johnwayne1930 Posted December 21, 2014 Share Posted December 21, 2014 Is this working in 0.90? Link to comment Share on other sites More sharing options...
JeffreyCor Posted December 21, 2014 Share Posted December 21, 2014 Whoever tries it first let everyone else know Link to comment Share on other sites More sharing options...
scottpaladin Posted December 21, 2014 Author Share Posted December 21, 2014 Is this working in 0.90?I'm working hard on the next release (among like 5 other spare time projects) to add the one kerbal Cryopod and some neat functionality with it; so I haven't really looked into how the currently released version plays with .90. I suspect it should be ok, but you never really know. If it looks like the next feature release will be too far off, I'll try to shoot for a more straight recompile of the .14 code with the beta DLLs and get that out to people.- - - Updated - - -Whoever tries it first let everyone else know I am curious as well. Link to comment Share on other sites More sharing options...
johnwayne1930 Posted December 21, 2014 Share Posted December 21, 2014 Is this working in 0.90?I'm working hard on the next release (among like 5 other spare time projects) to add the one kerbal Cryopod and some neat functionality with it; so I haven't really looked into how the currently released version plays with .90. I suspect it should be ok, but you never really know. If it looks like the next feature release will be too far off, I'll try to shoot for a more straight recompile of the .14 code with the beta DLLs and get that out to people.- - - Updated - - -Whoever tries it first let everyone else know I am curious as well.Well then, I'll try it and report here later. Link to comment Share on other sites More sharing options...
Isabelle.V.Fuchs Posted December 21, 2014 Share Posted December 21, 2014 Whoever tries it first let everyone else know It works. Freezing and unfreezing went well Link to comment Share on other sites More sharing options...
JeffreyCor Posted December 21, 2014 Share Posted December 21, 2014 Whoo hoo! Kerbals are doing a happy dance now Link to comment Share on other sites More sharing options...
Kolago Posted December 27, 2014 Share Posted December 27, 2014 So where can we get the new 0.90 DLL? Link to comment Share on other sites More sharing options...
JeffreyCor Posted December 27, 2014 Share Posted December 27, 2014 No new DLL is needed for 0.90, that is what the previous posts were talking about! Link to comment Share on other sites More sharing options...
RainDreamer Posted December 27, 2014 Share Posted December 27, 2014 Wonder when we will get an IVA for this. The internal view looks fun enough already. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 27, 2014 Share Posted December 27, 2014 Nice to see that this mod is still being supported. I was starting to wonder again Link to comment Share on other sites More sharing options...
Rolanvorxariat Posted December 27, 2014 Share Posted December 27, 2014 Maybe you should make a shorter one, like a hitchhiker length one holding 6 kerbs and a lander can sized one holding 4 Link to comment Share on other sites More sharing options...
JeffreyCor Posted December 28, 2014 Share Posted December 28, 2014 That is a great idea!! Adding a shorter, fewer holding module would be great! Link to comment Share on other sites More sharing options...
Riverey Posted January 10, 2015 Share Posted January 10, 2015 And some small radial tanks and all that stuff=) Link to comment Share on other sites More sharing options...
vardicd Posted January 15, 2015 Share Posted January 15, 2015 Just curious, and sorry if I missed the answer somewhere else, the way this mod works, will it also work for the snacks! mod? Link to comment Share on other sites More sharing options...
RainDreamer Posted January 15, 2015 Share Posted January 15, 2015 Just curious, and sorry if I missed the answer somewhere else, the way this mod works, will it also work for the snacks! mod?From what I understand, this mod flatout remove the kerbal from your active crew on the craft, kind of like if they are dead(cryogenic sleep is kind of like dying anyway), then revive them when you retrieve them. So I think it would work with any mods that do things to active kerbals. Link to comment Share on other sites More sharing options...
