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Everything posted by JPLRepo
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It's VERY (subtle hint?) likely that I may have that already implemented for the Upcoming 1.1 compatible version. I'm doing my best to get it going... but I still have a long list of bugs (thanks to the new stock changes) and I have not even started testing with all the other supported mods. It's a long weekend here coming up so I hope to get this going before the end of Monday (no promises). Stay tuned.
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I have not updated DeepFreeze for 1.1. It is a work in progress. There was a pre-release version that I posted, but it is full of bugs. If you use that version or the old 1.0.5 version in KSP 1.1 Full release I cannot tell you what will happen other than strange things as it is full of bugs. Until I do update DeepFreeze for 1.1 officially I am not supporting anyone running it under 1.1 and I do not recommend you start new career games with it, etc.
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I note @jamespicone has not been on the forum since Feb. @ShotgunNinja has your fork been updated for 1.1? Otherwise I can update my fork. PS: I am not asking when this is being updated to 1.1 as that would break the new forum rule. I am trying to establish if shotgunninja has updated his fork, or I will update my fork as I need this mod for my mod to work.
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New KSP API Documentation v1.4.1
JPLRepo replied to tomf's topic in KSP1 C# Plugin Development Help and Support
let's see if we can get it going again. Tried before with the old API that The_Duck had set-up, but with no luck. I populated some of the new GameEvents based on what I have discovered during the 1.1 pre-release as a tester. Very easy to use.- 65 replies
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For Mod Makers: Feedback needed for Kyroworks.com mod hosting
JPLRepo replied to KryoWorks's topic in KSP1 Mods Discussions
1. Probably not. Unless Curse and SpaceDock went down. Given I am already hosting my mods on those two plus GitHub. 2. Yes. But as I already have 3 sites hosting my mods that's more than enough maintenance overhead. 3. Can't answer that, page fails to load. 4. Created, or revived, or taken over: AmpYear, Tarsier Space Technology, KabinKraziness, DeepFreeze, Endurance (Interstellar). 5. Not sure I relate that name to KSP. 6. Nope. 7. Same answer as 3. -
Events for docking and undocking
JPLRepo replied to MOARdV's topic in KSP1 C# Plugin Development Help and Support
Not near my PC right now, but that sounds about right for the ones I use. -
So now 1.1 is out, and seeing how it's now against the forum rules to ask. I'll let you all know that I have updating this mod on my list. But I have a lot on my list for KSP and ALL of that comes AFTER my real work. So I can't make any commitments on when I will have this mod ready for 1.1. But stay tuned.
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Seeing how 1.1 has now been officially released, I need to get on with fixing all the bugs this mod still has under 1.1. I expect it will take me some time given the number of bugs and issues I have identified under 1.1 pre-release. I was hoping for a number of things to be changed by Squad that would assist, but that doesn't seem to have eventuated. This week is very busy for me with real life and real work so I can't say when I will have this mod ready for 1.1. Stay tuned.
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Seeing how 1.1 has now been officially released, I need to get on with finishing the updates to this mod. I expect this will take me at least another week or two given how busy I am with real life and real work this week. Stay tuned.
- 606 replies
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Correction (EDITED): When the next version of AmpYear comes out KabinKraziness.dll KKInterfaces.dll is removed (no longer required). KabinKraziness.dll is only distributed with my KabinKraziness mod. I think you mean the KKinterfaces.dll which was still required for AmpYear to function, but soon won't be. See the WIP changelog over on AmpYear thread. I'll look to split the RCS parts off.. But I will be keeping the ReservePower Batteries in AmpYear. In fact this thread is now off topic. Sorry. Please take AmpYear discussions over to my AmpYear thread (link in sig).
