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Everything posted by JPLRepo
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[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
JPLRepo replied to JPLRepo's topic in KSP1 Mod Development
Real heat and DRE only simulate heat in an atmosphere, I've been looking for a while. yes you could do this but I think it's a separate mod to this one and should be done properly. And finding the time to do this is my issue. I probably already spend too much time on KSP as it is. I have a real job and a family life to consider. I'll think on it if I can come up with something simple for this mod. -
[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
JPLRepo replied to JPLRepo's topic in KSP1 Mod Development
Yep... Of course I was referring to the game... and what is in the game. but haven't noticed KSP modelling the sun's radiant heat... or solar wind... hmmm... now there's an idea..... -
[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
JPLRepo replied to JPLRepo's topic in KSP1 Mod Development
Thanks. Yeah probably might have messed up some of the settings while I was testing. But you can change pretty much all of them via the settings menu which allows you to set your own difficulty. IE: Use more power, reduce Kraziness less... etc. Which reminds me probably should put something in the readme explaining the different settings. - - - Updated - - - Thanks. Hmm.. what would the heat radiator due? yes I know - radiate heat .. but now sure I am following how this would interact with this mod itself. Are you suggesting radiating heat instead of using the KlimateKontrol? I find the KlimateKontrol usually is all about raising the temperature.. rather than lowering it.. because space is soooo cold. But I have been looking for a while for something that can radiate heat from other parts into the cabin, which could bring this into play. Let's see where that goes first. -
[.90] RealHeat: Heat Transfer 101! [WIP]
JPLRepo replied to Goozeman's topic in KSP1 Mod Development
Can I use this mod and couple it to my KabinKraziness mod which has KlimateKontrol for crewable parts to transfer heat from other parts to the crewed parts? What I've been looking for I think... I want to transfer heat from engines, etc to crewable parts which will impact the temperature of these parts. Which in turn I've implemented KlimateKontrol onto. If I'm making sense? Need some coffee I think. My only other concern is your note about NOT installing this AND DRE... would like to keep DRE in the mix as well.... -
[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
JPLRepo replied to JPLRepo's topic in KSP1 Mod Development
Very sorry... my humble apologies... surprised it took almost a day for someone to raise this. First release of stand-alone KabinKraziness was incorrectly linked/compiled to the wrong version of AmpYear. If you completely delete AmpYear and KabinKraziness and re-install BOTH then all should be fixed. Follow the install instructions in the OP. Again, sorry. I've now moved AmpYear and KabinKraziness into a shared folder within KSP gamedata folder and fixed all my compile processes, etc. So hopefully won't happen again. -
Kabin Kraziness A modifier attached to crew-able parts. The KabinKraziness goes up over time based on how much space the crew have, how far from Kerbin you are and if your Cabin temperature is within 5 degrees of the climate control setting. This Mod is an ADD-ON to AmpYear and does not function without it. There are two levels of Kraziness Alert - Minor and Major (configurable via AmpYear (required) settings menu on Space center screen). Once these levels are reached random events may occur where the crew may:- Disable Autopilot functions for a period of time (cumulative). Throw out (dump) some resources. Throw out (dump) some science results. A crew member may decide to randomly go on a space walk... (EVA). Luxury Fitted Command Pods Yes all command pods now come with Klimate Kontrol, Jazz music and Massage chairs. These items reduce KabinKraziness, consume electricity and makes missions more pleasant for the crew. The Klimate Kontrol function maintains the cabin temperature to a pre-set value, and the cabin temp can be viewed through the command pod right click menu. If turned off Cabin Temperature will slowly change towards the outside ambient temperature having a negative effect on KabinKraziness of the Cabin Temperature is +/- 5 degrees from the Klimate Kontrol Pre-set Temperature. The Klimate Kontrol, Jazz Music Radio and Massage Chairs reduce KabinKraziness over time at the cost of electric charge. KabinKraziness will Hibernate at high time warp settings (can't be avoided due to issues with electric charge in KSP at high rates of warp). ChangeLog: Ideas for future changes to this mod: Transfer of heat (conduction) from adjacent parts to the crewable parts affecting the Kabin Temperature. Expand the cramped calculations, as they are primitive (number of crew spaces / number of crew) and perhaps integrate to CLS? Potential integration to a sanity/crew feelings mod? perhaps... if one comes along. See the Readme file for more details. License: This software is licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. You should receive a copy of the License along with KabinKraziness. See <http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode> for full details. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here. For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOG = NO SUPPORT. Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Install Instructions Install in this order. First the Dependencies: 1. You must have Module Manager installed. 2. CRITICAL When installing over version 0.1 or earlier your MUST delete the following folders manually first. [kspdir]/gamedata/AmpYear/*.* and [kspdir]/gamedata/KabinKraziness/*.*. Also Please ensure you have not installed previously in the wrong folder. IE: That you do not have a [kspdir]/gamedata/gamedata/AmpYear/*.* and [kspdir]/gamedata/gamedata/KabinKraziness/*.* This would occur if you unzip into the wrong folder when you install. 3. You must have AmpYear installed before installing KabinKraziness. 4. Toolbar - OPTIONAL. 5. - Install KabinKraziness (GitHub) Source Code here
