? - - - Updated - - - I had the same issue start happening with me over the weekend whilst I was playing. I'll investigate further in the coming week.
  13. I can't seem to find any issue with the 4 way ION RCS. It works fine for me in testing. Both sets of controls work fine. If you are still having issues I will need a full log.
  14. NP. Thought the turning them off was more elegant, I have been testing with that in DeepFreeze, but moved away from it with upcoming changes in DeepFreeze no longer requiring it. if (CameraManager.Instance.currentCameraMode == CameraManager.CameraMode.IVA) CameraManager.Instance.SetCameraMode(CameraManager.CameraMode.Flight); Is exactly what DeepFreeze does as well right now.
  15. for point 3 you could try this: //kick us back out to the flight camera (you could get fancy and check the camera first, not just kick out to the flight camera. It's all in the CameraManager class) CameraManager.Instance.SetCameraFlight(); //turn off the IVA cameras/mode CameraManager.ICameras_DeactivateAll(); and when the xfer is finished: CameraManager.ICameras_ResetAll(); if that doesn't work, the problem being described sounds like the camera is losing it's reference point. I've read something about that somewhere as well..
  16. V0.16.0.3 released. This is NOT save game breaking if upgrading from and up. Added more heating parameters to settings. The whole heating settings needs further tweaking with the 1.0.3 heating changes that occurred. Have incorporated Ship Manifest interface changes and fixed crew transfer bug if freezer part is full. Now crew transfers should be completely bug free. Big fix to electric charge and heating calculations when you leave and return to a vessel. This needs further expansion to handle EC and Heat when vessel is not active vessel with suitable warnings. But that is a fair bit of work to come.
  17. Work has begun on a hitchhiker sized 4-crew sized freezer. And plans are to also have a 1-crew sized freezer. At this stage.
  18. This is great.. Love how it integrates with DeepFreeze as well. Can't wait to see you build out the different tabs for the kerbals.
  19. Awesome work Papa_Joe. For everyone:- The latest versions Ship Manifest and Roster Manager work extremely well now with the latest version of DeepFreeze. Have identified one small issue: If you are using SM and have override stock xfer on in SM if you try to do a stock Xfer to a DeepFreeze Freezer part that is full of Frozen Kerbals the crewmember you are trying to xfer in will get shoved into a closet. Papa_Joe and I will investigate this issue. All other Xfers work fine in all other scenarios of the freezer being partly full, or only some of the crew are frozen.
  20. V0.18 published to support KSP 1.0.3. I am still looking into the 4-way thrusters issue that has been reported.
  21. Updated Version published to support KSP 1.0.3 Other changes are only for the DeepFreeze API for other modders to integration into Deepfreeze. This change will not break save games from NB: If you are using my TACLS workaround you must re-download and re-apply my workaround as it uses the DeepFreeze API. See the changelog and install instructions for details.
  22. I'm trying to understand what you are suggesting. Are you suggesting a new freezer part that looks like the Endurance mod modules? That's a lot of work. Right now the plans for this mod are to finish the planned modules with a 4-6 crew freezer and a single crew freezer and new today to expand the temperature feature to fit with the new 1.0.3 temperature changes. If you are suggesting an adaptor for endurance to a stock part size that's something probably easier but I think wouldn't fit with the look of that mod. I'll have to discuss this with MerlinsMaster and the authors of endurance mod but even if we did, it would be after all the plans specified above. - - - Updated - - - Oh and the current version of this mod works fine in 1.0.3 but you will get a warning about version not supported on startup if using KSP-AVC. I will do a new version in the next few hours as I was already working on one to fix integration with Ship Manifest.
  23. So KSP 1.0.3 is out.. Not able to test DeepFreeze with it as I am at work. But all the HEAT changes and new radiatiors changes the Heat function I just added to this mod a lot. In particular KSP now has internal and external heat (I was simulating internal heat myself).. So I recommend NOT using the Heating system in DeepFreeze (turn it off in the settings menu) until I can make all the necessary changes for the new version.
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