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Everything posted by JPLRepo
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
JPLRepo replied to DMagic's topic in KSP1 Mod Releases
@DMagic I tested it and it works.. but not really usable because your telescopes are really scanners and the transforms are animated so the move backwards and forwards.. Felt like I was on a sailing ship. -
That's a shame.. but a log snippit doesn't help much. I can see you are getting an error, but no idea why. I have tried to reproduce based on the little information I have to go on.. so I put a vessel out there with 3 frozen kerbals.... went back to the tracking station... no errors for me. For assistance I will need all the info as per this post. (IE: Steps to reproduce the error, and full detailed log). Sorry but if I can't reproduce the error or have a log to debug then I can't help.
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
JPLRepo replied to benjee10's topic in KSP1 Mod Releases
Lots of model and config file bugs... most are ironed out. And I've made some changes and improvements. But more about that on the new thread when I'm done. -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
JPLRepo replied to benjee10's topic in KSP1 Mod Releases
Thanks. Yes @googbo and @Dafni (and myself) are on the case. We've completed three rounds of testing and fixing already. My list is getting shorter. Hope to get something out (and a new thread - Benjee has given his blessing) by the end of the weekend. Fingers crossed. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
JPLRepo replied to DMagic's topic in KSP1 Mod Releases
@DMagic What do the telescopes do? If you like I can look at changing my TST mod to allow adaption of your telescopes for TST camera use. (currently has specific transform requirements) but been meaning to make them config file parms. And if I did that, could supply some MM configs to add TST to them. If you are interested. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
JPLRepo replied to Nils277's topic in KSP1 Mod Development
I don't believe the opt-in has started and PartTools has not been released. -
@KielmWell I was the one that submitted the fix, and when I tested it, it worked. There was another potential timewarp bug that has cropped up .. So I did not post back here an update, until I understand if that is a bug we should worry about or not. But Roverdude has posted that 0.3.15 should have fixed that which he just released last few hours. So yes, try that. @AlexSheFF and everyone else using BackgroundProcessing - there are a couple of bugs in the last version of this mod. The author of that mod has become active again on the forums, you can track progress on the BackgroundProcessing thread. I'd recommend for anyone to perhaps uninstall BackgroundProcessing in KSP 1.0.3 and above until some bugs are fixed. I have my own personal version of BackgroundProcessing that I am testing to see if all is resolved, but I won't release it unless the author does not release an update soon.
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Was just going back through the posts and wanted to check:- @speedwaystar can you tell me if the latest version is working with your fuel cell mod and atomic age engines? @wadena I added some KSPIE parts support but not all, let me know what I have missed.
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
JPLRepo replied to benjee10's topic in KSP1 Mod Releases
UPDATE: The Revamp is getting close now.. Entering Testing phase.... Looking for one other tester who has played with this mod before and familiar with it. Any volunteers? -
You could use TAC fuel balancer or Ship Manifest
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I've been reading back a few pages and noticed a few bugs related to un-kerbal'd vessels. I also picked this up last week and I submitted a PR that Roverdude applied today to fix the life support recipe processing for when a vessel is un-crewed for a period of time. The life support recipe would then play catch-up and consume all the supplies for the entire period of time it was un-crewed. So next version should fix that.
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In the OP it says this about the PPT RCS thrusters: Each thruster contains a fixed amount of Teflon and uses this along with Electric Charge for incredibly efficient propulsion for small craft or maneuvering. I have no plans to make Teflon a resource that the thrusters can use from anywhere on the ship.. because it's not a liquid or gas. If you refer to the link the OP you can read about this type of thruster. It's meant to be an efficient thruster but it has a finite life. In fact thanks for that, because I think I will just change the partmodule for this part to ensure it can ONLY use the teflon that is contained within the part. Thanks for the input and glad you like the latest version.
