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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. 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 1.8.0 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. 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. and 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. From version 0.26.0 DeepFreeze 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 DeepFreeze. 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 BackgroundResources is functionality I wrote and include with this mod. It is NOT to be removed, if you do this mod WILL stop functioning. If you do NOT want background resource processing turn it off via the settings menu but do not remove it. 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). 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. 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.
  3. I have thought about that, thanks. But:- a) he hasn't been on the forum since 22/12/2014 he hasn't been active on github since 30/04/2015 when he merged 2 pull requests from bear67 and made a comment of: "Hah, well it's more than I've been doing lately." - and that was it. I've done a lot of work on it in the past few weeks and MerlinsMaster is putting finishing touches on some models, I'm going to start a DeepFreeze Continued.. OP. Teaser pic of some of MerlinsMaster's awesome work on new internals for current part: If he returns and wants to support and take it back over, then I will be more than happy to discuss with him. The license is: "DeepFreeze is licensed under a Creative Commons 4.0 Share-Alike Attribution Non-Commercial license.", which means you are free to share and adapt (see the link) and DeepFreeze Continued.. will continue with the same license.
  4. Getting very very close to a release candidate that works very well. Fixes bugs in the last version I did, works with Ship Manifest (that just got release). Added support for CLS mod. Which were the main focus from the above post. Still has the following Work pending: 1) Models and IVAs from MerlinsMAster (but that is still a few weeks away and will be in the release after this one). 2) New parts for different sizes (as per previous item). 3) Needs a fix in TACLS to work with TACLS - Can't do any more from a DeepFreeze point of view. Awaiting response from TaranisElsu on that. 4) Tanks for Glykerol. (work started) 5) Look into Temperature monitoring and performance affecting the Cryogenic Freezers. I'm thinking of starting up my own Post for this mod on the next release so I can change the heading (old heading still says .25) and calling it DeepFreeze Continued... What do people think?
  5. Thanks mate, but looking at the TACLS code it won't work. It doesn't check for dead kerbals. The code doesn't ever consider a crew member could die unless:- a) the vessel is removed/destroyed that they are on. TACLS actually kills them itself. The methods I posted work because of the way the code is written. To get the current version of TACLS to ignore your kerbals and not consume resources when you thaw them you can either:- Freeze on the launchpad (but as soon as you thaw them it will start tracking them) Freeze then exit the save and reload the save game (because it checks for missing kerbals on startup), so this is one work-around. I have PM'd TaranisElsu hoping he can make a small change to remove frozen kerbals from the TACLS tracking list. I've already done my own/private version of TACLS that has this change and it works.
  6. Ok after further scientific analysis of TAC LS code I don't believe this is ever possible to work with TAC LS without asking TaranisElsu to make modifications to TAC LS. Basically TAC LS builds it's own list of all kerbals from when you load a KSP game, and it stores that list inside the save file. Ths list is populated by crewmembers that are aboard loaded vessels. It keeps track in this internal list of the last time a kerbal consumed water and food. Looking at the code there are only two ways to remove a kerbal from this list: The vessel (not the kerbal) is removed from the game (IE: Recovered or destroyed), or the kerbal dies as part of TAC LS, say when a Life Support resource run out. So when I freeze a kerbal it doesn't actually kill them, just marks them as dead, and even if it did kill them, TAC LS doesn't track an actual kill event. Inside TAC LS, it doesn't know about this frozen moment, (Now this is important:) but it ONLY consumes life support resources for crew it knows about IF their status is Assigned but it Doesn't REMOVE them from it's internal list. So when I thaw a kerbal and set their status back to Assigned, TAC LS sees them again and looks when the last time it consumed life support for them and then consumes life support for the whole period they were frozen. It only consumes food and water in this way. Electricity and oxygen is consumed based on how many kerbals are in the vessel the whole time... so in fact oxygen and electricity consumption works correction with DeepFreeze and TAC LS. I said there were two ways to remove a kerbal from TAC LS. Well there is a third scenario: If i freeze kerbals and then exit the game (saving it) and then come back into the game TAC LS doesn't see the frozen kerbals on startup and removes them from it's internal list. That way, when I thaw them, it just re-adds them as a new kerbal and doesn't consume life support for the entire time they were frozen. EDIT: A fourth way: If you freeze all your kerbals on the launchpad TAC LS doesn't monitor them, so when you thaw them it doesn't retrospectively consume life support resources either. So unless I ask TaranisElsu to change how TAC LS works this can't be changed, and setting them to dead or missing doesn't matter.. I did a test, the same behavior happens for both. So guess what I am going to have to do.
  7. Ok thanks for this pick-up. This sounds like how TAC LS checks the last time it updated resources and retrospectively consumes resources (it doesn't do background processing). I know this because I have looked into the code before. I wonder if it behaves differently then for kerbals marked as dead then brought back to life. Luckily I'm right in the middle of major re-write of this mod and I will look into it for a fix. Stay tuned.
  8. All ready to go in the next version. Thanks! For every one else still workin on lots of fixes including compatibility with Papa_Joe's fabulous Ship Manifest, CLS, and WIP Roster Manager. See his sig in previous post.
  9. Thanks to Papa_Joe for providing an interface to ship manifest. I've started testing the two mods and it's all going well. However, I have noticed a massive bug in v0.14.3 that I put out the other day, if you recover a vessel with frozen kerbals in it they will be lost. I will fix this with the other crew Xfer fixes when testing is completed. Until then, I suggest you thaw all kerbals before you recover any vessels. Also, MerlinsMaster is working on some IVAs and smaller freezer models, etc. his prototypes and work so far look great. So looking forward to incorporating those into new parts ina future release. but first I want to get this patched up mod stable and that means fixing the crew transfers, and the crewsize in the freezer.
  10. Excellent, feel free to PM me with progress etc. We need a Model for a hitchhiker sized freezer (4-6 kerbals) We need IVAs for the existing large freezer (10 kerbals), IVA for new hitchhiker size freezer (4-6 kerbals). If you manage to do all that, well, I guess we can look at a single kerbal freezer and IVA?? Perhaps 1st off the rank would be an IVA for the existing part? I would suggest using Scottpalladin's blueprints, because we still don't know if he is just busy and intends to come back to his mod or not. Follow the general principles for KSP/Unity: Some useful links: http://forum.kerbalspaceprogram.com/threads/94638-Mod-Development-Links-Compilation-START-HERE (lots in this thread, it covers everything, modelling, modding, coding, etc, But lots of modelling links and info). Some more specific modelling threads, and in reference to your questions above, follow the guidelines in this post: http://forum.kerbalspaceprogram.com/threads/25040-Unity-to-KSP-A-Detailed-Tutorial This is the modelling and texturing forum: http://forum.kerbalspaceprogram.com/forums/14-Modelling-and-Texturing-Discussion
  11. That's easy to fix. You have debugging on. go into the Settings Menu for AmpYear in the Spacecenter and turn the 'Debug Mode' Radio button OFF, then click 'Save Settings' IE: The light next to it is off (not green) then save settings. This will turn off all the debug msgs in the log.
  12. Good point. I forgot. I could do what I do in my KabinKraziness mod and shut down the EC usage when timewarp is over 5x (EC usage seems to work up to 4x). So taking the list angel-125 posted, where are we at?: - management window that is standard toolbar and blizzy toolbar compatible - Done. - thaw all kerbals - Can be done - but tricky - you need 3000EC stored on the vessel per kerbal.. otherwise it is going to stop thawing at some point. - freeze all kerbals - Cane be done - but same issue as previous point. - KAS container with Glykerol, fits standard mounting rack - could be done... I'm thinking what about KIS/KAS now.. is this still what is wanted? - small KAS grabbable Glykerol processing unit - KAS or KIS? probably both. Need more info on how this unit functions - inputs and outputs parameters anyone? - check resource requirements before freezing - it does already. - ongoing freeze requirements - done. but as per previous post, timewarp stock bug with EC and solar panels isn't going away. Perhaps I can turn it off when timewarp is high (I know this works, but cuts back on the realism). - 6-person hitchhiker-sized kryopod - Is support, just needs the models.. - IVAs - Hmm more models. anyone putting their hand up to do the modelling for the containers, smaller cryopod and IVAs? Also, Crew Xfers - needs to be fixed properly and work more friendly with Ship Manifest mod. - My main focus right now. New request from curiousepic to have a operating temperature range. - What do people think? Thoughts on the above?
  13. Well it's modder built documentation, through trail and error. I suggest we all pull together to update it ourselves. Instructions are here - https://github.com/Anatid/XML-Documentation-for-the-KSP-API/blob/master/README.md
  14. Are you using my forked (latest) 0.14.3 version? because I thought I fixed the crew xfer pushing each other into lockers. This behavior just has to stop! I know there is an issue with Xfers using Shim Manifest if you have realism mode on in that mod.. but I thought I had fixed the other bugs. As stated a few posts back, I'm not planning on doing much more with my fork of this mod just yet until we establish the whereabouts of the original author, if he plans to keep developing this, or if he wants to hand over the reigns.
