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Everything posted by JPLRepo
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@wadena - If you want to give me a list of the Interstellar Extended parts you want supported that would be good. There are just so many parts in that mod. Also, Unlikely I can support any parts in that mod that use MegaJoules instead of ElectricCharge (AmpYear only supports ElectricCharge and ReservePower resources). Megajoules just makes it way more complicated. Also for the Dark-Side calcs - I'm working on something like this: So now in the Dark-Side calcs window it shows EC required for Dark-Side Transit = Power Consumer Parts that you have selected in the Parts List EC produced for Dark-Side Transit = Power Production Parts you have selected in the Parts List (will also include solar panels unless you de-select them, I'm thinking I could automatically de-select Solar Panels if you have the Dark-Side Window Open, or you have to do it manually :- Looking for people's thoughts here The Last line will show Surplus or Deficit EC required for the Dark-Side Transit depending on the difference between your producer parts and consumer parts you have selected. @speedwaystar - Is your RLA stockalike fuel cell working? Seems to work for me?
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Hmmm, I assume this pic is from flight mode? Strange thing is - It's working just fine for me. In the VAB it is correctly showing "Power Prod" and in flight it correctly does it as well.. Once you Turn it on.... See previous post pics of it in the editor. And here is one in flight mode. You have got it turned on? As this part is using ModuleResourceConverter AmpYear handles any part using that module, but of course the module has an on/off switch which AmpYear looks at as well.
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Thanks, glad people are finding it as useful as I do. I used to support KSP Interstellar before it stopped being updated by Fractal then I dropped it. But given there is now Interstellar Extended I will look into adding support again. As for your dark-side calcs in the VAB. Works fine for me. To note: Dark-side calc only takes into account power consumption parts (not any power production parts) which is a conservative approach I know. I might get around to changing that so it includes them all except solar panels. EG (pics) So if you are still having this issue, can you check you are using the latest version and the above. I would need a log and what parts you are adding that are not updating the calcs.
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[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
JPLRepo replied to JPLRepo's topic in KSP1 Mod Development
Enjoy... actually been modding KSP for nearly a year already.. -
Ok I'm made a DEV Patch here. (go to the link and then click "View Raw" link in the middle of the page to download the zip. NB: This is still DEV version and I have not completed testing. If you want to try the dev version because you are having issues as reported above I'd appreciate a confirmation that the bug is fixed. This dev version contains patches for: Fixed null ref bug when vessels are destroyed. Fixed null ref bug when KSP vessel list cannot be accessed. Fixed null ref/NAN bug when revert to editor (from vessel with DeepFreeze part) and launch another vessel. When I complete testing over the weekend I will do a full release of these fixes.
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Yes there appears to be a problem that I am investigating... It occurs when you launch a ship with deepfreeze part on it and revert to the editor. The next ship you launch causes KSP to be non-responsive. I was actually investigating this reported bug when I got the same issues as you describe. I'm working on it (but of course I have a day job). Stay tuned.
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Yes it works... FYI. I was in contact with Simon56Modder back in November last year and had completed changes for this mod and my TarsierSpace Tech telescope mod to be fully compatible with each other when the whole Paris incident occurred. I know Simon was impacted by this tragedy and he has not been logged on since November. Thoughts with all those impacted by this despicable act. Let's hope he is back on the forums soon.
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I'm assuming you are trying to report an error here? but there is very little to nothing to go on from a screen shot. Please provide a description of the problem, how to re-create it and a log file. It is possible the fixes that I did a few weeks ago may fix your issue, they are just waiting for Papa_Joe to release them. So you could wait for that to see if it fixes your problem, or as above. Log file please.
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
JPLRepo replied to tgruetzm's topic in KSP1 Mod Releases
Yep, I can confirm my DeepFreeze mod works fine with snacks! -
Someone should.. and I have. Works fine with USI LS 0.3.1.0 with and without habitation turned on.
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I've had a look through your log, and there is a lot going on. I have isolated the error that you have called out. However, It is not the root cause of your problem. I can see in your log that you have a vessel "Dres 1" which has a freezer and frozen kerbals on-board, but when you go to the tracking station DeepFreeze cannot find the vessel in KSP memory. The root cause of why that is occurring is escaping me. I found the following errors when you go to the tracking centre, which also indicates KSP has no memory of your vessels (this happens in your log before DeepFreeze starts having the same issues (can't find any vessels): [EXC 15:52:43.093] NullReferenceException: Object reference not set to an instance of an object FloatingOrigin.setOffset (Vector3d refPos) FloatingOrigin.SetOffset (Vector3d refPos) PSystemSetup.SetTrackingStation () PSystemSetup.OnLevelWasLoaded (Int32 level) [EXC 15:52:44.185] NullReferenceException: Object reference not set to an instance of an object SpaceTracking.buildVesselsList () SpaceTracking.Start () [EXC 15:52:44.187] NullReferenceException: Object reference not set to an instance of an object MapViewFiltering.CountVessels () MapViewFiltering.Start () [EXC 15:52:46.111] NullReferenceException: Object reference not set to an instance of an object SpaceTracking.DrawGUI () RenderingManager.OnGUI () [EXC 15:52:46.764] NullReferenceException: Object reference not set to an instance of an object Kopernicus.DiscoverableObjects+<>c.<UpdateAsteroid>b__8_0 (.Vessel v) System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Vessel].MoveNext () System.Collections.Generic.List`1[Vessel].AddEnumerable (IEnumerable`1 enumerable) System.Collections.Generic.List`1[Vessel]..ctor (IEnumerable`1 collection) System.Linq.Enumerable.ToList[Vessel] (IEnumerable`1 source) Kopernicus.DiscoverableObjects.UpdateAsteroid (Kopernicus.Configuration.Asteroids.Asteroid asteroid, Double time) Kopernicus.DiscoverableObjects+<AsteroidDaemon>d__10.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) Kopernicus.DiscoverableObjects:Start() [EXC 15:52:47.005] NullReferenceException: Object reference not set to an instance of an object SCANsat.SCANcontroller.scanFromAllVessels () SCANsat.SCANcontroller.Update () It's also happening when you exit flight back to the space center: [ERR 15:52:14.431] [SurfaceObject]: Cannot return to original parent, it no longer exists. [EXC 15:52:14.822] NullReferenceException: Object reference not set to an instance of an object CactEye2.CactEyeAsteroidSpawner.CalculateGlobalDiscoveryRate () CactEye2.CactEyeAsteroidSpawner+<DelayedStart>d__0.MoveNext () EXC 15:52:14.863] NullReferenceException: Object reference not set to an instance of an object Kopernicus.DiscoverableObjects+<>c.<UpdateAsteroid>b__8_0 (.Vessel v) System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Vessel].MoveNext () System.Collections.Generic.List`1[Vessel].AddEnumerable (IEnumerable`1 enumerable) System.Collections.Generic.List`1[Vessel]..ctor (IEnumerable`1 collection) System.Linq.Enumerable.ToList[Vessel] (IEnumerable`1 source) Kopernicus.DiscoverableObjects.UpdateAsteroid (Kopernicus.Configuration.Asteroids.Asteroid asteroid, Double time) Kopernicus.DiscoverableObjects+<AsteroidDaemon>d__10.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) Kopernicus.DiscoverableObjects:Start() [EXC 15:52:17.173] NullReferenceException: Object reference not set to an instance of an object SCANsat.SCANcontroller.scanFromAllVessels () SCANsat.SCANcontroller.Update () I could fix the DeepFreeze errors, but the only way to do so would be to detect when this occurs and remove tracking of vessels that aren't in KSP memory. But the down side of that would be, in this example, that you would lose your frozen kerbals on "Dres 1". The better thing to do here would be track down what is causing KSP to have no memory of your vessels. So I started looking, I found lots of errors from PlanetShine complaining about planet colors. But this seems to be of most interest and occur a lot: [ERR 14:38:35.500] [SurfaceObject]: Cannot return to original parent, it no longer exists. I'm wondering if there is some issue with your Kopernicus/planets setup which is causing this issue. I would recommend: Make a copy of your install and eliminate mods Kopernicus and related and run a test game to see if you still get the problems. Sorry I can't be of more help, but I do believe there is much more evil going on here than a DeepFreeze error.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
JPLRepo replied to TaranisElsu's topic in KSP1 Mod Releases
Refer to Deepfreeze OP (see sig). The latest is @TaranisElsu has created a dev version which is compatible. Link on my deepfreeze OP Edit: sorry on phone and just realized forum doesn't put sigs on phone posts. Here is the Download link. Here is the GitHub post that contains above link -
Thanks... this will be very difficult to track down. Initial glance through, your log is full of so many errors from so many mods (and I noticed running under linux). I will look at it more closely later when I have time to see if I can find anything obvious that is causing it. Otherwise I might have a request for you to help me with a debug log. Let me go through it more closely and see if I can replicate the error myself without any other mods first. If I can't then I would suggest it is some sort of mod conflict with another mod you are using. I'll get back to you.
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Sorry to hear you are having problems. But as per OP, no log = no support. Please supply logs and I can take a look. Cheers.