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Interesting stuff. Not sure I'm up for some murder either...in my idea I was toying with the idea of changing the kerbals experience stats. i'm also curious to look at how your logic works for the moods and the mechanics behind it. I also had a similar idea/concept as part of my AmpYear mod I developed a KabinKraziness which affects the crew over time. Based on how cramped they were, how far from Kerbin they are and the cabin temperature. All linked into AmpYear. Which also provided KlimateKontrol, radio music, and massage chairs which for the price of electric charge reduces KabinKraziness. If the crew get to certain craziness limits they will do Krazy things like disabled the autopilot for a period of time, or dump science experiments, or resources. Or even just go on random EVA That's as far as it has got so far.. And right now if you go to AmpYear you will see I have removed it and I'm in the middle of splitting it off into it's own mod seperate to AmpYear (am actually halfway through drafting an OP) and have the code here. I also had some threads going and have discussed with Codepoet before. I have been considering about where to take this game mechanic for a few months without trying to turn KSP, which lets's not forget is a rocket/space game, into The Sims or somewhere else where I'm not sure it belongs.
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Hi Mods, can someone please close/remove my poll from this post please. Thanks In Advance.
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This would probably indicate the mod is not loading correctly. I would need a log to confirm, but I would ask you to check you installed it correctly. You should have both an AmpYear folder AND a KabinKraziness folder in your Gamedata. My bet would be you haven't installed KKInterface.dll in the KabinKraziness folder and the AmpYear mod needs this to load correctly. if you have got both folders installed pleasepost a log file.
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Actually I just figured out what is happening here... I'll look to incorporate fix in next version, basically the GUI is showing the figures out of sync with the game/time updates. EDIT: 3rd April: Found there is bug in KSP at high time warp with regard to electric charge generation. So looks like only alternative is to re-implement the Auto-Hibernate at high time warp rates. So close to release of V0.13 with AmpYear and KabinKraziness split, but have been trying to deal with this issue most of the day. Think I will have to re-implement Auto-Hibernate and re-test then should be good to go.
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I can't seem to be able to produce this. Can you please turn on Debugging mode in the AmpYear settings menu in the spacecenter, then re-produce the problem you are talking about and post your log file. - - - Updated - - - Try latest version I just published. v0.12e. Changed default value for all new craft to have the Power Manager function switched ON. I also updated the OP post to call out that you need the power manager ON for all subsystems to function including RCS and SAS. This is a quick fix, I didn't change anything else as I am currently working on splitting KabinKraziness to be a stand-alone mod and some other features, fixes and polishing which I hope to have done over the Easter break.
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Can't help much Without a log. Go to the space centre and turn debugging on in the AmpYear menu. Then repeat the process, capture the log and post a link. If you need help doing that read this. It could be corrupted save file? Did you install and then try to use an existing save file? I had this happen on a save file when testing a new version of the mod. Starting a new save fixed it. failing that I would need a log.
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Yeah I've had weird things too that can't be explained. My mods code is shared between flight mode and editor so it could have been something that executes in both. Anyway, hopefully it's fixed. And hopefully I don't introduce more problems splitting KabinKraziness out. I've started the work but it's got some way to go because I want to do as much testing on it as I can before I release it. Want to make sure it works. Fingers crossed.
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That's great... weird... but great. I found what I was doing around tracking vessels and saving the settings. was pretty busted.... and causing everything to be a bit weird in flight. Which I have now fixed. But your issue was in the editor.. So I can't really explain that. Anywho. Glad it seems to have gone away now.
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Thanks Probus. I'm just glad others are finding it useful. The latest version (0.12d) fixed the problem when switching vehicles and EVAing wasn't saving the settings correctly for each vessel. But are you talking about setting the Power Manager ON and RCS and SAS ON by default when a Vehicle first launches? I've also been slightly annoyed by that, so was thinking of adding that as a setting. I was also thinking about making it save the GUI state as well for each vehicle (currently it doesn't and you have to turn it on each time). I'll look at adding this in the next version. I have started work on splitting KabinKraziness out of the mod and making it separate, but dependant on AmpYear. The separation would see AmpYear Base mod including all the functions it has today including the ION and PPT RCS but without KabinKraziness the Luxury features and KabinKraziness are removed. If you add KabinKraziness add-on mod you get all the functions as per v0.12d.