  15. Ok, I get where you are coming from. Final question is: how do we regulate said temperature with any kind of consistency? What parts can we use for that? Oh - I have an idea or two, but looking for other ideas on that one as well.
  16. Im not sure I am following you. you want the cryofreezer to have a maximum temperature? And what happens when this max temperature is reached? All parts have a max temp so not sure that is what you really mean. Do you mean a minimum operating temperature? Or, Do you mean it should have a temperature range that it must be kept at? How do you regulate this temperature? - - - Updated - - - NP
  17. Not by me sorry. I am not the author of this mod, nor do I have his permission to maintain or change it. But the license does allow me to branch off my own version, which I have done. I have no intention of continuing to update this mod until we establish the intentions of the original author.
  18. V0.14.3 NEW FORKED UPDATE VERSION CLICK HERE. To install, Delete <KSP install directory>\gamedata\PaladinLabs\*.* Download new ZIP from link above and unzip it into your <KSP install directory> This will BREAK you SAVE games unless you: Un-Freeze all Crew and return/destory/recover all vessels with CryoFreezers attached. I've created a new update V0.14.3 on my forked branch of this mod. Changes are: So Many fixes... and tweaks. -Crew are now not assigned DEAD status when frozen, but are changed from type=crew to type=unowned. Changed the Freezer Part to have Placeholder Internals and Crewspace for 10 crew by default. Removed how the mod changed the Crewspace dynamically as this was causing problems with other mods. Added Blizzy Toolbar Support (if you want to use Blizzy Toolbar you will have to download and install that separately) and Applauncher Icons - with built in GUI that will: -Display frozen crew and buttons to thaw them. -Display crew in the freezer part and buttons to freeze them. Now has a Config.cfg file in the Plugins directory. Settings for:- - DFWindowPosX and Y (default X & Y position for the GUI window). - useAppLauncher = True - will use the stock app launcher buttons for the GUI window. - useAppLauncher = False - will use Blizzy Toolbar (have to install this separately for the GUI window. - debugging = False/True - turn on/off debug messages in the KSP log. - ECreqdForFreezer = False/True - Turns on the consumption of ElectricCharge when you have frozen kerbals in the freezer part. Default this is set to False. If Set to True, you can change the amount of ElectricCharge used in the part.cfg file for the CryoFreezer. Set FrznChargeRequired = X, where X is the amount of EC to use per frozen kerbal per minute. WARNING: If you turn this feature on and you run out of electric charge Frozen Kerbals WILL DIE! randomly. Added KSP-AVC support for my forked copy of this mod. Please be AWARE that there are some issues still with transferring Crew using Ship Manifest mod (SM) as per previous comments. But as long as you do not freeze/thaw kerbals whilst you are transferring kerbals (IE: Wait for each function to finish before doing another) then you should be fine. I am working with the author of Ship Manifest for a permanent fix.
  19. Hi again Papa_Joe. Hmmm.. reverting your crew move behavior isn't a clean fix from the perspective of the actual xfer process. But would remove the issue. and as for exposing flags - perhaps a simple Interface exposing the Bools for the various Xfers might be useful to other mods? IE: A clean Interface file like the CLS one you use would be best. An ugly one would be making the bools public. What about this idea: How about using the actual in-game crew transfer 'CrewTransfer.Create' method. I haven't tried it myself, but I'm assuming this is how the Xfer works when you click on the hatch of crewed parts and it also fires GameEvents.onCrewTransferred which other mods can use to know when a xfer is happening (which DeepFreeze is currently doing).
  20. Yes thanks, I have some fixes regarding the crew going missing and all working except when you do crew transfers using SM in realism mode, if this scenario you can freeze kerbals while they are being xfered in SM and end up with two of them. Waiting for some more info from Papa_Joe (author of SM).
  21. Hi Papa_Joe, yes I revived this mod for 1.0.x. I've looked through the DeepFreeze code again and believe it is not entirely working the way I think the original author intended, and it indeed is not playing nicely with SM. I'm working on fixes from a DeepFreeze angle, and believe I got it all working - EXCEPT - SM when it does crew transfers in real mode, during the delay processing there appears to be no way for another mod to know that this is happening as you have all your vars set to internal and there is no API? So I can start a xfer in SM and still move and freeze/thaw them during the process. When SM finishes the transfer - suddenly I have TWO crew. The quickest fix for this I can see (other than implementing an Interface for SM) would be to expose crewXfer in SMAddon that I can check, or perhaps in WindowTransfer.TransferCrewMemberComplete you should be checking the crew member is still there before completing the move?
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