Cavgrei 14 :D Posted October 4, 2020 Share Posted October 4, 2020 Hi, I already have this mod but I have some problems with this, first: when I choose any freezing camera in the window resources, don't appears the resource called glykerol, second: due this in the moment when try to freeze a kerbal in the freezing camera simply I can't. How can I fix these problems?? Any solutions?? Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted October 10, 2020 Share Posted October 10, 2020 Hey!! @JPLRepo - thank you very much for this mod. It sure helped out [using Kerbal Health] to safely get kerbals from Kerbin to Duna and back! I hadn't realized that you added a sound effect for the placement and well, I thought my KSP had broke, again thank you. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted October 11, 2020 Share Posted October 11, 2020 I may have broken the game with this mod by doing something a bit silly: - Froze a Kerbal in LKO; - Brought the craft down to the surface; - Recovered craft with Kerbal still frozen inside it' - Kerbal disappears from the roster, all the scenery disappears from KSC view. Upon closer inspection of the save file the Kerbal is listed as 'unowned' and 'dead'. Looking through the logs I found these entries: Quote 10/11/2020 7:03:11 PM,DeepFreeze,Adding dead unknown kerbal Sally Kerman AKA FROZEN kerbal to DeepFreeze List 10/11/2020 7:05:34 PM,DeepFreeze,Found orphaned Frozen Kerbal Entry in Database for Sally Kerman Deleting entry Perhaps there should be a warning in-game about recovering crafts with frozen Kerbals, or else a way for the game to un-freeze them during recovery? Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted October 12, 2020 Author Share Posted October 12, 2020 14 hours ago, jimmymcgoochie said: I may have broken the game with this mod by doing something a bit silly: - Froze a Kerbal in LKO; - Brought the craft down to the surface; - Recovered craft with Kerbal still frozen inside it' - Kerbal disappears from the roster, all the scenery disappears from KSC view. Upon closer inspection of the save file the Kerbal is listed as 'unowned' and 'dead'. Looking through the logs I found these entries: Perhaps there should be a warning in-game about recovering crafts with frozen Kerbals, or else a way for the game to un-freeze them during recovery? It already does. So something clearly broke for you. Would need the logs from when you recovered the vessel to investigate further. You should be able to recovery your save from the automatic backup KSP makes. Quote Link to comment Share on other sites More sharing options...
darthgently Posted October 16, 2020 Share Posted October 16, 2020 (edited) I get that remotetech, if installed, should require a connection to change the programming on the freezer units, but I find it very hard to believe that a civilization capable of doing a freeze/thaw wouldn't have simple timer based thaw functions on the units. You know, like microwave ovens and alarm clocks? If I still messed with RT that would be a deal breaker for me. In fact, any information that the ship computer/sensors would know of, like time, or an SOI change, should be enough to wake the crew, or at least, in KSP, allow the player to wake them without a remotetech connection Edited October 16, 2020 by darthgently Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted October 16, 2020 Author Share Posted October 16, 2020 V 0.20 published for KSP 1.10.x Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted October 16, 2020 Share Posted October 16, 2020 Version number on SpaceDock got fat-fingered (circled digit should be 9 instead of 0): Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted October 16, 2020 Author Share Posted October 16, 2020 31 minutes ago, HebaruSan said: Version number on SpaceDock got fat-fingered (circled digit should be 9 instead of 0): Oh.. thanks. fixed. Quote Link to comment Share on other sites More sharing options...
