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KSP2 Release Notes
Everything posted by JPLRepo
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An update on the various outstanding issues: 1) Radial attachment to the CRY-0300. This has proven to be quite an issue. My initial ideas on what the problem was have been proven incorrect. Work continues on finding a fix for this and I expect to come up with something within the next week. 2) Issue with DMagic's portrait stats mod. A fix has been coded and submitted to DMagic. DMagic just release V6 of portrait stats which includes the fix to make it compatible with DeepFreeze Continued.. So go to his thread over here and download it now.. even if you don't use it yet, you should. This is a great little mod that should be stock. 3) Support for user configured freezer parts. I mentioned v0.17 supported your own parts (that had no internals) but V0.18 has broken this support. I am about 80% through fixing the code to allow you to create your own internal-less freezer parts. But on a side note to that, there has been a fair bit of discussions about 4 kerbal, 6 kerbal, 8 kerbal parts. I don't think that's going to happen. You have to think about gameplay balance and the size of the parts..To be able to create a 4 or 6 or 8 Kerbal freezer you are looking at a part bigger than the CRY-1300 and smaller than the CRY-2300 (but not by much). Weight-wise there isn't going to be much difference. Now that being said, the original plan was for a 1,4 (which was changed to 3) and 10 kerbal parts. Once I fix up the next version you can go ahead and create your own X kerbal parts (although with no internal). But also there is a forgotten part here. Our original plans was for one more part. Which is a 1 kerbal RADIAL freezer. The idea of this part was you can slap it on the side of another part to change your vessel's freezer capacity. IE: Attach two of them radially to a CRY-1300 and ta-da you now have 5 kerbal freezer capacity. and so on... so given these two things I think there is more than enough support for everyone's DeepFreeze capacity needs. 4) Better support for texture replacer - I haven't started work on looking at this yet. but soon... On the older issue of Life Support Compatibility: 5) Life Support mod compatibility with DeepFreeze Continued.... So far it is KNOWN that DeepFreeze works with Snacks! (although Snacks loads the freezer up with way too many snacks, again a fix has been submitted to this mod author but they have not applied it) and USI LS and with TAC LS (only with my workaround DLLs). and it should work with Interstellar LS and IonCross. No one has asked for any other LS support so I assume everyone is happy with this. As far as TAC LS goes - TaranisElsu has had my fix for several months and said he will look at it, but I have heard nothing. I do know he was working on a major upgrade to TAC LS, but not sure when that is due. For now I will continue releasing updates to my patch-workaround until he provides support in the official TAC LS release. Oh and one last tidbit, there was a certain mod on Modding Monday's this week that the DeepFreeze Continued... team may have started collaborating with.
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Not sure I am following either. So you have installed DeepFreeze Continued... The mod works for you except the new part category tab in the VAB is empty? do the parts appear in the "utility" tab in the VAB? Or are you having more issues than this? When you install DeepFreeze Continued... it should be installed in: <KSPInstalldir>\GameData\REPOSoftTech\DeepFreeze where <kspinstalldir> is your KSP install directory where you installed KSP.
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Actually harvester tweeted on the unity 5 1.1 release that no OS would be left behind. Which means a 64bit OS X unity 5 1.1 version. OS X is fine but for me has a lower memory cap with mods in the current version. I think because of its OpenGL implementation if I recall. So you will hit memory crashes earlier and with less mods installed than the current 32bit windows version.
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Possibly. You should have a folder structure that looks like this inside your <KSPInstalldir>\GameData\REPOSoftTech\ folder. If you have, try re-install, and failing that I would need log files to diagnose the error. How are you installing? Manually or by that CKAN contraption? See this link. And please if you get to this point, it's the output_log.txt file, not the ksp.log file that is of more use.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
JPLRepo replied to DMagic's topic in KSP1 Mod Releases
Hi DMagic. I have submitted a pull request on github for portraitstats to fix a couple of issues with portraitstats compatibility with DeepFreeze Continued... and RPM. As well as remove portraitstats from EVA mode as it is incorrectly displaying stats over a non-existent portrait camera for the wrong kerbal. Hope you are ok with these changes? Cheers, JPLRepo -
Yes. The model for the part needs to be re-worked. But this will take time. For me last night when I was playing with it I could attach the parts to the side and back slightly over from the edge of the door. But I think you issue is using symmetry mode it looks at the location of BOTH parts and if one is over the door area then both will not attach. The reason for this is that the actual door is recessed inside the door edge, so plan is to change the size of the door which should fix the issue. Refer to bug tracker item.
