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Everything posted by JPLRepo
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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....
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[RESOLVED] IVA Kerbals spawn outside
JPLRepo replied to Fengist's topic in KSP1 Modelling and Texturing Discussion
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? -
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.
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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..
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V0.16.0.3 released. This is NOT save game breaking if upgrading from 0.16.0.0 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.
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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.
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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.
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[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
JPLRepo replied to JPLRepo's topic in KSP1 Mod Development
updated to V0.3.1 to support KSP 1.0.3 -
Updated Version 0.16.0.2 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 0.16.0.0. 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.
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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 0.16.0.0 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.
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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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I did, but there is some issue with the CKAN tracking bot. Please stand-by. I'm hoping the CKAN guys will sort it out. - - - Updated - - - I'd go with Papa_Joe on that. But haven't gotten around to actually testing it to see what happens yet. As for TACLS you can use my work-around forked version in the OP. It is the same as the current version of TACLS just with DeepFreeze issue fixed. So when he updates, it should be the same as if you were using the real version of TACLS with regard to any update issues. Again, totally up to you. TaranisElsu has responded to my request saying he will look at it, but no indication when that will be. He is working on a new version from what I understand so probably he won't update TACLS until then.
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Download version 0.16.0.0 and find out!
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It's out.. V0.16.0.0 is up. Enjoy! Stacks of changes and new features. Prepare for the new IVA internals. Unfortunately, save game breaking... But all the major code is now in place. So future updates should not be.
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That depends on what "mod Community Tech Tree enabled" constitutes. If all it requires is for all the parts to be assigned a stock tech tree node, then yes. If it requires other config files, then no. Happy for someone else to create necessary config for all these tech tree configs and mods, as there are just too many of them. Personally I only play sandbox.
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Getting closer to a release.. Lots of bug fixes and new features like heat management of the freezer parts... Holding the update release until the internal is done... which is very very close.. Sneak peek: