Jump to content

JPLRepo

KSP Team
  • Posts

    3,141
  • Joined

  • Last visited

Posts posted by JPLRepo

  1. 23 hours ago, Mutex said:

    That looks more like the time it'll take to transmit the data you've already collected back to Kerbin.

    Correct.

    22 hours ago, Scarecrow71 said:

    I've got a question here.  In the Science Experiment box in the above shot, it is stated that the part returns "both".  Both...what?  Are there multiple different types of data that can be collected?  Is this simply the difference between numbers and soil samples?  Where would atmospheric samples come into play?

    This part can create both a data research report and a sample.

  2. On 9/18/2023 at 12:49 AM, softweir said:

    First, many thanks for the work you are doing on KSP 2! While progress seems slow, it is obvious to the more experienced of us that a huge amount of effort is going into developing it, and this is very much appreciated.

    On topic, might somebody be able to usefully adopt JSI Advanced Transparent Pods? I expect the answer to be "no, it's too technical", but I feel the question needs to be asked!

    For what purpose?

    I see one minor request above.
    There have been no new bugs raised on github or here for a long long time.

     

  3. Hi everyone, some of you may or may not know that I am a senior dev on KSP1 and now also on KSP2.
    Unfortunately I am finding it harder and harder to find time to invest in my KSP1 mods as I would like to. Almost all of my efforts and time now go into KSP2.
    That is not to say that I am giving up on my KSP1 mods, just that it is unlikely I am going to have much time to invest in looking at or fixing problems with them. I will find the time to fix some things but it is going to be a very slow road I'm afraid.
    I will try my best, but cannot gaurantee anything. Instead - I am sinking all my time into KSP2 development in order to deliver all the exciting new stuff we can for KSP2 and opening up modding in KSP2 for everyone as well.
    I hope you all understand. Thanks for your patience and support.

  4. Hi everyone, some of you may or may not know that I am a senior dev on KSP1 and now also on KSP2.
    Unfortunately I am finding it harder and harder to find time to invest in my KSP1 mods as I would like to. Almost all of my efforts and time now go into KSP2.
    That is not to say that I am giving up on my KSP1 mods, just that it is unlikely I am going to have much time to invest in looking at or fixing problems with them. I will find the time to fix some things but it is going to be a very slow road I'm afraid.
    I will try my best, but cannot gaurantee anything. Instead - I am sinking all my time into KSP2 development in order to deliver all the exciting new stuff we can for KSP2 and opening up modding in KSP2 for everyone as well.
    I hope you all understand. Thanks for your patience and support.

  5. Hi everyone, some of you may or may not know that I am a senior dev on KSP1 and now also on KSP2.
    Unfortunately I am finding it harder and harder to find time to invest in my KSP1 mods as I would like to. Almost all of my efforts and time now go into KSP2.
    That is not to say that I am giving up on my KSP1 mods, just that it is unlikely I am going to have much time to invest in looking at or fixing problems with them. I will find the time to fix some things but it is going to be a very slow road I'm afraid.
    I will try my best, but cannot gaurantee anything. Instead - I am sinking all my time into KSP2 development in order to deliver all the exciting new stuff we can for KSP2 and opening up modding in KSP2 for everyone as well.
    I hope you all understand. Thanks for your patience and support.

  6. Hi everyone, some of you may or may not know that I am a senior dev on KSP1 and now also on KSP2.
    Unfortunately I am finding it harder and harder to find time to invest in my KSP1 mods as I would like to. Almost all of my efforts and time now go into KSP2.
    That is not to say that I am giving up on my KSP1 mods, just that it is unlikely I am going to have much time to invest in looking at or fixing problems with them. I will find the time to fix some things but it is going to be a very slow road I'm afraid.
    I will try my best, but cannot gaurantee anything. Instead - I am sinking all my time into KSP2 development in order to deliver all the exciting new stuff we can for KSP2 and opening up modding in KSP2 for everyone as well.
    I hope you all understand. Thanks for your patience and support.

  7. Hi everyone, some of you may or may not know that I am a senior dev on KSP1 and now also on KSP2.
    Unfortunately I am finding it harder and harder to find time to invest in my KSP1 mods as I would like to. Almost all of my efforts and time now go into KSP2.
    That is not to say that I am giving up on my KSP1 mods, just that it is unlikely I am going to have much time to invest in looking at or fixing problems with them. I will find the time to fix some things but it is going to be a very slow road I'm afraid.
    I will try my best, but cannot gaurantee anything. Instead - I am sinking all my time into KSP2 development in order to deliver all the exciting new stuff we can for KSP2 and opening up modding in KSP2 for everyone as well.
    I hope you all understand. Thanks for your patience and support.

