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JPLRepo

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Everything posted by JPLRepo

  1. Ok, I've created a new dev release v0.12.6dev that is only available via github at this location: https://github.com/KSP-RO/TacLifeSupport/releases/tag/v0.12.6dev There is a lot of changes in this under the hood as I have started the code cleanup to make it more efficient. So I need some of you great people to test it for me before I do a full release. It should also fix a number of bugs that have been reported in the last day or two. Please back up your save files before using this but I would appreciate more eyes testing this for me. Thanks. Here is the changelog:
  2. There is a known bug I have already fixed (but not released) with vessels that are prelaunch as mentioned here. http://forum.kerbalspaceprogram.com/index.php?/topic/146465-12-tac-life-support-v0125-release-14th-oct-2016/&do=findComment&comment=2810480
  3. Not sure what mods you are referring to. I have already spoken to @Nils277 about it and thought he had made changes already. As for PAthfinder mod - I could find no reference to TACGenericConverter in that mod. @Angel-125 does Pathfinder or any of your mods use TACGenericConverter? and @BetaguyGZT is already also making changes for Biomass. Which mods are you referring to? Just be patient the other mods will be updated and everything will be fine. I'll take a look at the code when I can and wait for you to report back.
  4. This has already been discussed just a few days ago further up in this thread. The other mods just have to change their config files. It is not a big change. But it is for the better. Your reference to Jeb confuses me somewhat. Are you saying just tourists are not showing up? And normal crew are? Or no one is showing up if the vessel has tourists? Please clarify. Details are important to track down the bug.
  5. Yes. TACGenericConverter was changed to align with stock ModuleResourceConverter. Any mods using TACGenericConverter need to have their config files changed.
  6. Oh I see. That module is no longer used by the project and needs to be cleaned up. The project actually is using this: https://github.com/JPLRepo/AmpYear/blob/master/REPOSoftTechUtils/ToolBarManager.cs#L65-L81 I see no errors in the logs supplied (not the full logs) so I don't think it gets to the Space Center to see the error in the log. I will double check it again with CC to make sure.
  7. As per the OP, EC usage, etc is not altered in any way, but there is Reserve Power (see below): Features: Power Manager and Readout displays. - Just information. Reserve Power. - Adds a new resource and parts. You can transfer power from/to reserve power to normal power. - Again you don't have to use the parts or this feature. Emergency Shutdown Processing Computer (and restart) - A neat little feature. but you don't have to turn it on. Dark-side EC power usage calculations- Just information. Realistic EC power production simulation in the VAB/SPH- Just information. Part by part list of Power Consumption and Production at your fingertips.- Just information. EDIT: There are KSPedia pages included in the mod that explain it all.
  8. That report is in pre-release project which is closed for now. I've copied it to the public tracker for release versions and it's under investigation.
  9. There is no need to. The QA and devs will look at that report.
  10. No they won't look at that report. But they will look at this one. http://bugs.kerbalspaceprogram.com/issues/13050
  11. Is this the Cry-0300 with the doors that open and close? Single kerbal pod? You could go into your save file and remove this from that part/vessel (make sure you back up your save first): I've had a few people advise me there may be an issue with the occlusion checker/code for this mod. So it's on my list to investigate.
  12. Thanks but I already implemented that some weeks ago. So if you are having an issue please supply logs, some information on the problem, etc.
  13. Right click the part and push the transparent part button until it says "OFF"
  14. No reflection is required. The EULA prohibits reflecting non public properties, etc anyway. You do not need to access the config node any more. There's an easier way. There are also easier ways to get to resources etc as well.
  15. Sorry but I can't see anything in that gif file. Can you please submit output logs and description of the problem. Thanks.
  16. No. AmpYear adds resources and it's own partmodule to any part that has ModuleCommand configured to it, but does not alter ModuleCommand. It also adds it's own partmodule to ALL parts as well.
  17. Excellent. "{" and "}" are special characters. I'll look at making DeepFreeze a bit more robust in next version to handle this if it can. But in the meantime don't use these characters for folder names where you install KSP.
  18. I think the problem is you have KSP installed in a directory that has "{" and "}" in a folder name. EG: C:\Users\(Removed)\Desktop\Modding KSP\{1.2}\KSP_win64 - TESTING\ Try installing in a folder that does not use "{" and "}" and let me know how that goes. EDIT: just rename the "{1.2}" folder to say "1.2"
  19. Well the LifeSupport.cfg file has the values that are the default values per second. However, these are now only read on the start of a new game. Also, it is planned that Realism Overhaul will modify this file via MM itself for realistic values as the defaults if it is also installed (not available yet for KSP 1.2). Once a game is started these values are now persisted into the save file for each saved game. There is no easy way to read these using MM. You could write code to read them in game without a problem.
  20. There are many errors in your log. These errors relate to DeepFreeze and indicate it is not installed correctly. I also noticed you have many different versions of Module Manager installed throughout your GameData folder and versions and mods that are not KSP 1.2 compatible. I would recommend a clean install and only install Mods for KSP 1.2 into the correct locations. Ensure you have only one Module Manager (latest is V2.7.1).
  21. Yeah there's a bug in pre launch vessels in th UI. Should appear when you launch. I'm working on a fix.
  22. I would suggest reading this and supplying more information, logs, etc.
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