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This is theoretically possible but would be a lot of work due to the way KSP works (loads all models at startup). - - - Updated - - - Your kerbals are not following the DeepFreeze instructions. Glykerol causes hair growth, hair loss, feature changes and clothing dye to change/alter. On a more direct response: Yes that would happen due to the way DeepFreeze makes the kerbals freeze and thaw. I'll put it on the list to look into how this might be possible to make DeepFreeze more compatible with Texture Replacer but I can't guarantee anything. - - - Updated - - - I'll see if we can re-model the doors to make them smaller to allow radial attachment of solar panels on the sides.
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Can you share a pic of what u mean? The cry-0300 does not allow radial attachment to the external doors ( just like the stock cargo bays). Is this what you are experiencing? If you try to attach to the doors it will not but instead roll around the shape some distance from the part. You can radially attach parts to the sides and the rear, anywhere except the doors. I will look at whether I can allow radial attachment to the doors if you don't have RPM installed in the next version but if you have RPM installed you can't radially attach to the doors because the doors open and close.
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Ahh yes. So sorry. It did work in V0.17 but it does not now. I know exactly why. OK - in the next version/bug fix (when I figure out the portrait stats issue) I will rectify so you can create your own internal-less freezers.
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No they are not hard coded, both the crew capacity and freezer capacity must be changed, but you cannot use the supplied DeepFreeze parts. You could make a copy of the parts with NO internal model defined and it would work. The code will work with any part that has a deep freezer partmodule defined and no internal model. This is because the code does expect if there is an internal model that there are pods for each seat defined. But it also handles and supports NO internal model and any seat config for that. it seems everyone wants a 4 or 6 kerbal part? I'll have to talk to MerlinsMaster.
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Ok thanks. I want to investigate this further to figure out what the problem is for the benefit of the RPM mod (as the see-through pod is using RPM mod). But for now I am glad it is working.
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Let me know if it fixes it
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OK quick bug fix version release. V0.18.1.0 on github and kerbalstuff. Fix error accessing Kerbal Alarm Clock entries with invalid vessel id's (alarms not attached to vessels) and reduce log spam. Fix Error in Texture assignments for models. Fix error loading/saving cryopod states on part load/save. Fix CRY-0300 transparency issue for some users. The KAC alarm error is related to alarms that are NOT attached to a vessel. I have fixed this bug. I believe I have also fixed the CRY-0300 issue reported by lajoswinkler and EmpCris but I will need one to confirm, as I have been unable to replicate this error myself. This patch fix release does NOT address the Portrait Stats mod (by dMAgic) compatibility. I will need more time to look into that. I did notice if you switch the game scene back to the KSC and back to the vessel it corrects itself. and it seems to be related to when you thaw/freeze crew or EVA/Board/Transfer crew. I have raised an issue on Github to track this compatibility issue.
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Ok I think I know what's going on from your log with the cry-0300. A last minute model change the textures are defined incorrectly. I'm away from my com now. I will past a bug fix later for that and look at the portrait stats conflict.
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I think it might be Kopernicus related. as I have most of your other plugins as well but didn't test with Kopernicus. I'll test it out later, otherwise I might be able to do something about the model and RPM and this issue. Surprised is only yourself so far, so points to a mod compatibility or set-up(Hardware) issue. Are you running OPENGL? Might be that and your graphics? I assume it doesn't start without OPENGL with all those memory hungry textures/mods/Kopernicus
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I tried with openGL on my windows partition. Works fine. I have the latest TextureReplacer, Distant Object, Procedural Parts, Procedural Fairings installed and I don't see this issue. It might be Kopernicus/Planetshine Related? You may need to go through removing your mods one by one to see if you can isolate the problem to one particular mod conflict.... Or, It's something else related to your machine. Are you running KSP in Windows, OSX or Linux? Graphics card/settings? Perhaps you can provide a log file, or go through your log file looking for errors as well. I can't explain why you can see something that has a alpha only texture and translucent shader applied to it.