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NP. Glad it's fixed the problem. I usually do all my testing with the volume on mute, so I never picked it up initially. Think I better change my testing policy.
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V0.20.1.0 released. Fixes sound bug when radially attaching CRY-0300R's in symmetry mode. Adding new wrapper class API (of significance only to other modders). Which TaranisElsu wanted (for supported TAC LS integration). Hopefully he will now officially update and support DeepFreeze integration (current only an unsupported dev version is available - see OP).
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"Reserve Power Depleted" will be displayed when vessel has no Reserve power. This is updated every frame of the game - so it would be very accurate. Given you then said you could not utilize reserves after that - what do you mean? that you couldn't transfer them into main power? That to me indicates some other unexpected error has occurred. But without a log file, there is not a lot I can do in the way of support. As per the OP: Thanks. Not had this issue reported before. Would need a log to track any potential bug down. Yes, as I had indicated before this is possible using Blizzy's Toolbar but not the stock app launcher buttons Actually this can be done, I will investigate. AmpYear doesn't do this as the small GUI (which can be kept open) is colour coded and there is a warning pop-up window when the critical low EC amount is reached.
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"Reserve Power Depleted" will be displayed when vessel has no Reserve power. This is updated every frame of the game - so it would be very accurate. Not sure exactly what you mean by "I was unable to utilize the reserves after that."? do you mean that you couldn't transfer reserve into main power? That reserve wouldn't re-charge? Unable to use the reserve power indicates to me that some other unexpected error has occurred. But without a log file, there is not a lot I can do in the way of support. As per the OP: For support please ensure you are following these instructions. NO LOG = NO SUPPORT. I do not support 64bit Windows and OSX work-arounds. The only current indication is to have the AmpYear GUI open which indicates power levels and is colour coded. It is not possible to do this with the stock application launcher (buttons top right). It can be done if using Blizzy Toolbar (but currently AmpYear does not do this).
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@xEvilReeperx Thanks for that. Was so busy looking at ProgressTree and Contracts I didn't look at ProgressNode. Your code seems the best solution given ProgressNode does not have the set methods exposed. Your work-around stops the ProgressTree from adding the science node. I am yet to prove this fixes the Contracts for exploring the bodies, working through a test now to see if I can get one to generate. Seems to have resolved the problem. No longer adds progress for science when taking pictures and generating the usual flyby/visit etc contracts. @sarbian Thanks for your help as well!
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Ya thanks. I found already a ProgressTracking node is being saved saying body 'x' (eg: Duna) has been reached and Science has been completedUnmanned is being added into the ProgressTracking SCENARIO node (CelestialBodySubtree.science). There appears to be no way to 'remove' this as the set methods are private. Not sure I really want to be doing this anyway. The real problem here is KSP stops generating the "Explore x" contracts for any bodies that you take pictures of. Which I believe/think that the adding of the progresstracking node is what the contract system is checking and then stops generating the normal "Discover x" contracts. Not sure there is anything that can be done given what is exposed in the ProgressTracking and Contracts system.
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The file footprint is around 45MB. Running without and with DeepFreeze installed I am seeing about 50-100MB difference depending on what you are doing.
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I have a unique problem perhaps? Tarsier Space Tech mod that I maintain which has space telescopes. When playing in career mode, when taking pictures of far away bodies it actually completes the progresstracking events (reached and unmanned) for those bodies. Which means that KSP does not then generate the discover/visit contracts for those bodies. Looking at ProgressTracking class and ProgressTree class I couldn't not see any public classes that allow you to remove/reset/delete the tracking nodes. Does anyone know if there is a way to remove/reset these tracking events so that say I can remove/reset them when pictures are taken of far away bodies, or a way to not complete them when taking pictures of the bodies?
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Ok I have a fix for the sounds issue in the editor. Which BTW only occurs with the radial CRY-0300R in symmetry mode. Do people still want to be able to freeze/thaw tourists? Given as Snarfster said, frozen tourists are not recognized by contracts system when crossing SOIs etc when the tourist is frozen.
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Yes that is correct. With KAC installed you can attach freeze/thaw commands to any KAC alarm. These will execute regardless of your Remote Tech status. But you Must have a RT connection or active Kerbal when you create and attach the freeze /thaw commands to the alarm.
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I'm not following your entire query. Re: Timer function- you can add a KAC alarm based on whatever you like that KAC supports (time, SOI change, man node, etc) and then set freeze thaw commands that are attached to the KAC alarm (assuming you have KAC installed). Re: RT status. You cannot issue Deepfreeze commands to a vessel that has no RT connection or thawed kerbal on-board. N/A usually means you don't have RT installed? Hence my first comment not sure I am following your query?