  8. Hi everyone, some of you may or may not know that I am a senior dev on KSP1 and now also on KSP2.
    Unfortunately I am finding it harder and harder to find time to invest in my KSP1 mods as I would like to. Almost all of my efforts and time now go into KSP2.
    That is not to say that I am giving up on my KSP1 mods, just that it is unlikely I am going to have much time to invest in looking at or fixing problems with them. I will find the time to fix some things but it is going to be a very slow road I'm afraid.
    I will try my best, but cannot gaurantee anything. Instead - I am sinking all my time into KSP2 development in order to deliver all the exciting new stuff we can for KSP2 and opening up modding in KSP2 for everyone as well.
    I hope you all understand. Thanks for your patience and support.

  9. Hi everyone, some of you may or may not know that I am a senior dev on KSP1 and now also on KSP2.
    Unfortunately I am finding it harder and harder to find time to invest in my KSP1 mods as I would like to. Almost all of my efforts and time now go into KSP2.
    That is not to say that I am giving up on my KSP1 mods, just that it is unlikely I am going to have much time to invest in looking at or fixing problems with them. I will find the time to fix some things but it is going to be a very slow road I'm afraid.
    I will try my best, but cannot gaurantee anything. Instead - I am sinking all my time into KSP2 development in order to deliver all the exciting new stuff we can for KSP2 and opening up modding in KSP2 for everyone as well.
    I hope you all understand. Thanks for your patience and support.

  10. Hi everyone, some of you may or may not know that I am a senior dev on KSP1 and now also on KSP2.
    Unfortunately I am finding it harder and harder to find time to invest in my KSP1 mods as I would like to. Almost all of my efforts and time now go into KSP2.
    That is not to say that I am giving up on my KSP1 mods, just that it is unlikely I am going to have much time to invest in looking at or fixing problems with them. I will find the time to fix some things but it is going to be a very slow road I'm afraid.
    I will try my best, but cannot gaurantee anything. Instead - I am sinking all my time into KSP2 development in order to deliver all the exciting new stuff we can for KSP2 and opening up modding in KSP2 for everyone as well.
    I hope you all understand. Thanks for your patience and support.

  11. Hi everyone, some of you may or may not know that I am a senior dev on KSP1 and now also on KSP2.
    Unfortunately I am finding it harder and harder to find time to invest in my KSP1 mods as I would like to. Almost all of my efforts and time now go into KSP2.
    That is not to say that I am giving up on my KSP1 mods, just that it is unlikely I am going to have much time to invest in looking at or fixing problems with them. I will find the time to fix some things but it is going to be a very slow road I'm afraid.
    I will try my best, but cannot gaurantee anything. Instead - I am sinking all my time into KSP2 development in order to deliver all the exciting new stuff we can for KSP2 and opening up modding in KSP2 for everyone as well.
    I hope you all understand. Thanks for your patience and support.

  12. Hi everyone, some of you may or may not know that I am a senior dev on KSP1 and now also on KSP2.
    Unfortunately I am finding it harder and harder to find time to invest in my KSP1 mods as I would like to. Almost all of my efforts and time now go into KSP2.
    That is not to say that I am giving up on my KSP1 mods, just that it is unlikely I am going to have much time to invest in looking at or fixing problems with them. I will find the time to fix some things but it is going to be a very slow road I'm afraid.
    I will try my best, but cannot gaurantee anything. Instead - I am sinking all my time into KSP2 development in order to deliver all the exciting new stuff we can for KSP2 and opening up modding in KSP2 for everyone as well.
    I hope you all understand. Thanks for your patience and support.

  13. On 8/19/2022 at 1:25 AM, Sirius628 said:

    Is it intended that Kerbals can still run out of oxygen whilst on the surface of Kerbin?

    Nope, sounds like a bug.

    On 5/10/2022 at 1:07 PM, CraigKerman said:

    Loving this mod, but can barely make out the text telling me how long it will all last for (using a 4k screen).  I've checked the configs, but can't see anywhere to  change the font size.  Is there a way to do that?  thanks.

    Nope

    On 8/7/2022 at 1:49 PM, Probird_23 said:

    Is there a way to disable death in tac-ls and replace it with a usi-ls/snacks-like consequences where the kerbal just refuses to work/faint?

    Yep, go to the difficulty settings menu. There's an option.

