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JPLRepo

KSP Team
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Everything posted by JPLRepo

  1. Forgive me ignorance... can you provide an example of what you are talking about?
  2. 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.
  3. 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.
  4. New version V0.17 published. Due to popular demand - Includes a NEW 5-way ION RCS thruster block. See changelog.
  5. 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....
  6. Refer to OP> Planned work: Finish Internals for freezer part with textures. New smaller freezers (4-6 kerbals) and single kerbal parts.
  7. 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.
  8. 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.
  9. Can you post the full exception details please? I don't need the 40-60 times a second... assuming they are all the same error. and to clarify how I re-produce this error and the circumstances.. you crash a vessel.. and the dialog box comes up but this error continues until you click the box to get the flight results?
  10. Snacks It does not consume snacks for frozen kerbals, but has a small issue as well where the ship supply screen does not update when you freeze crew unless you switch vessels or game scene. Working on a fix.
  11. Thanks for the info. Can't wait 'til they fix EC, requestresource and timewarp issues. Unity 5 though will bring so much more awesomeness. but yes a lot of re-work.
  12. TAC LS already has this 'feature'. No it doesn't help but thanks for the input. - - - Updated - - - There are no stupid questions... There are so many life support mods.. another one... I have tested with TAC LS and reviewed the code of some others. But I'm very happy for the community to help out with this. That would be great, as I just don't have all the time to set-up test KSP installs with ALL the Life Support mods and test everyone one of them. In fact, I have only really ever used TAC LS myself so I also have to become familiar with each of them as well.
  13. Hey, yes I did re-use a chunk of code originally.. This mod was my first foray into code cutting for about 10+ years. I'm not sure I gave credit in the code for it. But I used bits of code from all over the place. I'll check I have included credit to your code on the weekend in the source. do you have a link to the info about ResourceRequest? Assume this is on their bug log? - This would be awesome if they do fix it. I haven't gone back to the fusebox code and I have changed it a fair bit. It was a once-off. I've learnt a fair bit since I did this mod update and I'd probably like to go back and fix it up but don't have the time at the moment. thanks again.
  14. Lol. I feel a bit guilty. The instructions were there from the start but I changed them to bold after your post for us "older" people who might miss it.
  15. Ok, I got bored and forked TAC LS, made the changes, sent a pull request to TaranisElsu. Source of my change is here. To fix TAC LS to work with DeepFreeze: 1) Install TAC LS and DeepFreeze (if you haven't already). 2) go to this link and click "view raw" - yes this message isn't intuitive. This will download the ZIP file with the fixed DLLs in it. 3) Install the two DLLs in the ZIP file to "<yourKSPinstallDIR>\GameData\ThunderAerospace\TacLifeSupport\" directory (ENSURE YOU OVERWRITE existing files). 4) Done. TAC LS will now correctly ignore frozen Kerbals and won't retrospectively consume life support when they are thawed out. I have no intention on maintaining my fork. I hope TaranisElsu will merge my changes into his mod fairly soon. Will let everyone know when he does. The ZIP file contains just the two DLLs and the TAC LS LICENSE file which permits me to do this.
  16. Thanks Papa_Joe for taking the time to document this... I took the simple route of putting the simple approach in the install notes in the OP. The instructions above are for advanced users. I promise to do my best to ensure all future versions are not game breaking.. but there is always a time when you are adding major changes that it will. But hopefully that will not be for a while.
  17. Thanks guys, I had thought about all of this. But I knew TaranisElsu was working on a new version too.. Let's see if he responds next day or two.
  18. I have not tested with this mod. But I just took a look at the code (I wouldn't be able to actually test it until the weekend? now), it would appear this mod checks the vessel for active crew to calculate the snacks requirements. Given DeepFreeze REMOVES frozen kerbals from the vessel's active crew then I would say YES it is compatible. Happy for you to test it.