Nemoksp Posted October 26, 2020 Share Posted October 26, 2020 buenas actualmente tengo la versión 1.3.0.1 de KSP, e instale este mod, pero cuando abro un partida me aparecen las piezas pero no me aparece ninguna opción para congelar a los kerbals. como podría solucionar el problema... Muchas gracias. Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted December 20, 2020 Share Posted December 20, 2020 (edited) @JPLRepo Does Glykerol have a presumed volume (liters per in-game unit)? The resource definition in CRP does not define it. I was trying to figure out if it was more like typical stock resources (5L/unit) or most CRP resources (1L/unit)... but if the density of Glykerol (0.012 metric tons per KSP unit) is similar to real-life glycerol (1.261 kg/L), then it would be 10L/unit. Having a defined volume for glykerol would facilitate adding tankage for it to parts in other mods. Thanks! Edit: Found some clues regarding the original design/intent back in ~2014... Evidently it's supposed to be 1L/unit (five liters per freeze) but also one-tenth its implemented density. Want me to submit a pull request to CRP? On 12/1/2014 at 10:09 PM, scottpaladin said: Hm... I think you're right. I had pulled my original density value from the entry for water in the CRP way back when I first started working on this but it would appear that I probably screwed up the decimal place. So that'll be fixed next time I push an update. If anybody wants to implement the fix themselves just edit the cfg: RESOURCE_DEFINITION{ name = Glykerol density = 0.0012 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0.8 } Edited December 20, 2020 by PocketBrotector Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted December 22, 2020 Share Posted December 22, 2020 (edited) On 3/14/2020 at 2:33 PM, JPLRepo said: You do not need BackgroundProcessing. DeepFreeze contains its own version of what that old mod essentially did. I’m assuming this is some metadata thing with CKAN that says it recommends it. Don’t install it. No, the bundled copy of BackgroundResources in this mod conflicted with the bundled copy of BackgroundResources in the TACLS mod (which is indexed as its own mod in CKAN for just this reason), so we switched it to a dependency between the two. https://github.com/KSP-CKAN/NetKAN/issues/7276 https://github.com/KSP-CKAN/NetKAN/pull/7277 To be clear, you're saying it's safe to remove the copy of BackgroundResources.dll that's included in this mod's download? Edited December 30, 2020 by HebaruSan Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted December 30, 2020 Author Share Posted December 30, 2020 On 12/23/2020 at 2:14 AM, HebaruSan said: No, the bundled copy of BackgroundResources in this mod conflicted with the real BackgroundResources mod, so we switched it to a dependency between the two. https://github.com/KSP-CKAN/NetKAN/issues/7276 https://github.com/KSP-CKAN/NetKAN/pull/7277 To be clear, you're saying it's safe to remove the copy of BackgroundResources.dll that's included in this mod's download? I don't follow CKAN. Which is why I recommend manually installing. Here is what I am saying. There is a BackgroundResources.dll that is distributed with this mod. That is the one the player should use. The player should not use any other Background / Unloaded Resources Mod with any of my mods. I'm not sure what the real BackgroundResources mod is? I only know of a Background Processing Mod , which was abandoned a while ago and I wrote my own BackgroundResources plugin that I now include with some of my mods. (it is not a stand-alone distribution). Players should not use this mod with any of my mods. Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted December 30, 2020 Share Posted December 30, 2020 16 minutes ago, JPLRepo said: There is a BackgroundResources.dll that is distributed with this mod. That is the one the player should use. The player should not use any other Background / Unloaded Resources Mod with any of my mods. I'm not sure what the real BackgroundResources mod is? OK, I misunderstood; thanks for the clarification: It's a bundled-only mod that's bundled in multiple mods. "The real BackgroundResources mod" just referred to the one pulled from TACLS; I did not check the full sourcing of that identifier before commenting. Updated my above comment to clarify. 16 minutes ago, JPLRepo said: I only know of a Background Processing Mod , which was abandoned a while ago and I wrote my own BackgroundResources plugin that I now include with some of my mods. (it is not a stand-alone distribution). Players should not use this mod with any of my mods. Don't worry, BackgroundProcessing is not involved here. Quote Link to comment Share on other sites More sharing options...
Severno Posted December 30, 2020 Share Posted December 30, 2020 (edited) Is anyone having issues with this mod in 1.11? Edit: it is working duh Edited January 5, 2021 by Severno Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted December 30, 2020 Author Share Posted December 30, 2020 On 10/27/2020 at 8:20 AM, Nemoksp said: buenas actualmente tengo la versión 1.3.0.1 de KSP, e instale este mod, pero cuando abro un partida me aparecen las piezas pero no me aparece ninguna opción para congelar a los kerbals. como podría solucionar el problema... Muchas gracias. Sorry my Spanish is pretty rusty. And there's a forum rule that you have to post in English unless you are posting in the foreign language sections of the forum. (Lo siento, mi español está bastante oxidado. Y hay una regla del foro que debe publicar en inglés a menos que esté publicando en las secciones de idiomas extranjeros del foro.) Why are you running KSP 1.3.0.1 that is such an old version? If you insist on running that version. you must run the version of the mods that correspond to that version of KSP. Which would be this one: https://github.com/JPLRepo/DeepFreeze/releases/tag/V0.23.5.0 Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted December 30, 2020 Author Share Posted December 30, 2020 On 12/21/2020 at 2:34 AM, PocketBrotector said: @JPLRepo Does Glykerol have a presumed volume (liters per in-game unit)? The resource definition in CRP does not define it. I was trying to figure out if it was more like typical stock resources (5L/unit) or most CRP resources (1L/unit)... but if the density of Glykerol (0.012 metric tons per KSP unit) is similar to real-life glycerol (1.261 kg/L), then it would be 10L/unit. Having a defined volume for glykerol would facilitate adding tankage for it to parts in other mods. Thanks! Edit: Found some clues regarding the original design/intent back in ~2014... Evidently it's supposed to be 1L/unit (five liters per freeze) but also one-tenth its implemented density. Want me to submit a pull request to CRP? Oh, thanks for all that detective work. Nice find. I missed the bit about you were asking if I wanted you to submit a PR and I already did one. Be in next CRP release I imagine.https://github.com/BobPalmer/CommunityResourcePack/pull/257 Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted December 31, 2020 Author Share Posted December 31, 2020 V0.30.0 published for KSP 1.11.x. See OP for download links. Re-Compile for KSP 1.11.x Add EVA construction capabilities to the CRY-300R (Can move it only, can't put in inventories) and the RS-X20R Glykerol Container (can be put in inventories as well). Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 23, 2021 Share Posted January 23, 2021 When I have some kerbals frozen and go into iva I can hear the mon_beep.wav sound effect all the time. Any way to turn it off? Quote Link to comment Share on other sites More sharing options...
TheDicko Posted March 21, 2021 Share Posted March 21, 2021 On 1/23/2021 at 12:28 PM, dave1904 said: When I have some kerbals frozen and go into iva I can hear the mon_beep.wav sound effect all the time. Any way to turn it off? Did you ever find this out? Love the mod but want to turn the beep off Quote Link to comment Share on other sites More sharing options...
dave1904 Posted March 21, 2021 Share Posted March 21, 2021 (edited) 17 minutes ago, TheDicko said: Did you ever find this out? Love the mod but want to turn the beep off na, I have never bothered trying but maybe deleting the sound file. Edited March 21, 2021 by dave1904 Quote Link to comment Share on other sites More sharing options...
darthgently Posted March 21, 2021 Share Posted March 21, 2021 2 minutes ago, dave1904 said: na, I have never bothered trying but maybe deleting the sound file. I bet you could replace the sound file with a snorring sample if you used the same format and filename Quote Link to comment Share on other sites More sharing options...
darthgently Posted May 4, 2021 Share Posted May 4, 2021 (edited) I added DF in the middle of a career game, have the entire tech tree unlocked, but none of the DF parts are showing up. Probably because I added it mid-game. Is there any way I can edit a file to get them to show up? Again, I have the entire tech tree unlocked already, but unfortunately prior to adding the mod. Thanks Nvrmnd. They aren't showing when searching for CRY, or DEEP, or GLYK, but I did find them via brute force. Maybe some keywords need to be set for searching? Anyway, looks fun Edited May 4, 2021 by darthgently Quote Link to comment Share on other sites More sharing options...
rudemario Posted May 24, 2021 Share Posted May 24, 2021 Are you not supposed to be able to freeze kerbals when using heat requirements on planets? Kerbin, for example, on the launchpad, has a temp of 31 degrees celsius. In space this isn't a problem, showing -81 or so degrees celsius. No matter how many radiators I throw onto the cryo pod I can't get the temperature of the part to decrease even the tiniest bit below 31 degrees celsius Is this a limitation of KSPs heat handling or a feature of the mod? I figured it would just be harder to keep Kerbals frozen on certain planets, not impossible. It seems that unless the planet has an ambient temperature below freezing, there is no way to reduce that. Like even an EC powered refrigerating function. Quote Link to comment Share on other sites More sharing options...
DOOM89 Posted June 8, 2021 Share Posted June 8, 2021 I can't get the mod to work properly, My kerbals freeze then after a vessel change become de-associated from the ship and i can't thaw them apart from at the space center, and even if they stay associated i get an error when thawing them and and the thaw is aborted... Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted July 1, 2021 Author Share Posted July 1, 2021 On 5/25/2021 at 8:30 AM, rudemario said: Are you not supposed to be able to freeze kerbals when using heat requirements on planets? Kerbin, for example, on the launchpad, has a temp of 31 degrees celsius. In space this isn't a problem, showing -81 or so degrees celsius. No matter how many radiators I throw onto the cryo pod I can't get the temperature of the part to decrease even the tiniest bit below 31 degrees celsius Is this a limitation of KSPs heat handling or a feature of the mod? I figured it would just be harder to keep Kerbals frozen on certain planets, not impossible. It seems that unless the planet has an ambient temperature below freezing, there is no way to reduce that. Like even an EC powered refrigerating function. Will look into this. In the meantime you can turn off the setting to integrate the pod with the temperature in the difficulty settings. On 6/9/2021 at 4:55 AM, DOOM89 said: I can't get the mod to work properly, My kerbals freeze then after a vessel change become de-associated from the ship and i can't thaw them apart from at the space center, and even if they stay associated i get an error when thawing them and and the thaw is aborted... No logs = No support, sorry. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.