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JPLRepo

KSP Team
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Everything posted by JPLRepo

  1. Yes, as tobyb121 has been missing in action for many months, I have taken on caretaker of this MOD and started a new thread here, here I am maintaining it.
  2. Ok thanks Angel-125. Before I embark on adding and fixing these things... Do we want to establish what has happened to the original author of this mod???? Should we try to track him down? Give him some time? Or just add and fix these things in my Forked version? - Thoughts from people? Now what everyone has been waiting for. A fully working version that works in KSP 1.0.x This version (0.14.2) Works fully in KSP 1.0.x ----> GO TO THIS LINK To install delete your old version (even my temp fix version from the other day) by deleting <gameinstalldirectory>\GameData\PaladinLabs\ Download the ZIP from the link above. Unzip it into your <Gameinstalldirectory>\GameData\ Fixes from my other temp patch the other day: Fixed the Part right-click Action buttons glitch. Works great now. Tested Freezing/Thawing multiple Kerbals. EVAing Kerbals, re-boarding Kerbals, switching vessels and Recovering Vessels. All seems to work just as it did before. Enjoy!
  3. Working on it... Something has changed in 1.0.x - I've got it half fixed. Give me a day or two. I don't think this is a bug with this mod. I think what you are describing is a Feature of RemoteTech. IE: You can't command a vessel if there is no manned Pod or Probe. If your vessel has no probe and only a command pod, the way remotetech works is as soon as there is no Kerbal in the pod you cannot control the vessel. Try attaching a probe to your vessel if you want to freeze ALL kerbals on the vessel and have an antenna connection. That's how RemoteTech is supposed to work. What you are asking for is a work-around to RemoteTech.
  4. Work In Progress KSP 1.0.x compatible update is located here. DELETE OLD Versions completely. And re-install from this ZIP file into your gamedata directory. What WORKS: The part attach nodes now work correctly in the VAB. No errors encountered in VAB. Freezing and Thawing Kerbals works. KNOWN BUG: The part right click menu to thaw and freeze kerbals is glitchy. But it DOES work from what I can tell. If it glitches, close the part menu and re-open it. - I need more time to fix this, but have run out of time for today. UNKNOWN BUGS: Dunno - use with caution. May kill kerbals, or make them vanish. I did minimum testing. But seemed ok.
  5. You are two versions behind the latest and there was a bug that was spamming the log in the VAB. but it is fixed in v0.16a. See the changelog in the Opening Post. As suggested before, delete the mod version you have installed and download and re-install manually from kerbalstuff or GitHub. See OP links.
  6. Is anyone willing to update this mod? Angel-125? If not, I will take a look at it. Give me until the end of this weekend to see what I can do. EDIT: actually. The author, although hasn't been active on the forums. He has been active on GitHub with the source. 20 days ago he reverted his code that someone had done for 1.0. So perhaps he is still maintaining it? Just busy? Although he did make a commit/revert comment saying "more than I've been doing lately". I'll get a forked version working. What would speed things up is a list of what's broken or error msgs or logs. cheers.
  7. Thanks. I don't support CKAN. I didn't put this mod on CKAN. If you are having issues with CKAN installs please install manually from the download links in the OP. I don't trust CKAN. Also check you don't have a BTSM.DLL somewhere in your install. Also, if you get it to do it again, please post steps of how to re-create the problem and a log file. I've had a look just tonight at the code, and my own installs. I can't get this issue myself, and like I said BTSM has not been updated for KSP 1.0.X. So unless you have a old copy of BTSM installed.. you should not get this error. Does it occur in VAB(editor) or flight? or both?
  8. BTSM wold be wrong no matter what - seeing as how it is not updated for KSP 1.0.x yet and I haven't updated this mod for any KSP 1.0.x version of BTSM - obviously. I don't get this problem without BTSM installed and surprised you would either. I'd need more info to do any further investigation. Ie: what version of AmpYear are you using and a log file please.
  9. Yeah thanks Sarbian. I was looking at the classes already and it looks easy to add your own checks like you describe, but I was trying to figure out how to turn off some of the design concern checks on some parts etc. as it has some defaults for checking if resources are used, or not. Eg: RCS fuel in command pod but no RCS thrusters you get a warning about not having anything that uses the resource. Also, how it reports no parachute for some reason in some circumstances and not others.. When the pod does have a parachute. It's obviously bugged. But I haven't gotten far yet into looking into it as I am a bit time poor. So was wondering if anyone else has played around with it.
  10. Updated to v0.3 which fixes the Kelvin temperatures to use correct Celsius conversion in the command pod right click menus. Added KSP-AVC support... Things to to, but short on time at the moment: Want to add the new KSP 1.0.X heat system affecting the cabin temps. Other ideas such as Remote Tech / comms checks, etc.
  11. What version are you using? I fixed this bug in the latest version. Please check you have the latest version 0.16a from kerbalstuff. If you installed 0.16 you will still have the bug because I accidentally distributed the old 0.15 DLL in the 0.16 package but fixed it in the latest one you can download. See posts above. If you still have the error and are using the latest version please post a log.