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V0.12d published. See OP post. Fixed Vessel switching bug (save settings correctly). Kraziness balancing. Removed Auto-Hibernate and added timewarp/low power warning pop-up. Updated to latest versions of other mods. Next up: Look at splitting KabinKraziness out to a separate mod and/or look at the Emergency Shutdown function - critical parts function to expand out as per previous posts.
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It does actually have the rudimentary beginnings of this already... hidden away... There is a button that says "EmergShutActive" or similar on the GUI (at work at the mo, can't actually check). What this does is: 1) Shutdown lights, wheels, few other things (again will have to go back and check) automatically when you reach a certain percentage (config via the space center GUI). 2) It activates solar panels automatically when same trigger is reached, but it will only do this if you are not in an atmosphere or landed. But I like the idea of using a GUI to assign parts to this function, and the idea of powering critical systems directly from reserve power... although, will have to think a bit more of how to implement this effectively.... right now however, when I have some spare time (maybe starting this weekend) I want to:- a)finish the current non-published version I have which squashes a bunch of bugs etc and get that out. b)look to split KabinKraziness into a separate mod c)I feel it is close to a proper release.... then maybe can look at adding features like this... hmm, I need some more time to think about this. Which is not right now. thanks for the ideas and feedback.
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Thanks. Not sure what you mean by backwards? The Reserve Power is exactly that. The ship will draw electric charge from the main batteries first... when these run out you can transfer power from any Reserve Power you have. You can store Reserve power in Reserve Batteries just like you can store Electrical Charge in normal batteries. Recharging - When the ship is producing more electrical charge than it is using it will first re-charge regular batteries (stock) and when they are full (well at a certain percentage to be exact, which you can set in the Settings panel) it will recharge the Reserve Batteries. Finally, you can transfer power from Reserve to Main or Main to Reserve using the in-flight GUI. Thanks. As I mentioned before to Errol. I am reticent to split the ION/PPT RCS from AmpYear as it was part of the original mod by SodiumEyes even though he has given permission to do what I will with it. I'll have a think about it. The reason I put the poll is I am really trying to decide if I want to split the KabinKraziness, or to scrap it (cause I just don't know what it is adding to gameplay, perhaps some realism, not sure). anyway, I'll continue to ponder it. In the meantime been working on a new release which has fixed a number of bugs including fixing vessel switching when you go EVA (nasty bug I didn't even know about until I tried it myself). Re-balacing of the KabinCraziness calcs, I've removed Hibernation if you time warp, so everything keeps running in timewarp, but will drop you out of time warp if you hit a configurable Low Electrical Charge Percentage. Still got a few bugs and testing to do before I release it.. probably next week now as I will have little spare time this week.
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Showing my age but when I was a kid we had pinball machines and space invaders at the milk bar, there were no PCs and they only took three characters so my initials are JPL. And no that doesn't stand for Jet Propulsion Labs but in KSP I like to think so. Then a brilliant movie called Repo Man came out. So I combined the two.
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I I have a workin WIP basic concept that I coined 'cabin craziness' in my AmpYear mod. Which started as finding something to use my luxury items in the crew cabin on. And Codepoet is right.. What dynamics is this adding to the game other than add more parts. You need something that is going to add to the gameplay otherwise it doesn't do much except force me to just add more parts to my ship (like life support mods do). My current thoughts on my cabin craziness in AmpYear is to scrap it and go back to what the mod was really about. power management and some cool new ION and PPT thrusters.
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It is a straight EC check. It does not check power flow? if you mean power being generated by engine generators? to see how much charge you have. But it DOES include power being generated when showing the figures for how much charge is being created/used by the ship. The minimum charge you need is approx. 5 EC. I say approx because it depends on how fast your PC is as to how fast the game runs. Also, I went and checked the code, there is a number of debug messages that might help figure out what is going on. so if you want me to look further into it can you please go into the AmpYear menu in the space center and turn on "Debug Mode" - green light on. then perform normal game interactions to get the problem to recur and then post me your log file.
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The mod does check if you have enough power or not. If you do not it powers down the SAS and waits until you have enough charge again then turns it on again. I'm guessing this might be happening? I'm assuming it's not the cabin craziness where the crew shuts it down, because you said this is happening for unmanned ships as well. But would need a lot more info. Eg: when it happens how much charge do you actually have? If you could share a save file and/or some screenshots and a log file (switch on debug mode and save settings in the AmpYear menu at the space enter first) would help.'d have to do some testing to see if I can figure out what's going on. Has anyone else noticed this behaviour?