Bluastrid Posted September 10, 2017 Share Posted September 10, 2017 Love this mod, especially with OPM! A couple suggestions : • Mk2 and Mk3 sized pods for spaceplanes, • A way to "mine" glykerol (I know it's been suggested before), • A change of color for lengthy freezes: Having Jeb turn blue (literally) for a few days after having been frozen all the way to Sarmus would be funny! Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted September 10, 2017 Author Share Posted September 10, 2017 8 hours ago, Bluastrid said: Love this mod, especially with OPM! A couple suggestions : • Mk2 and Mk3 sized pods for spaceplanes, • A way to "mine" glykerol (I know it's been suggested before), • A change of color for lengthy freezes: Having Jeb turn blue (literally) for a few days after having been frozen all the way to Sarmus would be funny! 1 - But you can already.https://imgur.com/6XEcUgh 2 - Yes on the list, with about a bajillion other things. 3 - Yeah nah. Quote Link to comment Share on other sites More sharing options...
Geonovast Posted September 18, 2017 Share Posted September 18, 2017 I can't believe I just found this. The hour and a half until I get home from work is gonna take forever. Quote Link to comment Share on other sites More sharing options...
goofymilkman Posted September 20, 2017 Share Posted September 20, 2017 (edited) I just installed this mod, and I am playing an existing save, but I can't seem to be able to find any of the parts in the tech tree. So can anyone tell me where they are? I am using community tech tree. Edited September 20, 2017 by goofymilkman Quote Link to comment Share on other sites More sharing options...
funkcanna Posted September 27, 2017 Share Posted September 27, 2017 Hi, im using this with RemoteTech. My understanding is that if I have an active RT connection I can freeze ALL of my on-board Kerbals. Is this correct? When I currently try to freeze my last kerbal, the RT status goes to red NC (when I move him to the chamber) and I cant freeze him, however when he is sat in the command pod, the RT connection is green. Am I doing something wrong? Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted October 7, 2017 Author Share Posted October 7, 2017 V0.23.7 released for KSP 1.3.1 support. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 15, 2017 Share Posted October 15, 2017 (edited) @JPLRepo I'm updating an old life support mod, called IFI LS. I'm trying it with this, and am getting the message that I can't freeze the kerbals at this time. Does DF check for existence of a LS mod, and not work if it doesn't see a compatible one? Never mind, I found the problem. I had deleted the CRP by accident, so of course it wasn't working Edited October 15, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 15, 2017 Share Posted October 15, 2017 Ok, so it all looks good, after DF freezes the kerbals, the LS mod doesn't see them any more. is there anything you'd recommend I either test for or add? Thread is here: @JPLRepo I was looking into the cfgs to figure out a problem and noticed that the CRT-2300Freezer has a maxTemp of 2900, while the other parts had that changed to 2000 from 2900 Was this intentional? Quote Link to comment Share on other sites More sharing options...
MacEriu Posted October 20, 2017 Share Posted October 20, 2017 When trying to freeze a kerbal I get a error message saying "Cannot freeze while temperature is greater then 300c". I get this message at the launch pad and in space. How do I lower the temperature. I'm using the CRY-0300 and B-10k batteries as a quick test ship. Quote Link to comment Share on other sites More sharing options...
SchrottBot Posted October 22, 2017 Share Posted October 22, 2017 On 21.10.2017 at 12:10 AM, MacEriu said: When trying to freeze a kerbal I get a error message saying "Cannot freeze while temperature is greater then 300c". I get this message at the launch pad and in space. How do I lower the temperature. I'm using the CRY-0300 and B-10k batteries as a quick test ship. Are you using any nuclear drives or generators on that ship? Then you'd want to use (more) radiators as well. Quote Link to comment Share on other sites More sharing options...
MacEriu Posted October 23, 2017 Share Posted October 23, 2017 (edited) No, just the basic parts: one control part, the freeze chamber, and batteries for one quick freeze. I'll put on some radiators and see what happen. Went to do another test, and it seems to work fine. Hope it stays that way. Edited October 23, 2017 by MacEriu New Text Quote Link to comment Share on other sites More sharing options...
