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KSP2 Release Notes
Everything posted by JPLRepo
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Changed API in KSP 1.0
JPLRepo replied to FreeThinker's topic in KSP1 C# Plugin Development Help and Support
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. -
[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
JPLRepo replied to JPLRepo's topic in KSP1 Mod Development
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. -
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.
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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.
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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.
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Changed API in KSP 1.0
JPLRepo replied to FreeThinker's topic in KSP1 C# Plugin Development Help and Support
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. -
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.
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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.
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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.
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Changed API in KSP 1.0
JPLRepo replied to FreeThinker's topic in KSP1 C# Plugin Development Help and Support
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. -
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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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
JPLRepo replied to Paul Kingtiger's topic in KSP1 Mod Releases
Great. Added basic support to my AmpYear mod but struggled to figure out how it scales the isru converter, etc. IE: how to know what EC they are actually using? Looking at what's exposed I couldn't find anything obvious. Am looking forward to some modder API notes for resources and the parts. -
[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
JPLRepo replied to JPLRepo's topic in KSP1 Mod Development
Updated to support KSP 1.0. You need to re-install both AmpYear and KabinKraziness as per the OP. EDIT: works in 1.0 but needs some work, such as temps changed in 1.0 to use Kelvin, so the cabin temps are not in sync (Klimatekontrol is in Celsius, external temp is in kelvin). Need to look at taking advantage of all the new heating / radiated heat and using this in this mod. Will look at fixing this up in the next week or so. Stay tuned. -
Updated for KSP 1.0.0 see the OP. Will do some more updates and testing for new resources parts and will have to do an update once all the supported mods (such as KAS, RemoteTech, etc) are updated (currently not). EDIT: only basic support has been added for new resource stock parts. Needs more work in this area. a number of supported mods have been updated so will wait for most of them to update and will look to fix support for all the new electrical stock parts and other improvements that came with 1.0 in the coming week or so. KabinKraziness also updated, see OP for link.
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[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
JPLRepo replied to tobyb121's topic in KSP1 Mod Releases
Try my caretaker version (which I am maintaining in tobyb121's absence) which is supported in 0.90. If you are using the version from this OP thread or earlier it will not work in 0.90. Link back 2 posts from this one above. You can check the science required for a part in the part.cfg or start a sandbox game. Both telescopes require advScienceTech node. -
[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
JPLRepo replied to JPLRepo's topic in KSP1 Mod Development
copied across from my AmpYear Post, as it's a KabinKraziness related post. This is pretty much what KabinKraziness is now doing... but, more complicated that current version of KabinKraziness. And I developed it without even knowing about this thread. Basically KabinKraziness increases based on :- Space available to Kerbals (number of seats) / Actual Kerbals on-board - the more Kramped they are the greater the Kraziness Factor Distance from Kerbin - the further you are away the greater the Kraziness Factor. The Kabin Temperature - if the temperature is more than 5degrees <> the set KlimateKontrol temperature than an additional factor is added on to the KabinKraziness. KabinKraziness is reduced based on:- Use of the Luxury Items within the cabin (IE currently: Radio, Massage chairs, KlimateKontrol). where each of these reduces the KabinKraziness factor by a set number. KlimateKontrol doesn't REDUCE it, but it does reduce the negative effect of being outside the +/- 5 degrees range to ZERO if you have the KlimateKontrol and the temperature is within this range. The key difference I have currently:- KabinKraziness is Applied to the Crewable PART rather than the Kerbals themselves and is expressed as a percentage (iE: It's an atmosphere within the part/cabin rather than attached to the Kerbals themselves). KabinKraziness accumulates onto the crewable PARTS based on the above factors over time. KabinKraziness does not accumulate within Kerbin's atmosphere. When the KabinKraziness reaches the initial warning amount then the probability of the Kerbal's doing something occurs whilst above this warning amount. This increases again when you reach the Critical warning amount of KabinKraziness. What do they do:- Well currently they may dump resources, dump science results, disable the autopilot, one of them might just go on EVA... which is all a bit silly. But then KabinKraziness is meant to be silly. So Where to from here? I'm open to suggestions.. there are a NUMBER of threads including this one just brought to light by sc0rch all looking at this kind of dynamic on Kerbal kraziness, Kerbal sanity, etc. -
At the moment AmpYear has specific code for the mentioned MODS to include in electric charge calculations. With regard to NFE AmpYear includes the Fission Generators in calculations for electric charge. It's actually a fair bit out of date. I should add support for NFE Radioisotope generator, capacitors and fission reprocessors as currently AmpYear does not identify them.
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What is KSP trying to be?
JPLRepo replied to Robotengineer's topic in KSP1 Suggestions & Development Discussion
KSP is a solid sandbox game. I agree the science is poorly implemented and if it was done right it would provide a stupendous foundation. With the ease and support for modding and with the right business model to support the modders it could be amazing. Having said all that what it is right now is a solid base that with the mods available can be almost anything you want it to be which I think is what makes it stand apart. That's MHO.