  14. On 8/4/2022 at 11:17 PM, LieutenantPotato said:

    Hello!
    Two days ago I decided to return to the game after a year of non-playing and installed some mods including Galaxies Unbound, Extraplanetary Launchpads, Interstellar Extended, Interstellar Technologies, TAC Life Support, and DeepFreeze, to try an intergalactic KSP run.
    But the game was crashing on startup and after two days of trying to understand what's the problem, I finally found that it was the Deep Freeze mod causing a CTD, and it's really sad because I had big plans to colonize with kerbals all of the galaxies transporting them in cryo-sleep.
    After a bit of research, I found that my issue (#108) was already solved on GitHub, but the source code was never compiled and there weren't any updates on the release page.. So.. Is there any chance for an update any time soon?

    Hmm, I thought I had fixed that. I will investigate.

  15. 8 hours ago, JeyJeyKing said:

    Is this mod supposed to prevent world first exploration contracts for bodies I haven't discovered yet? Because I am playing galaxies unbound and I am getting a contract for a body called Denis-P which I have never heard of, I haven't even unlocked the observatory or telescope yet.

    That depends on whether whatever planet pack you are playing with actually supports this mod or not.

  16. 30 minutes ago, darthgently said:

    TBH, this is the reason I do not use DeepFreeze any more.  I don't like spending all my time keep various mods happy and CKAN really helps with that.  My time spent playing as opposed to installation dinking improved dramatically when I went to CKAN only mods.  Just a data point, for what it is worth to you

    Thanks, but thre is a very long history with regard to CKAN, and modders time being wasted with such. Hence, I do not and never will support it. Spending hours upon hours on mods for no reward is bad enough. Spending several more hours maintaining meta data for CKAN just isn';t worth my time.

    If the community can't install them without CKAN that's up to them. Unzipping a file is not hard. I play with tons of mods installed, and I have no issue doing it without CKAN. But,each to their own.
    Have a great day!

  17. Sorry it took like a century to update this mod. I still haven't finished fixing the visual bugs, but I figured better to get something out that functionally works.

    Download links in the OP

    V1.13.0 (10/04/2021) - NOTE there are still issues with the detail levels of planets and viewing them through telescopes that I need to sort out.
    *Re-compile for KSP 1.12.x.
    *Fix issue where CBs were becomming visible when they shouldn't be.
    *Fix issue where CB visibility was not being reset when loading different save games in the same game session.
    *Fix issue where errors would occur and game stuck when entering the SOI of a CB that hadn't been discovered before.
    *Fix issue where Asteroids entering CBs were making them discovered.
    *Fix issue with bumpmaps on CBs.
    *Fix issue with lighting on CBs.
    *Added setting to DAtabase.cfg file that allows the player to manually change the research percentage step for research plans. (Default 10%).
    *Fix RCS FX on TRBH-75M telescope (thanks linuxgurugamer).

     

  18. On 5/11/2022 at 12:57 AM, HebaruSan said:

    Hi, BackgroundResources was changed from a dependency to a recommendation in CKAN after this:

    https://github.com/JPLRepo/DeepFreeze/issues/96#issuecomment-583789984

    If that has changed again, we'd be happy to change it back.

    That's a mistake on my part. Background resources is required for Deepfreeze to run and is distributed with Deepfreeze in the distribution zip file.

    The problem is with people playing around with the install files, so if you install the zip supplied by me you will have no issues.

    As stated in the opening post, I do not, and never will support the likes of CKAN. The install instructions for all my mods are included both at the download site and in the opening post of the thread for each mod.

  19. On 4/28/2022 at 5:32 AM, flart said:

    Kerbalism by itself replace the info panel as it want it to be, and it includes CommNetAntennaConsumptor functionality,
    so CAInfo/CAConsumptor is not recommended for the Kerbalism.
    I will add Kerbalism to conflicts in the CKAN for them.

     

     

    I'm not familar with the AmpYear, but looks like it need some work for supporting  Commnet Antennas Consumptor, @JPLRepo

    No doubt it does. A request can be made to add support. I have to say it's going to be terribly low on my list though. ie. Probably never happen.

  20. On 5/5/2022 at 8:12 AM, Rutabaga22 said:

    Is there a way to make it work with stock parts, or am I just really dumb.

     

    There is no way to make it work with stock parts.

    On 3/1/2022 at 2:12 AM, Stone Blue said:

    Does "distanceToCameraThreshold" seem to NOT be working for anyone else?

    ie without defining it and letting be defaulted to 50, zooming out, windows stay transparent (IVA drawn) & never turn "off"...

    I then defined it, at both 25 & 10, and same thing... ??

    Or am i just completely missing how it works?
    I've been thru the wiki a couple times (tho I *did* just skim the real technical stuff)

    @JPLRepo ??

    This variable only works on vessels that are NOT the active vessel.

×
×
  • Create New...