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Update: Work continues on V1.3 of AmpYear which will be released once I get it all finished and working and KSP 1.1 is released. A W.I.P. changelog (still not finished): V1.3.0.0 KSP 1.1 Edition Added Stored EC and ReservePower to Dark-Side calculation window. (can be toggled on and off). If you have RemoteTech installed AmpYear functions will be disabled automatically if you have no connection or local control and restored when you do. Total EC and ReserverPower on-board reported by AmpYear now respects the flowstate of the resource on each part, so if you turn off the flowstate little tick boxes in the Part right click menu they will not be reported by AmpYear. Added support for Active Radiator, Enviro Sensor EC usage. Added support for DeepFreeze (can't believe my mod didn't support another of my mods. This slipped through the cracks ) Added support for KPBS and USI LS mods. Fixed TAC LS GenericConverter rates to include the conversionRate variable. New Solar Panel algorithm for editor (VAB/SPH). Ability to select different SOI for solar panel estimates. Added GUI window and processing for Emergency Shutdown Procedure (ESP). You can now select which parts are automatically shutdown when the ESP is activated and set a priority setting for each type. There are three Priorities High, Medium and Low. All supported Parts are included in this list by default. If you are using mods like RemoteTech you probably want to change this setting for an antenna to ensure you keep your connection during Emergency power down, or not. By default when power is re-gained within the vessel and the ESP had shutdown parts, all parts that were previously active will be automatically re-activated by the system progressively by priority as power returns to the vessel. Currently the following parts are NOT supported by the ESP, simply because the mods or stock parts do not provide an ability for AmpYear to turn them on or off. ScienceLabs, the KAS winch and magnet. For TAC LS and USI LS - ESP will not deactivate Life Support but will deactivate TACLS converter units. Added the ability to Execute ESP processing manually (override button in the GUI) which will cause all parts to be shutdown regardless of their priority setting or the vessel's EC status. Added ToolTips for all the GUI windows. Added Settings config file items to the config file and window to control the ESP functions. There are three new Settings to set the Percentage of Main Power that EPS will kick in for High, Medium and Low priority partmodules. ESP processing will automatically Shutdown Or Restart part modules (that are tagged as include in ESP processing) when Main Power reaches these three settings. Also in the Settings menu will be a list of all ESP supported partmodules. Here you can set the default setting for each module as to whether you want them included in ESP processing or not and their priority (High, Medium, Low) if you do set their Include in ESP setting on. Added Alternate Resource Panel Icons for ReservePower and Teflon. Massive Re-Factor of a lot of the internal code and utilities (Code Housekeeping). No longer requires AYInterfaces.dll or KKInterfaces.dll Latest PIC:
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The upcoming 1.1 compatible release AmpYear will allow you to turn on/off each part on your vessel in the VAB to incude/exclude them from the calcs. I posted screen shots of what I'm talking about on the AmpYear thread last week some time, so you can go over to it and you will see what I'm talking about. I also went through and pretty sure I now handle ALL the stock parts and some mods as well. I've been thinking of splitting the parts off to another mod so maybe I will do that.
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My AmpYear mod does the same. It handles all the stock parts and some mod's. The issue is solar panels which it approximates. I'm working on a whole new version for 1.1 with a better algorithm and ability to choose different SOIs for the solar panel EC production in the editor. Can't say when it will be ready though as currently my spare KSP time is busy fixing all my other mods for 1.1. But it's not that far off.
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Little radio button left of the portrait cams. Hover your mouse over the cams it will become visible
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JSIAdvTransparentPods won't do anything until mod authors change their models and configs to use it.
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I have it on the list for 1.1 update to re-visit the Lander and Ranger engine parameters and the smoke trails and engine plumes. But before I get to that I have to fix all the IVAs. Cases in point (pic spoilers): Some small good news, not all are busted.. The Viper is the best of the bunch, it actually fits and aligns. Just needs a new DepthMask mesh for the 1.1 IVA Overlay feature:
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I don't understand. InputLockManager.SetControlLock(ControlTypes.CAMERAMODES, "Modname"); Definitely locks the 'C' camera switch key for me. Are you saying you still want it to function but only for your mod? If you put the control lock on as above it should block the stock game. In your mod code you can check for: if GameSettings.CAMERA_MODE.GetKeyDown(true) To still intercept the 'C' key or whatever the user has set the camera mode key to in their settings. the true bool tells it to ignore the control lock I believe.
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2) That is correct. Frozen kerbals are frozen, no portrait camera. That is correct. DeepFreeze is NOT supported in 1.1 PRE-RELEASE. What you are using is a dev version. I won't be updating the AVC supported version or DeepFreeze version number until KSP 1.1 is released and I have completed updating it for 1.1