SchrottBot Posted October 25, 2017 Share Posted October 25, 2017 On 23.10.2017 at 4:01 AM, MacEriu said: No, just the basic parts: one control part, the freeze chamber, and batteries for one quick freeze. I'll put on some radiators and see what happen. Went to do another test, and it seems to work fine. Hope it stays that way. Every now and then KSP behaves strange in heat production management. Switched to my mun station yesterday an found nearly all parts overheating and radiators in complete overload. Likes to happen especially when time warping. =) F5 F9 cures thet sometimes, sometimes only reloading KSP works the magic. =) Quote Link to comment Share on other sites More sharing options...
hyperion9710 Posted December 11, 2017 Share Posted December 11, 2017 need drill and refinery to change resources into glykerol! one god damn small drill and one god damn extended attachment of refinery! Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted December 21, 2017 Share Posted December 21, 2017 (edited) I advise patience. This was addressed a page or few back (manufacturing glykerol). Go check, its on the list of things. But its not simple. The converter, the recipe, and then balancing them against game play - well those are all non-trivial things. So how about you learn how to wait? Its Christmas holiday season, and JPLRepo is probably like the rest of us and has a lot of other things going on. On 12/10/2017 at 10:33 PM, hyperion9710 said: need drill and refinery to change resources into glykerol! one god damn small drill and one god damn extended attachment of refinery! @hyperion9710 a word of well intentioned advice - You might want to tone it down a bit. Demanding in that kind of perceived harsh tone typically does not get results. And its also against forum etiquette - and rules. If you were writing a mod as complex as this in your spare time, for free, outside of working hours, and you had to give up your recreational and family time to do it, what would you think of someone showing up and demanding "One g*d damn" anything from you? Would you think they were acting like a brat perhaps, hmm? Think about it. Merry Christmas. Edited December 21, 2017 by Murdabenne Quote Link to comment Share on other sites More sharing options...
kerbalfreak Posted December 25, 2017 Share Posted December 25, 2017 Right now I'm thinking how ethical is to send a frozen Kerbal on a escape trajectory from Kerbol, just to maybe be found some day by an alien race (like the Golden Records from Voyager). I have a scientist with maximum courage and stupidity who would gladly accept the mission. Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted March 16, 2018 Author Share Posted March 16, 2018 v 0.23.8 release for KSP 1.4.1 Quote Link to comment Share on other sites More sharing options...
Apollo13 Posted March 16, 2018 Share Posted March 16, 2018 (edited) Thanks for updating the mod. It is essential for my trips to other planets, because I use USI-LS. BTW: you are distributing a very old version of Module Manager. Current version is 3.0.6 Edited April 5, 2018 by Apollo13 Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted March 16, 2018 Author Share Posted March 16, 2018 50 minutes ago, Apollo13 said: Thanks for updating the mod. It is essential for my trips to other planets, because I use USI-LS. BTW: you are distributing a very old version of Module Manager. Current version is 3.6.6 Ah damn. Forgot to put the new one in the build script. Just delete it and get the newest one. Will fix. Quote Link to comment Share on other sites More sharing options...
b0ss Posted March 17, 2018 Share Posted March 17, 2018 (edited) Does anyone know of a way to adjust the .cfg's so that frozen Kerbals still consume a small amount of resources and electric charge? Edited April 7, 2018 by b0ss Quote Link to comment Share on other sites More sharing options...
popos1 Posted April 3, 2018 Share Posted April 3, 2018 (edited) @JPLRepo Any way to fix that on DMP and LMP kerbals are disappear after connect to the server? Edited April 3, 2018 by popos1 Quote Link to comment Share on other sites More sharing options...
Xurkitree Posted April 20, 2018 Share Posted April 20, 2018 OMG I just discovered it looking at the Galileo Planet pack recommended mods section and this is perfect when I got for RSS/RO run. Can't wait to use this! Will make Life support a lot less painful. Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted April 20, 2018 Author Share Posted April 20, 2018 On 4/4/2018 at 1:41 AM, popos1 said: @JPLRepo Any way to fix that on DMP and LMP kerbals are disappear after connect to the server? Dunno. never used those mods. Quote Link to comment Share on other sites More sharing options...
Mark Kerbin Posted April 23, 2018 Share Posted April 23, 2018 Hey @JPLRepo? Can you tell spacedock that this mod is chill for 1.4.2? (yeah I know your a dev for squad and thus are busy, but miniavc is reallly intent on letting me know this is outa date) =P Cool mod btw. Very handy for kerbal health and such. Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted April 23, 2018 Author Share Posted April 23, 2018 48 minutes ago, Mark Kerbin said: Hey @JPLRepo? Can you tell spacedock that this mod is chill for 1.4.2? (yeah I know your a dev for squad and thus are busy, but miniavc is reallly intent on letting me know this is outa date) =P Cool mod btw. Very handy for kerbal health and such. Updating spacedock to 1.4.2 won't change miniavc behavior. Only a new release will with updated miniavc file. Quote Link to comment Share on other sites More sharing options...
Mark Kerbin Posted April 23, 2018 Share Posted April 23, 2018 Just now, JPLRepo said: Updating spacedock to 1.4.2 won't change miniavc behavior. Only a new release will with updated miniavc file. Ah. I will procced to remove miniavc.dll then =P Quote Link to comment Share on other sites More sharing options...
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