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KSP2 Release Notes
Everything posted by Stavell
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Ver 2.30 has been released links updated in main post and files uploaded to Curse and Git. Fixes: Electric use below 12km on kerbin was not working as intended. Has been fixed Below 12km on kerbin you do not have to worry about electric. Also added Laythe below 6km life support use is .75 of normal rate
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And they shouldn't - I'll make sure some variable check didn't break with .90
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I'm going to be adding entry blanks for custom days remaining for warp cancel - at this time it is all based on the vessel days remaining less than 3 days caution less than 1 day danger. so EVA will put up the danger flag 4 hours. (This was my like for settings for my play) but will be in the cfg file to change once I get the code in. Percentage could get crazy as on my Jool mission last game I had 6 years of life support warp cancel would fire at 1.8 years - also how do I account for if someone placing a Stack tank for a Minmus mission and set the LS amount at 50 units to save weight and kredits Caution and warp cancel would fire at launch. Nice Idea just not sure how it would work in operation.
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
New version available, Download link updated in main post. Version 0.8.8 Added Building tracking at Space Center so you see which building a player is using at Space Center Tweaks to chat display scroll back and window size. -
Download link has been updated to VERSION 2.20release. 12-17-2014 : Release VER 2.20- IFILifesupportPlugin22.zip or GitHub IFI Life Support Releases or Project Page on curse Changes: Fix Rescue Contract Bug that was killing kerbals when spawned by contract system Kerbals spawned by Contract System on now flagged RESCUE in GUI until you get within 2.5km then they start tracking LS.
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I'm testing the fix now seems to be working will have a build available today. Sorry my way of saving them before broke with .90
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that was broken in all earlier versions of the game couldn't get EVA tracking to run on stranded Kerbals guess it works now in .90. but resources are messed up. I need to fix it ASAP. should have a build ready by noon Wednesday.
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
Yes I will send you a link when I get the next build made. -
Not sure whats going on I'm doing a career mode in .90 on 32b KSP. and was unable to get stage recovered said terminal velocity 100.2m/s so I added 4 more chutes the next time and the Terminal velocity number in the message went up to 122.3 m/s instead of down. So I added just a radial chute to a radial decoupler on the next launch and got terminal vel of infinity on just a chute I forgot to save log so I'm going to do it again and then post log. LOG: (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Vessel Space Test Debris was on-rails at 0.0 atm pressure and was destroyed. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [SR] Error occured while trying to determine terminal velocity. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FormatException: Unknown char: < at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0 at StageRecovery.RecoveryItem.GetParachuteDragFromPart (.AvailablePart parachute) [0x00000] in <filename unknown>:0 at StageRecovery.RecoveryItem.DetermineTerminalVelocity () [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) StageRecovery.RecoveryItem:DetermineTerminalVelocity() StageRecovery.RecoveryItem:.ctor(Vessel) StageRecovery.StageRecovery:VesselDestroyEvent(Vessel) EventData`1:Fire(Vessel) Vessel:OnDestroy() (Filename: Line: -1) [SR] Vt: 200.2578 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Awarding 42424 funds to player for contract completion (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Awarding 41 science to player for contract completion (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Awarding 530 reputation to player for contract completion
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Official Mod Compatibility Thread for .90
Stavell replied to NathanKell's topic in KSP1 Mods Discussions
http://forum.kerbalspaceprogram.com/threads/92011-Release-V2-0-25-0-Interstellar-Flight-Inc-Kerbal-Life-Support-Mod Interstellar Flight Inc Life Support VER 2.10 is compatible with KSP .90 Also Kerbal Live Feed v0.8.7 is compatible with KSP .90 http://forum.kerbalspaceprogram.com/threads/100793-25-Kerbal-Live-Feed-Interstelar-Flight-Inc-%28FORK%29?p=1553674#post1553674 -
Download link has been updated to VERSION 2.10release. 12-15-2014 : Release VER 2.10- IFILifesupportPlugin21.zip or GitHub IFI Life Support Releases or Project Page on curse Changes: KSP .90 Beta than Ever support Timewarp stopping is consistent with our without status window open. Small Updates to parts Up-coming: Cfg file for consumption rates. Still working on internal view props and re texture.
