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JPLRepo

KSP2 Alumni
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Everything posted by JPLRepo

  1. Yes there seems to be a lot of mods entering into this area of gameplay. I wrote this Mod originally with an idea of expansion but never got to it.. then all these other mods came along. So many LS options now.. USI LS, TAC LS (under new mgmt), Snacks! (under new mgmt), Kerbalism (doing lots of things), etc, etc. Then you have mods like this and KeepFit and a few others I had noted some time back (can't find where I wrote it down now). More recently I started developing another mod called Roster Manager with @Papa_Joe along similar lines (but we have both not had a lot of time recently with 1.1 etc). I had been thinking of dropping this mod and merging it's concepts into Roster Manager as we build that out, given I never really realised what I wanted with this mod. I like your suggestions. Perhaps we can look to write them into Roster Manager. As to how this plays with KeepFit - no idea. I've never used it.
  2. Just a note seeing how this has been picked up before TaranisElsu had agreed (I read all the comments in the old thread). I submitted a PR some time ago for compatibility with my DeepFreeze mod to include a Reflection wrapper and code change for compatibility that he never merged. If you guys are going to pick up his code could you take a look and include compatibilitiy. PR me for info if required. https://github.com/taraniselsu/TacLifeSupport/pull/86 I've taken a look at the code in the past and am somewhat familiar with TaranisElsu's methods in this mod. Good luck with it! Cheers!
  3. Where do I find the license and source code for this?
  4. Sorry a bit tardy to reply. Totally forgot about this. I haven't looked at your log... But looking at your picture it looks like my picture (except for one thing, which I'll get to in a minute). SAS module is using Zero EC as per the parts list. The Grey'd .017 next to SAS is an indicator of what EC it WOULD use if turned on. Is that what you are referring to? What is really bothering me is why you don't have Turn Booster above SAS in your AmpYear Window. I noticed a LOT of other Null Reference errors. Are you sure all your mods are 1.1.2 compatible?
  5. Believe we have tracked down the issue and have a work-around. Not going to do a full release to fix it, will include in next release version. In the meantime if you want the KSPedia for DeepFreeze working (with other mods, for those that are having this issue only which occurs when you have more than two mods installed that have KSPedia pages) you can download a replacement deepfreeze.ksp from my dropbox. Put it into \GameData\REPOSoftTech\DeepFreeze\KSPedia folder , make sure you replace the old file with the same name.
  6. Or it could be as @DMagic @Nils277 and myself just discovered with KSPedia asset bundles, which could be related to this, as it seems to be a dependency bug inside the stock AssetLoader code. We have discovered that if you create KSPedia asset bundles with references to the squadcore.ksp asset bundle that the loader bugs out and fails. Check you aren't referencing, (using) anything from the squadcore bundle in your bundle (like a shader, or anything). In the XML that is generated in Unity for your asset check it doesn't have this: <Dependencies> <Dependency>squadcore</Dependency> </Dependencies> If it does, copy anything you are referencing from the squadcore bundle into your assets folder or suchlike and reference the copy in your asset bundle so when you compile your asset the Dependencies section in the XML should be blank. Not sure if this is your issue or not.
  7. Ok you're right. I had that but I must have overlooked it as it wasn't part of the distributed parts. I'll put it on the list after getting the rest working.
  8. I can't comment on that as I never created them to begin with. Perhaps one day but I doubt I will ever find the time to re-do the models. There was a Lazarus Module? I only took up with what Benjee10 left me. There was no Lazarus Module in the files he gave me. Also, for those brave souls trying to run this in 1.1+, there is a lot broken in it. I can't support 1.1+ yet with this mod. I'm still working on it, but there are a number of issues. Issue of the day today that I have been busting my head over for hours is the Ranger EVA/Docking port keeps coming up as Hatch Blocked and you can't EVA out of it. Trying to figure out what is wrong with the model and what Squad have changed to introduce this behaviour..
  9. NP. You do need to install AmpYear to use this mod however. (shares GUI/windows and other internals).
  10. Welcome! If you Freeze your kerbals with DeepFreeze then they are effectively removed from KabinKraziness calculations/effects whilst they are frozen.
  11. I was going to go populate the new fields in CameraManager class and noticed they weren't there.
  12. so you don't want it updated for KSP 1.1.2? You just want the old version? which was KSP 1.0.2. Just that I would suspect it would not be as easy as a re-compile to get it working in 1.1.2 and will probably need significant changes. If you just want the old version then there is a torrent available for for spaceport files. If you don't have it here is a link to the torrent file. Last time i used it (last week) it was still working. You don't need to download the whole torrent just look for the one you want and download just that one (the torrent is sorted by userid).
