Jump to content

JPLRepo

KSP Team
  • Posts

    3,141
  • Joined

  • Last visited

Everything posted by JPLRepo

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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?
  9. Some more updates. Version 0.12b released. More tweaks to Cabin Craziness calcs including distance from Kerbin and Cabin Temperature will now affect Craziness if the cabin temperature is outside 5 degrees from the Climate control setting. See the OP Post for more details.
  10. As RainDreamer said. My AmpYear mod, although primarily about power management, does have my "Cabin Craziness" concept within it. Give it a go. Whilst a WIP I have now completed extensive testing. That said, I am working with an idea of breaking the "Cabin Craziness" out into something a lot more expansive. It currently has a Craziness attribute attached to crewable parts and this slowly goes up based on how crowded your crewable parts are and how far from Kerbal you are. Use of Luxury items within the cabin reduces this. But I am looking for more game dynamics than just - add a part and turn things on and use some electrical charge and all will be good. All Ideas are welcome.
  11. Ok, yes wobble is inevitable. It's because of the way the new autopilot works with the reaction wheels. Here is the approach I use which seems to work fairly well. Target the object you want to photograph use the map view or using the galaxy list. Switch on autopilot SAS and set it to 'Target' mode. this will roughly align you with the target. Switch on the highlight target option in the window will help you to find the object. Once its roughly aligned change the autopilot to 'hold' mode. This reduces wobble a LOT. Then fine tune your zoom and using the fine tuning servos attached to the telescope using the translate keyes, I,J,K,L. Take your picture. I will cut and paste this into my new OP post here as from now on I am maintaining this mod using that post.
  12. I also have thought of this and someone suggested it for my AmpYear http://forum.kerbalspaceprogram.com/threads/108591-WIP-0-90-Pre-Release-AmpYear-Power-Manager-Reserve-Power-Ion-RCS-v0-12 mod only this week. I am toying With this idea as a more generic thermodynamics model mod which my Ampyear mod can make use of it's climate control system at least to regulate cabin temperatures. Apart from that and the obvious overheating ,fire, failures etc I'm researching the topic at the moment for other dynamics I could include. Do people think this would be worthwhile as a stand alone mod? Have ideas?
  13. True it is. But incredibly efficient. My mod also includes a prototype pulsed plasma thruster RCS which are real and also extremely efficient. Try my PPT RCS thrusters on small probes that's what they are actually designed for in real life.
  14. that is a link to my re-released and updated wip mod which SodiumEyes has abandoned and given permission for anyone to take over. Which I have done. http://forum.kerbalspaceprogram.com/threads/108591-WIP-0-90-Pre-Release-AmpYear-Power-Manager-Reserve-Power-Ion-RCS-v0-12
  15. I think I'll leave that to the Snacks mod and other life support mods. - - - Updated - - - Hmmm. Interesting idea. I'll look at it.
  16. Currently how it works: Each crewable part will slowly change temperature towards the outside ambient temperature... when it gets to that temperature it remains around that temperature. I'm not sure what mechanic I could implement... when you say 'near' how close comes to mind? You would need to figure out.. how far is too far to affect the crew part.
  17. New Version posted. See links in Op Post. Numerous Bug fixes. Built out the Craziness - penalty functions. Re-balance of the RCS parts Emergency Shutdown process - basic functions.
  18. Ok after a fair bit of testing. I don't believe this to be an issue with AmpYear. I can re-produce the crazy torque numbers error without AmpYear installed... but I found the only way I could do it was with TweakableEverything and Tweakscale together.. When I changed the command pod size with Tweakscale then the TweakableEverything torque numbers went crazy. In the pictures you posted it didn't see like you had Tweakscale installed.. but maybe you have something else conflicting with this mod? Because as I said, I reproduced this without AmpYear installed.
  19. Thanks I will take a look into it. I noticed the same, but only if you rescale the size of the pod first. Will require some investigation into how this other mod works because there is nothing obvious in the log. Except another bug which I fixed but it didn't fix this problem. I also saw lots if null refs in a bunch of your other installed mods you might want to check out. I'll let you know when I figure it out.
  20. Thanks I've installed tweakable everything and couldn't find anything wrong? you sure it is this mod? Works fine for me. Can tweak the torque values on command pods in the editor... no issues and AmpYear working fine with it. Perhaps it's some other mod you have installed causing the problem. You probably need to post some logs as I can't replicate or find an issue.
  21. Thanks. I have no intention of stopping, just playing with the mechanics of the luxury functions and the cabin craziness idea as far as gameplay dynamics go. As for the power turn. Yes it's a reaction wheels booster using electric charge it boosts them by 25%. Given how in stock they have nurfed them quite a lot. Can't remember the exact formula for power usage now. I'll check it out and rename it to turnbooster because that is in fact what it is. Thanks.
  22. Thanks that's good to know... has he left the KSP scene? or did he indicate whether he has given it up and not likely to come back to it? I'm just going to continue on and polish it up and release it with same license. Still working on list of TO-DOs before a general release. I've finished balancing the ION and PPT RCS thrusters. I might have a WIP update later this week as I have spent some time working on the Functions around the Luxury Items - Craziness concept.. but I'm struggling internally about whether it is really adding a game mechanic that people are going to want or not....
  23. I have a WIP mod that has exactly that among other things. Pre-release available here: http://forum.kerbalspaceprogram.com/threads/108591-WIP-0-90-Pre-Release-AmpYear-Power-Manager-Reserve-Power-Ion-RCS-v0-12
×
×
  • Create New...