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
New version available, Download link updated in main post. Version 0.8.7 Updated for KSP .90 Beta than Ever. -
[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
Server Status Page at: http://ksp.gaterunner.com:8080 Now active -
[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
New version available, Download link updated in main post. Version 0.8.6 Ozraven's fix for Space Center and editor Input Lock. Whats Next? : Atempting to Merge code changes with Velusip's code for a unified plugin and support. -
Also I recommend Timewarp with Life Support Tracking Window up. as updates happen faster and ther is less chance of a missed caution or danger level not stopping warp in time. I'm working on a change so that timewarp with window open or closed should make no difference. Didn't want to hold this update up to test that code.
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Download link has been updated to VERSION 2.00release. 12-13-2014 : Release VER 2.00- IFILifesupportPlugin20.zip or GitHub IFI Life Support Releases or Project Page on curse Changes: Rewrote Lifesupport Tracking code. Added Applauncher Icon Updated EVA code LS Tracked on all Vessels in realtime Small Updates to parts Up-coming: Cfg file for consumption rates. Still working oninternal view props and re texture.
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
New version available, Download link updated in main post. Version 0.8.5 Fixed Editor Lock Debug spam which was inadvertently left in from testing build. Increased UDP Timeout time. Whats Next? : Merging code changes with Velusip's code for a unified plugin and support. -
I'm using the following code to remove a kerbal from a unloaded vessel. Everything seems to work and when queried again the kerbal appears to be gone. But when I switch scenes he shows back up in the vessel. private void CrewTestProto(int REASON, ProtoPartSnapshot p, double l) { int CUR_CWLS = IFICWLS; CUR_CWLS += (Convert.ToInt16(l) * 10); float rand; ProtoCrewMember iCrew; for (int i = 0; i < p.protoModuleCrew.Count; i++) { rand = UnityEngine.Random.Range(0.0f, 100.0f); if (CUR_CWLS > rand) { iCrew = p.protoModuleCrew[i]; p.protoModuleCrew.Remove(iCrew);// Remove crew from part iCrew.Die(); IFIDebug.IFIMess(p.pVesselRef.vesselName + " POD Kerbal Killed due to no LS - " + iCrew.name); string message = ""; message += p.pVesselRef.vesselName + "\n\n"; message += iCrew.name + "\n Was killed due to ::"; if (REASON == 1) { message += "No Electric Charge Remaining"; } else { message += "No Life Support Remaining"; } message += "::"; MessageSystem.Message m = new MessageSystem.Message("Kerbal Death from LifeSupport Failure", message, MessageSystemButton.MessageButtonColor.RED, MessageSystemButton.ButtonIcons.ALERT); MessageSystem.Instance.AddMessage(m); p.storePartRefs(); } } }
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More work on tracking all vessels in flight. Code is working well and should be ready for Public release in 3-4 days. Adding Warp cancel on any vessel getting low and a Button to override warp cancel.
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
I understand Linux and Mac like the server as a console. But for me as the HOST with a windows server 2008 blade server. I have to have it as a windows service so I do not have to keep a terminal services window running in order to run the KLF server. I'm currently looking into how to host the code for a console app concurrently with the service app. problem is the console app has console controls. where the service app starts hosting automatically and reads all settings from the config file with no interface for control except START STOP RESTART. I forked from the original but the code was actually behind your code and when I reverted a couple files - I killed alot of changes and broke the Client - Once I had made changes I could not get them to update to git for some reason so I made a new repo which fixed the problem. -
[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
two reasons the source code is not avalible: 1. I Converted it to a windows service application (which would cause problems if you try and compile it at same time as the client and plugin(did not want support headache) 2. ID10T's had decided after I took up support of this mod that it would be fun to modify the client to send messages and other stuff to crash the server. Without server code public this is now harder to do. A few ruin it for everyone I Will unban you from the server - BTW anyone that wants to run a server can use the original code to build a console app that will work and I plan to make updates to the code as well as my service app code.