-
Posts
3,142 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by JPLRepo
-
It's a standard KPBS part. It will be distributed as part of KPBS mod as an add-on. KPBS parts stack two parts bottom to bottom to make a standard 2.5M Part (so two KPBS parts bottom to bottom) are then inline stackable.
-
My bad, my build script has left out a file. You are missing DFInterface.dll from \GameData\REPOSoftTech\DeepFreeze\Plugins You can get the single file here. Or, I have updated the release files and put out version 0.18.2.1 which includes this file. See the OP for the usual download links.
-
OK, so something else we have been working on. We have created a DeepFreeze part for the Kerbal Planetary Base System by Nils277. The parts will include a base part - The CRY-5000 - with a 4 kerbal capacity and a Glykerol tank that fit in with the KPBS mod parts and styles. Nils277 will be releasing these parts as part of his mod (in the next day or two). So head over to his mod thread for more details and the release of these parts. You will need his Mod for the parts (when he releases) and DeepFreeze Continued... V0.18.2.0 if you want these glorious parts for your bases. The CRY-5000 includes a Glykerol tank on-board, 4 cryopods, animated Lightstrips, the new V0.18.2.0 pod window animations and supports RPM Transparent pods feature and props.
-
V0.18.2.0 is out. See the Changelog in the OP for all the changes. Should not break saves, but as always backup your save before upgrading. You do not need to re-download my TACLS workaround if you already have that installed. It should work fine if you upgraded it with the last version. For those asking and wanting to create their own internal-less Freezer parts, instructions can be found on the WIKI. NB: Why you would want to do this and miss out on MerlinsMaster's amazing internals, well that is up to you. Support for your own created internal-less parts is not provided.
-
Short of modifying the DeepFreeze code, or any other mod code, I am not aware of any way to make a hard dependency between one part (mod part, with mod partmodule) be reliant upon another part. You just have to enforce your own rules upon your own save game manually. People are free to modify and create their own Module Manager changes/configs, etc as they see fit. All I ask is that if you intend to re-distribute DeepFreeze Continued... code, configs, models, etc you must do so within the rules of the License agreement (see the OP). Or, if you intend to just distribute your own module manager change config files, that you clearly state that it is their own configs/changes and that I will not support said re-distribution/configs/files. But you are free to post them here or anywhere else. I fully support those who want to do things like this and am happy for you to do so. but it is too much of an overhead for me to manage and distribute and support all these modified configs, etc.
-
Unless there is a disaster should be out by the weekend.
-
Progress update. v0.18.2.0 is on the horizon. It will include updated support for your own internal-less DeepFreeze parts - yes add DeepFreezer module to any crew able part as long as there is no internal. New internal camera support/modes/switching. Cryopod windows that actually are clear when open and freeze over when closed (animated). we have not had time to work on the radial single kerbal pod the past two weeks as we have been busy preparing some DeepFreeze parts that will be actually released as part of another mod (more on that soon). But the radial single kerbal pod is next on our list. stay tuned. Cheers.
-
Ampyear has a bit more than FuseBox. AmpYear requires the AmpYear Manager function to be Active/ON in order to be able to use RCS and SAS. When you say "unable to control unmanned pods" what exactly are you trying to do? If it is RCS and SAS actions then ensure you have the AmpYear Manager ON by bringing up the AmpYear GUI and turn the Manager On (click the first toggle button). If it is something else you are trying to do please explain fully what it is you are doing and what is occurring. AmpYear correctly reports RemoteTech antennae electrical charge usage.. But that is all it has to do with RemoteTech. It currently only works with version 1.6.7 of RemoteTech (as per the change log), but if you have another version of RemoteTech installed it would not and should not have any issue. It would just not report RemoteTech Electrical charge correctly. So if you are having other issues other than above, I would require the detailed log to check for other issues and errors. Please refer to the Opening Post link for how to get support. Cheers.
- 606 replies
-
- power manager
- plug-in
-
(and 1 more)
Tagged with:
-
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
JPLRepo replied to Nils277's topic in KSP1 Mod Development
Just swap the shaders in your code. PM me for an example if you need one. -
Kerbals on Long Duration Missions.
JPLRepo replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
Yeah you probably want to ship a DeepFreeze freezer over to them so they can chill out and have a good nap. -
Ah, yes. Ship Manifest - currently there is a bug (see the known issues). Waiting for Papa_Joe to update SM. So if you are using that, could be the cause. CLS - Shouldn't matter.
-
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
JPLRepo replied to pizzaoverhead's topic in KSP1 Mod Development
You are positioning a cylinder inside the internal I assume to do your rendering trick through hatches etc... RPM makes the internal visible from the outside... so the cylinder becomes visible. You probably can fix this by not rendering your cylinder if the camera is in flight mode. EDIT: Actually your cylinder is also clearly visible in internal mode as well.. would have to look more at what your code is doing to understand what is going on but clearly not currently compatible with RPM - - - Updated - - - Yes it is. I would recommend looking at using RPM transparent pod feature to rotate your internals to match the external and incorporate that into this mod. -
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
JPLRepo replied to pizzaoverhead's topic in KSP1 Mod Development
Just a note: This is incompatible with Raster Prop Monitor transparent pods. -
I do run an EXTREMELY heavily modded game and I am running TACLS but have pulled down your .dll fix and was running that. I don't know if there is some conflict arising with one of the many mods I have or what but figured I'd drop this in here for you. Just for info's sake, I tried each one of the freezers after getting this initial error and it repeated for all parts. None of them are working for me at all. If you'd like to see log files I've got them saved and can get them to you if needed. I understand the error - as in it would seem DeepFreeze can't find your kerbal to make him disappear (ahem) Freeze... But why it is happening I cannot tell just from the error message. I'd guess it's some mod conflict to do with IVA's or the actual Kerbals given no one else has reported this error. Do you have any mods that modify Internals, IVAs, or Kerbals (like texture replacer) installed? Please post a output_log.txt (not the ksp.log) (as per the modded install support steps) if you want me to look at your issue any further.
-
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
JPLRepo replied to Nils277's topic in KSP1 Mod Development
I forgot to mention before. You can use filterextensions mod which provides the code for you to create your own filters in the VAB/SPH using a config file system. -
Good idea but would not work currently due to the implementation parameters of the DeepFreeze code.
-
Don't hold your breath. It is not going to be easy due to the way KSP works. My investigations thus far have found that whenever you EVA or switch vessels this problem can occur as well. It's actually documented as a known issue on the Texture Replacer thread: "Cabin-specific IVA suits don't persist through scene switches while on EVA.". I don't think this is actually a DeepFreeze bug, as so much as the way KSP works. DeepFreeze extends this known Texture Replacer issue to also include when you thaw a kerbal using DeepFreeze. It won't be fixable within DeepFreeze but will require fixes on the Texture Replacer mod, if at all possible. I have started a conversation with shaw who is the main author of Texture Replacer mod.
-
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
JPLRepo replied to Nils277's topic in KSP1 Mod Development
This is done using code in Nils plugin code as part of the mod. -
Thanks for for the suggestions, but we already have something else under way. You won't be disappointed. An update from two posts ago. 1) I have fixed the CRY-0300 radial attachment issue. 2) user configurable internal-less parts coding and initial testing completed. 3) issue with texture replacer customised kerbal suits etc being replace. I have begun investigations. will assess tomorrow how long 3) will likely take and decide whether to release a point release for the first two issues.
-
V1.0.2 released. Some minor fixes and updated to the latest version of supported mods. See the changelog.
- 606 replies
-
- power manager
- plug-in
-
(and 1 more)
Tagged with: