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JPLRepo

KSP2 Alumni
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Everything posted by JPLRepo

  1. This is great.. Love how it integrates with DeepFreeze as well. Can't wait to see you build out the different tabs for the kerbals.
  2. Awesome work Papa_Joe. For everyone:- The latest versions Ship Manifest and Roster Manager work extremely well now with the latest version of DeepFreeze. Have identified one small issue: If you are using SM and have override stock xfer on in SM if you try to do a stock Xfer to a DeepFreeze Freezer part that is full of Frozen Kerbals the crewmember you are trying to xfer in will get shoved into a closet. Papa_Joe and I will investigate this issue. All other Xfers work fine in all other scenarios of the freezer being partly full, or only some of the crew are frozen.
  3. V0.18 published to support KSP 1.0.3. I am still looking into the 4-way thrusters issue that has been reported.
  4. Updated Version 0.16.0.2 published to support KSP 1.0.3 Other changes are only for the DeepFreeze API for other modders to integration into Deepfreeze. This change will not break save games from 0.16.0.0. NB: If you are using my TACLS workaround you must re-download and re-apply my workaround as it uses the DeepFreeze API. See the changelog and install instructions for details.
  5. I'm trying to understand what you are suggesting. Are you suggesting a new freezer part that looks like the Endurance mod modules? That's a lot of work. Right now the plans for this mod are to finish the planned modules with a 4-6 crew freezer and a single crew freezer and new today to expand the temperature feature to fit with the new 1.0.3 temperature changes. If you are suggesting an adaptor for endurance to a stock part size that's something probably easier but I think wouldn't fit with the look of that mod. I'll have to discuss this with MerlinsMaster and the authors of endurance mod but even if we did, it would be after all the plans specified above. - - - Updated - - - Oh and the current version of this mod 0.16.0.0 works fine in 1.0.3 but you will get a warning about version not supported on startup if using KSP-AVC. I will do a new version in the next few hours as I was already working on one to fix integration with Ship Manifest.
  6. So KSP 1.0.3 is out.. Not able to test DeepFreeze with it as I am at work. But all the HEAT changes and new radiatiors changes the Heat function I just added to this mod a lot. In particular KSP now has internal and external heat (I was simulating internal heat myself).. So I recommend NOT using the Heating system in DeepFreeze (turn it off in the settings menu) until I can make all the necessary changes for the new version.
  7. I did, but there is some issue with the CKAN tracking bot. Please stand-by. I'm hoping the CKAN guys will sort it out. - - - Updated - - - I'd go with Papa_Joe on that. But haven't gotten around to actually testing it to see what happens yet. As for TACLS you can use my work-around forked version in the OP. It is the same as the current version of TACLS just with DeepFreeze issue fixed. So when he updates, it should be the same as if you were using the real version of TACLS with regard to any update issues. Again, totally up to you. TaranisElsu has responded to my request saying he will look at it, but no indication when that will be. He is working on a new version from what I understand so probably he won't update TACLS until then.
  8. It's out.. V0.16.0.0 is up. Enjoy! Stacks of changes and new features. Prepare for the new IVA internals. Unfortunately, save game breaking... But all the major code is now in place. So future updates should not be.
  9. Hmmm, worked good in test. Must be a mod conflict. Is that all the mods you have installed? Can I ask you to supply a log file? even better, go into AmpYear menu in the spacecenter and turn on debugging, reproduce your vessel, error and then post a log? That would expedite debugging.
  10. That depends on what "mod Community Tech Tree enabled" constitutes. If all it requires is for all the parts to be assigned a stock tech tree node, then yes. If it requires other config files, then no. Happy for someone else to create necessary config for all these tech tree configs and mods, as there are just too many of them. Personally I only play sandbox.
  11. Getting closer to a release.. Lots of bug fixes and new features like heat management of the freezer parts... Holding the update release until the internal is done... which is very very close.. Sneak peek:
  12. I've searched and searched but can't find what I am looking for. Does anyone know or point me to how I can run an animation in IVA or internal camera view? (not a RPM prop). Can I assign animations to an internal model mu file and actually run them when in IVA mode or external camera view?
  13. Forgive me ignorance... can you provide an example of what you are talking about?
  14. I did change this at one stage because there are only 10 seats inside... It decreases the crew capacity each time you freeze one and increases it each time you thaw one. if it's zero and you check I can see how this is happening, and if ten frozen aboard I know what's happening when you thaw, it is checking the capacity before changing it... going to need a new process here I think. So currently it changes the crewcapacity and it marks their seats as taken. I did this because it didn't seem to manage seats correctly and probably because the INTERNAL is not complete and configured correctly. maybe it shouldn't change the crew capacity at all and manage the seats correctly. I'll think about it and do some more testing.
  15. Tracking a bunch of bugs and enhancements on github: https://github.com/JPLRepo/DeepFreeze/issues Just found another... the Famous Sounds, including the microwave ping, that this mod is known for... are sadly not working... But I have figured out why. I haven't released an update as I am waiting for the IVA textures/internals... but given all the bugs, maybe I should do a quick update.
  16. New version V0.17 published. Due to popular demand - Includes a NEW 5-way ION RCS thruster block. See changelog.
  17. Hi there. I am the mod author of DeepFreeze Continued... I have an issue with Snacks compatibility that is caused by incomplete Module Manager syntax in your patch.cfg file that you distribute with Snacks. The issue is you are not using the :FOR[snacks] syntax in your MM file and therefore your MM config file is not running in the correct sequence, resulting in other MM config files being overwritten and/or unable to override each other. If you could make this change then our mods would work well together. If you change the syntax in your patch.cfg to have :FOR[snacks] at the end of every @PART line in your file then everything works well together. Example: @PART [*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[1]][B]:FOR[Snacks][/B] ......... @PART [*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[2]][B]:FOR[Snacks][/B] ......... etc....
  18. Refer to OP> Planned work: Finish Internals for freezer part with textures. New smaller freezers (4-6 kerbals) and single kerbal parts.
  19. totally agree with you. I will fix it, just trying to prioritize the urgency. the challenge here is writing code that is modifying a compiled game, with no access to the source and unable to do proper debugging. I also am a qualified programmer (well I was when I finished University about 22 years ago). But until I started mucking around with KSP modding I hadn't written any code for about 10 years. Thanks again.
  20. Ok thanks for that. so the code is still looking for the destroyed vessel. It shouldn't cause any other dramas, just need to fix this to stop the log spam. I assume once you close the flight results the issue goes away and everything goes back to normal?.. In which case, I'll put it on the list of things to fix in the next version. Tracking issues on github. Thanks again.
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