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
JPLRepo replied to benjee10's topic in KSP1 Mod Releases
Quick Update on the Revival. Lots of progress has been made. The Lander, Ranger, Viper, Ground parts,The Endurance ring, endurance Parts (command,logistics, etc), the Endurance main engine, fuel, storage, etc have all had their colliders and attach nodes fixed. So they all now function in 1.0.5. About the only thing I have left is to do a couple of tweaks to a few parts and I need to fix the hatch on the ground habitat part (it's glitching). Then we will be into clean-up, preparations and testing for re-release. I hope by the weekend or end of the weekend. (Weather permitting ) -
[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
JPLRepo replied to JPLRepo's topic in KSP1 Mod Development
Works fine with DeepFreeze. KabinKraziness is calculated based on how many crew are in any given part. If the crew are frozen then this mod does not see them. As for USI LS.... I'm not sure what you are asking? USI LS has it's own elements that are similar to this mod. I'd expect they would operate separately but I have never tested the two together. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
JPLRepo replied to Nils277's topic in KSP1 Mod Development
Could be... screenshot pictures (capture screen, post to imgur or suchlike and post link here) and log files would greatly assist Nils as well. Here are some useful instructions. -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
JPLRepo replied to benjee10's topic in KSP1 Mod Releases
That quote is not my quote. There are invisible walls in KSP 1.0.5 because the models colliders are broken. I am in the process of reviving and rebuilding them. and yes, my WIP Revival has this fixed. I wasn't aware of anyone else working on reviving this mod. If so, let me know so we can collaborate. Hammerz had offered official textures - but looking at them, I don't think KSP could handle them. -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
JPLRepo replied to benjee10's topic in KSP1 Mod Releases
@HAMMERZ - PM them to me... although going by that detail might have to wait until KSP 1.1 drops to have the memory for them in game. Update on the Revivial: Finished and working in KSP 1.0.5: Endurance Ring, Docking ports, Colony parts (boxes, Flag, Habitat, Science) - new colliders Lander - new colliders, re-done engine emissives, VTOL emissives. Updated config files for 1.0.5 for all parts. and latest KIS, etc. Fixed Science module (new data processing) and habitat hatch was broken. Endurance main engine working. Still to be done: Fix colliders on the Endurance ring parts (command, logistics, crew, etc). Double check didn't miss anything. Test, start an Endurance REvival thread and release. Ideas for updates once all going in 1.0.5: Investigate fixes for MechJeb and KER DeltaV readouts compatibliity. Finalise all IVAs. DeepFreeze mod IVA. Make all IVAs and parts with windows JSI TransparentPod compatible. -
NP. No a few people have asked for it before... so finally got around to doing it. Enjoy.
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NP. I have these ideas on the list. Just long overdue for an update. I'll look to put them into the next version.
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Done... Version 1.2.0.0 Released. See the OP for download links. NB: The in-game AY icon has changed to a Battery Icon that is Red, Yellow, Green. Works with Stock Icons and Blizzy's ToolBar icons. I'll update the Imgur Library later. Full Changelog for this version:
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
JPLRepo replied to benjee10's topic in KSP1 Mod Releases
The last version which was V0.9.0 Beta can be found here. I believe it ONLY works in KSP 1.0.4 - All warranties void. -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
JPLRepo replied to benjee10's topic in KSP1 Mod Releases
Yes, but it doesn't work in KSP 1.0.5. I'm working on a revival to re-release it for KSP 1.0.5. -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
JPLRepo replied to benjee10's topic in KSP1 Mod Releases
Work continues on the revival.. I have got the Endurance main ring working very well with NO LAG and new colliders (just have a texture issue to fix). A shout out to @MerlinsMaster for lending me a hand in refactoring the ring model to fix the lag issue. Work has begun on fixing the other parts and landers, etc. It's a slow hard slog. Some Pics of the work in progress: -
Work continues on the next version.... Current (Proposed) ChangeLog: V1.2.0.0 Added EC Producer parts to Dark-Side Calculation window. Solar Panels are automatically excluded for power calculations while you have the Dark-Side Calculation window open. When you close the Dark-Side Calculation window Solar Panels are reset to their previous selection state (it remembers if you had them selected or not). Added support for ToggleFuelCell mod, which is a tiny mod that changes the Fuel Cells from ModuleResourceConverter to it's own ModuleFuelCell (which is just a wrapped ModuleResourceConverter). When using this mod Fuel Cells are now handled. Fixed bug with Alternators and updated to handle negative power alternators (ie. Atomic Age Rockets). Changed PartsList to provide a break-up of parts that contain multiple modules that consume or produce EC. Corrected EC usage for AmpYears own ION and PPT RCS parts in the editor.
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Background Processing 0.4.4.0 [KSP 1.1.3]
JPLRepo replied to jamespicone's topic in KSP1 Mod Development
Hey NP. Actually I couldn't find that bug at all.. I had a user of DeepFreeze (which uses BackgroundProcessing) advising they were getting strange behaviours regarding EC usage. But in testing that I did I couldn't find anything wrong at all. It all seemed to be working fine. I haven't finished testing it thoroughly yet. But it appears this mod was correctly calculating EC production and Ec usage (for my DeepFreeze method). I think the actual issue is somewhere in my DeepFreeze mod calcs and GUI displays (because it has to handle both BackgroundProcessing being installed and NOT being installed by the user). But I will keep testing. The reported case was from a user switching between ships in flight so in that case PhysicsGlobals would be loaded. If I ever track down what they are reporting and it's anything to do with this mod I'll certainly post an update.