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OK, I know what that is but I don't know why you see it. It should be Transparent (see through) and is required for the transparent pod to work with RPM. I will need a list of your mods, what mods do you have installed that alter textures, etc. Environment enhancements, graphics enhancements etc. Or, do you have alphaonly.png in the DeepFreeze/Parts/Cryo0300Freezer folder and the DeepFreeze/Spaces/Cry-0300Internals folder? Did you convert it to a DDS? You cannot convert it to a DDS as it contains alpha channel only. It must remain as a PNG
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Yep, my bad. you need to re-download and apply temp fix DLLs if you are using TAC LS fromhere. Just click that link, then click "view raw" link that appears which will download the zip file. Then unzip the two DLLs in this zip into your TAC LS - Gamedata\ThunderAerospace\TacLifeSupport folder (overwrite the two existing files). - - - Updated - - - Let me know if it is still happening with the version I just uploaded (forgot to upload the new version of the fix DLLs) about 30 minutes ago. and if it is, a LOG file would help. I just tested it and it works for me. Cheers.
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That doesn't sound good. Do you have the latest version of RPM installed. You must have V0.22.1 installed. - - - Updated - - - Yep, my bad. you need to re-download and apply temp fix DLLs if you are using TAC LS from here. Just unzip the two DLLs in this zip into your TAC LS - Gamedata\ThunderAerospace\TacLifeSupport folder (overwrite the two existing files).
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A log file would help. A log file with "Debug Mode" switched ON in the DeepFreeze settings menu would be ideal. What versions of KAC, Module Manager, etc that you have installed (or just upload and share a log file as it has this information in it). I had no issues in testing or upgrading from two previous save files that I tested.
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I guess we put that to the vote. Do people think there is a need for a 4-6 kerbal crew freezer? As for your errors, I need a bit more info. It appears DeepFreeze is having problems with some Kerbal Alarm Clock alarms. What were the conditions when this error started? EG: was this straight after you upgraded? Did you have DeepFreeze ships that already had KAC alarms assigned to them? Was this AFTER you create a KAC alarm for a DeepFreeze ship? What happens if you delete any KAC alarms assigned to DeepFreeze ships, does the error go away? It looks like DeepFreeze is trying to update an entry for a KAC alarm but the vessel identifier (internal number) is invalid. Can you supply a copy of your save file for further investigation? Is anyone else having this issue? - - - Updated - - - Thanks! - - - Updated - - - I don't do it for the rep. But thanks for the feedback, that makes the effort worthwhile.
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New Version Published.. Changes are enormous. refer to the changelog in the OP. New CRY-0300 1-kerbal pod, that supports RPM transparency. (I personally love this new part). MerlinsMaster has done an awesome job. A lot of code changes went into this version. BUT - I tested it on two saves I had and it did not break them. But I recommend you backup your save files first before upgrading. And I suggest you switch to any DeepFreeze vessels and wait 5-10 seconds to allow the mod to make updates/saves for the new code for each vessel.
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I'm not sure - are you asking for a 4 kerbal DeepFreezer? - The plans were changed as a vast majority wanted a 3 kerbal (match for the MK1-2 pod) than a 4 kerbal pod.
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No Problem on before. I think you should write an API that other mods can use and reference (rather than digging into config files/nodes) as it is better design to loosely couple through defined API's. I'd rather not tightly couple TST to this mod by referencing internal database structures/classes and config files. Consider in your reordering and remaking process how you want your mod to work with other mods like TST and include these design elements in an API. As I said, I think it would be best if you provide an API that provides access to your database, what bodies are discovered or not discovered. What are the pre-conditions for discovering a body, if any. Do Bodies have various states of discovery that say a telescope can upgrade. Such as , newly found, mapped, etc.. Do you intend to have a contract system/progression? Does this need to interact with other mods through the API? Etc, etc. PM me when you wish to discuss further, or if you wish to discuss any details, design ideas/considerations, example for an API (I have a couple) etc.
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Hi, I am the maintainer of Tarsier Space Tech. I have been watching this thread with some interest and posted back on July 3rd with no response. I've been asked a few times about TST compatibility with this mod. but I struggle to understand how the mechanics would work. Essentially this mod requires you to research or find bodies before you can see them.... but a Telescope automatically sees what it can see in it's viewfinder. I'm curious to know what kind of integration/gameplay you think would work for TST and this mod to work together better? My thoughts are I could change TST so:- 1) you can't target un-researched/not found bodies by default (as currently you can) 2) TST telescopes if they are pointed at an unknown body they are then discovered within ResearchBodies. 3) Whether there is a progression in status from when I first look at a body, to taking pictures with TST (which changes the status further in ResearchBodies). Thoughts? Ideas? If this is something people want then I am happy to make the changes to TST if an API to ResearchBodies is available.