  19. Perhaps?... TAC LS loads and updates a list of active kerbals per vessel on game load startup. It keeps track off this list and saves it in the save file. It consumes LS resources based on this list. It adds new kerbals when it finds them in active vessels... it NEVER expects them to disappear or die outside to TAC LS. It remembers for each kerbal when they last consumed resources. DeepFreeze makess kerbals disappear (freeze).. TAC LS doesn't recognize this condition. so it knows about them and remembers the last time they consumed resources. When I thaw them, TAC LS sees them again and calculates LS usage from the last time they consumed them and takes the resources. The key here is the first line, TAC LS saves this list in the save game file. When you re-load the save game TAC LS UPDATES this list from the games active kerbals. So if Jeb was frozen when I save the game TAC LS saves Jeb's state in the save game file. But when I go back to the main menu and re-load the save game TAC LS will look for Jeb, not find him, and remove him from it's list... So then when I thaw Jeb TAC LS won't know about the last time he consumed resources.. and will just start consuming resources for him again from the money he is thawed. anyway, I've PM'd TaranisElsu and posted a message into the TAC LS Thread... Hoping he will respond soon and make a small change. But I noticed he is busy working on a new enhanced version of TAC LS. So let's see how and when he responds. For now the work around - works... To re-iterate for TAC LS just save/go back to the main menu and re-load your save every time BEFORE you thaw any kerbals.
  20. Yes TAC needs a change to forget frozen kerbals otherwise it retrospectively consumes resources when you thaw kerbals. But the work-around works. It "shouldn't" break vessels, but I put in the install notes better to be safe than sorry.. The internals were changed on the part. I am not sure if that breaks existing vessels and craft file? Can't check now, not near home. - - - Updated - - - Thanks dude. Basic test I did seemed to work ok but if anything comes up will let you know. Was thinking how do I make glykerol mineable or rather refinable in a future release. So if I get to that I might drop you a line for some tips. Thanks again.
  21. Hi TaranisElsu, JPLRepo here.. I just did the first full release version of DeepFreeze Continued... This mod is designed to work with life support mods like TAC LS (my fav) to cryogenic freeze kerbals for long space journeys. The idea is while they are frozen they don't consume life support resources. DeepFreeze works great with TAC LS except one small feature? of TAC LS - there is an internal table in TAC LS that stores all the kerbals in each vessel that you use to consume resources. When DeepFreeze freezes a kerbal the kerbal is removed from the vessel, which is great because TAC LS stops consuming resources for them... but the problem is when the kerbal is thawed in DeepFreeze TAC LS sees them again, finds them in it's internal table and calculates life support usage since the time they were frozen (removed from the vessel). I as wondering if it would be at all possible for you to make a change to TAC LS to support DeepFreeze? As I really see our mods going hand in hand for a full game experience. It's a pretty small change, basically TAC LS just has to recognize when a kerbal gets frozen and remove them from it's internal list. That way when they are added back when they are thawed it won't retrospectively consume LS for them. Thanks muchly! BTW: Your new screen shots for your upcoming new version look awesome.. perhaps you can include DeepFreeze support in that version if it's not too far away? Thanks again. EDIT: Forgot to mention the change would be to recognize frozen kerbals and remove them from TAC LS table. There is no frozen status within the confines of KSP, so the way DeepFreeze does it is to set frozen kerbal to a type of Unknown (from type of Crew) and a status of Dead. When they are thawed, it changes them back. I did my own private version of TAC LS and achieved this change with just a couple of lines of code which I am happy to send to you. Cheers. EDIT: I have forked TAC LS and made changes to make this mod compatible with DeepFreeze and submittted a pull request. Details of the DeepFreeze API can be found here.
  22. Thanks! Hope you like. MerlinsMaster is madly working on finishing the internals and thanks for all your support to make your mods compatibile with this as well.
  23. It is tweakable. Just change the vales in the freezer part's config file. EDIT: the EC is tweakable. The glykerol is currently hard coded - next version Added a part Tweaks section to the OP.
  24. Thanks. I already have a fix installed personally.. I just need TaranisElsu to respond and make a small change and all would be good. - - - Updated - - - Thanks. More coming soon, MerlinsMaster is working on completing the Internals and textures as well as some more smaller freezer models. - - - Updated - - - Absolutely, that's the idea. This mod needs to work with as many of the Life Support mods there are out there. Without those mods, this mod isn't really doing much.
  25. Ok, First official release of DeepFreeze Continued... is up and running. Go to the new Forum OP for further details and upload. Please post all new posts on the new Forum thread for DeepFreeze Continued...
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