  13. So - you plan to split your mod? or just have various functionality active based on a'profile'? I think you are saying the later. How does a mod or user configure this profile? So I can configure a profile to essentially do the same as this mod using your mod and not use any of its other functionality? When will you be doing this? Roughly? As I am trying to figure out whether to revive this mod (as mine needs it) or not. Key question though is how your mod's profile is configured and maintained? Also, will/does your mod allow callback hooks like this one so I can do my own background processing functions?
  14. That would be a fair bit of work. Have you tried contacting the mod author? Do they intend to update and maintain it any longer?
  15. Don't know if this fits here. My Deepfreeze mod allows you to freeze kerbals for long journeys. Supports USI LS and Kerbalism and used to support TAC LS, but waiting for someone to take that on from TaranisElsu.
  16. This is the dev thread. And @jamespicone has been missing for a while. No one is sure if he is going to continue maintaining this. The release thread is over here.
  17. @ShotgunNinja Is that a good idea? If you have re-implemented it as part of your Kerbalism mod, as it seems you have. So does Kerbalism do it's own background EC processing for all parts containing certain stock partmodules? or just your mod's own parts? Don't have time to look. But if it does more than your own parts, that disturbs me. If it does:- then say another mod, like mine, wants background EC processing. I don't necessarily want a dependency on kerbalism (which has lots more than just background processing), if all I want is background processing. Users may choose not to install one mod, or another. I like this mod, because it served any and all mods that wanted this functionality but introduced nothing more than that. If it doesn't:- then sorry. and each to his own. Can you clarify.
  18. How does the reflection of the latest Modules work? I notice it's not up to date with 1.1.2.
  19. Process of elimination tells me: No issue with DeepFreeze KSPedia. or with DeepFreeze and KPBS. If I add Scansat - it dies. If I then remove KPBS, IE: Have DeepFreeze and SCANsat - it works. Therefore :- no single mod seems to be the cause. The error is actually complaining about loading the Squad asset bundle (which as far as I know is not even a KSPedia asset bundle). Not the mods. Anyway - I can't explain what is going on. I am investigating and following up. Could be a stock bug. for now, you can remove the KSPedia files eg: deepfreeze.ksp, scansat.ksp. etc. waiting for @TriggerAu to chime in to confirm if we have got a stock code Bug here or not. Reported on the bug tracker. http://bugs.kerbalspaceprogram.com/issues/9676
  20. Not sure I understand the comment about the applauncher icon. can you expand the problem? If you have toolbar installed it should load up either the Stock applauncher icon or the Toolbar mod icon depending on the value of "UseAppLauncher =" in the Config.cfg file. If True - uses stock icon. If False - uses Toolbar icon. Can be changed directly in the cfg file or via the Settings menu in the game.
  21. Sure. You might want to remove your log files from public access then. If anyone is concerned about info in their logs. Send me a PM with the link to your log rather than post on the forum threads. PM'd you a DEV build. Let me know how that goes.
  22. 5/2/2016 3:03:37 PM,DeepFreeze,TST Cannot find texture to load:<private>(DFToolTipBox.png) (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 5/2/2016 3:03:37 PM,DeepFreeze,TST Cannot find texture to load: <private> (DFbtnRedCross.png) (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 5/2/2016 3:03:37 PM,DeepFreeze,TST Cannot find texture to load <private> (DFbtnResize.png) Thanks: It's not loading the Icons (and I realise I have TST in the log messages for DeepFreeze, lol). I just realised in your pictures the Cross and resize icons are also blank. I think this is a linux / filepath issue. As you can see it is looking for them in " <private> " I will investigate.
  23. Unity manages that for you. Update() won't be running if Unity is running OnSave cycle, etc. I've not used GameEvents.onGameStateSave yet as it is new to KSP 1.1. Generally, depending on what kind of module it was you would use say OnSave for PartModules or ScenarioModule, (both of which have built in OnSave methods), etc. Refer to the Unity manual (this thread generally isn't for Unity tutorials), there are plenty on the Unity site. http://docs.unity3d.com/Manual/ExecutionOrder.html Also You can look at: http://forum.kerbalspaceprogram.com/index.php?/topic/60381-ksp-plugin-framework-plugin-examples-and-structure-v11-apr-6/ or the video tutorials, and the Plugin Development section, etc here: http://forum.kerbalspaceprogram.com/index.php?/topic/85372-mod-development-links-compilation-some-links-do-not-work-formatting-broken/
  24. I don't get this problem at all. Seems fine. Can you post a log? Here or in the github issue. Anyone else having this problem with the tootip color/background?
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