  12. This is something everyone wants. Resource usage and/or now in 1.0 resource conversion etc on vessels that are on rails. The game just doesn't support it. Sure you can simulate it like the life support mods, but they do it by hitting the vessel when you switch back to it. Not when it is on rails. There is another mod called background processing but again it's simulating/replicating the resource usage. It's a lot of work and Right now this mod does not support electrical charge usage for on rails or during high time warp. Because electrical charge was weird and flakey in .90 at high time warp. I haven't had time to check it out in 1.0.x yet. But I will, so high time warp, yes, on active vessel I would like to fix. but this mod doing resource usage for vessels on rails.. Not so sure. Once you d it for one part, why not all parts, etc. not sure how far I'd like to go down that rabbit hole. Why are you requesting this feature? Perhaps if I knew that would help me form an opinion.
  13. Yes, thanks. Change to my distribution process made for conversion to DDS texture formats, didn't actually work and distributed the old version in the ZIP file. New version with the right DLL in the ZIP has now been published.
  14. Small changes - V0.16 published see OP - Fixed log spam in the Editor. Updated to support scanSAT v12 and Remote Tech 1.6.4. Converted all textures to DDS for faster loading. Added KSP-AVC support.
  15. Yep thanks. I'm waiting for other mods to be updated to 1.0.x and I will do an update. Currently they are: Near Future Electrical (think it might be already), KAS, RemoteTech (just saw it got updated today), ScanSAT (was updated couple of days ago). that just leaves KAS, which I dunno is going to be udpated or not as KIS reigns supreme at the moment. I'll do an update later tonight. sometimes Real Life gets in the way.
  16. Has anyone figured out how to manipulate the Engineers report yet? There is a new EngineersReport class and PreFlightTests namespace. I've been playing around with them but can't figure it out.
  17. Ok thanks, I'll look into a fix but right now I am at work. EDIT: Fix sorted, but will release when I have some more updates as the bug doesn't cause any problems with the mod, just log spam if you have no vessel loaded in the VAB, once you start building a vessel or load a vessel it stops.
  18. Excellent. Glad you like it. the load shedding functions are still basic, so open to any and all suggestions in that regard. currently, it shuts down lights, wheels, non-essential power consumers and activates solar panels automatically when low main power, and of course runs off reserve power if you have it on your ship. Or, you can manually transfer reserve power to main.
  19. New version 0.15 includes fix for the Z-1k reserve battery attachment node and fix for log spam if you have wrong version of TACLS installed. Also updated to support TACLS v0.11.1.20, AntennaRange v1.8, Near Future Solar v0.5.0 Still awaiting updates to: Near future electrical, KAS, RemoteTech, Interstellar, BTSM, RTKolonists. If anyone wants a particular mod support to be added let me know. Support is only added for mods that contain ELECTRICAL CHARGE (EC) parts that use or produce EC, and are popular. As that's what this mod is about.
  20. Hi xEvilReeperx, I've run into an incompatibility with other mods using Contracts. This mod is blocking the ability for contracts to complete science transmission. IE: If a contract requires science to be transmitted or recovered then transmitting the data does NOT complete the contract. Completion of science in contracts is usually done by most mods via a GameEvents.OnScienceReceived callback, but your mod seems to be blocking this. I tested it with several mods, and the science transmission on contracts does not complete with this mod installed. When this mod is removed, it works fine. EDIT: Never mind, it was 1.8.5. Works now with 1.8.6.
  21. Yes, thanks. 1.0 has fixed and made attach nodes more rigorous. Already fixed for next update that I will release when other electrical charge mods are updated and I update for the new parts. Probably in the next week.
  22. Yep, noticed this too. But actually, stuck debugging this now for the last few hours testing my mods for 1.0. I found the event just isn't firing at all... it is adding correctly but unless I am doing something wrong. Anyone else dealt with this change to GameEvent OnScienceReceived yet and had success? The only change I made was to add the new protovessel parms as:- GameEvents.OnScienceReceived.add(newEventData<float,ScienceSubject,ProtoVessel>.OnEvent(OnScienceData)); and obviously I added ProtoVessel to the called method... but the method is not firing at all when I transmit or recovery science even though it is being registered to GameEvents. EDIT: Several hours later, agonising debugging. It seems my contract is being spammed into the contract list.. so perhaps that has something to do with it and the event is being added to the wrong contract? Investigation continues.. So no one else has had this issue yet with 1.0? My contracts were all working fine with 0.90. EDIT: Figured out the problem, new day, back to basics, but lost 8 hours of testing and hair pulling (what hair I have left). Lesson there: I usually test my mod updates in a vanilla copy, then a copy with most popular mods, but I skipped the first step rushing to get updates out. ScienceAlert was blocking the callback. xEvilReeperx has fixed it already. FYI for others I guess.
  23. Sure, not a problem. Was a pre-morning coffee response. You can remove any or all of the parts yourself if you don't want them... so remove the battery folders from the parts folder if you don't want them and only want the RCS, etc, or remove them all, or keep them all.
  24. I've answered this before. Not going to remove the parts from this mod. But nothing stopping you from doing so in your install. Simply remove the \gamedata\REPOSoftTech\AmpYear\Parts folder. This will remove the RCS and Battery parts but still give you all the AmpYear functionality. You just won't have any reserve power except what is default reserve power stored in each command pod/probe core.
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