DJRWolf Posted January 15, 2015 Share Posted January 15, 2015 I would like to see this having KAS enabled radial tanks so you can resupply it at each stop along the way if you have sent resupply craft ahead of the main one or just mounted enough tanks to keep you going after each stop. One mission I did with Near Future in .25 was a kind of Grand Tour that would have stopped at every planet past the orbit of Kerbal. But now those plans are on hold as that set of mods updates to .90. But being able to wake your crew up at each stop would be nice if you have enough Glykerol stored (or get resupplied from ReMo's (Resupply Module)).Also, different sized ones would be quite nice. But not just shorter 2.5m parts but also 3.75m one as well that can hold even more Kerbals. Link to comment Share on other sites More sharing options...
BrutalRIP Posted January 17, 2015 Share Posted January 17, 2015 when using remotech would freezing all kerbals on a craft would that mean local command will stop? Link to comment Share on other sites More sharing options...
JeffreyCor Posted January 17, 2015 Share Posted January 17, 2015 I believe it should, just as having an uncrewed command pod no longer functions. I'm curious though if it would then revert to using an unmanned command pod and apply signal delay at that point. Something interesting to try. Link to comment Share on other sites More sharing options...
FatherLawrence Posted January 19, 2015 Share Posted January 19, 2015 Suggestion: Add a right-click option to "Thaw All Kerbals". Make it cost as much as thawing 10 Kerbals (unless you know how to make it cost only as how many there are frozen). It saves on clicking for every single Kerbal if you're building colony ships to different star systems. And, like the others noted, it would make this mod more compatible with RemoteTech. Right now, it's impossible to thaw someone as part of an action group, even with ActionGroupsExtended which allows you to edit action groups in flight after you've frozen someone and there is a right-click option to thaw them.I'm really liking this mod so far and I'm excited to see where it goes. Link to comment Share on other sites More sharing options...
DJRWolf Posted January 22, 2015 Share Posted January 22, 2015 Anyone try using the 1-Kerbal one as a life pod? Besides the freezing pod I would think it would only need 3,500 EC charge (it is 3,000 to freeze if I remember right), a probe core to control it without a pilot and provide torque, a single RTG or a couple of solar panels to replenish power, and a docking port.A rescue mission could be unmanned and just dock to each pod and keep the Kerbals "on ice" until it gets back to Kerbin. Torque on the life pod could come in handy so you don't have to move the rescue ship around as much since you can switch to the life pod and point it's docking port at the rescue craft. Link to comment Share on other sites More sharing options...
bear67 Posted February 2, 2015 Share Posted February 2, 2015 (edited) A rescue mission could be unmanned and just dock to each pod and keep the Kerbals "on ice" until it gets back to Kerbin. Torque on the life pod could come in handy so you don't have to move the rescue ship around as much since you can switch to the life pod and point it's docking port at the rescue craft.I haven't tested this MM file but you could make Roverdude's lifepod into a cryopod.+PART[USI_PodCapsule]:NEEDS[SrvPack,DeepFreeze]{ @name = CryoPod RESOURCE { name = Glykerol amount = 10 maxAmount = 10 } MODULE { name = DeepFreezer FreezerSize = 1 IsCrewableWhenFull = false ChargeRequired = 3000 ChargeRate = 30 } MODULE { name = SimplePartModule }}This works, but you'd also want too change the Title and Description of the new part. Edited February 5, 2015 by bear67 tested it (fixed typo) Link to comment Share on other sites More sharing options...
Wabbit Posted February 3, 2015 Share Posted February 3, 2015 Yay! No more spamming TAC LS containers. Link to comment Share on other sites More sharing options...
JPLRepo Posted February 10, 2015 Share Posted February 10, 2015 Now this is really interesting... Can I suggest: check if the resource is available before attempting the freeze. I noticed if you don't have enough electric charge it still attempts to draw it all until it runs out then aborts the freezing process.This has probably been brought up as well - is it realistic once frozen there is no on-going/in-freeze resource requirements? such as ElectricCharge to keep monitoring station/processes running? Link to comment Share on other sites More sharing options...
lajoswinkler Posted February 15, 2015 Share Posted February 15, 2015 I've just started using this mod as a way to enable my mission to safely aerobrake without exposing sideway stuff to the plasma.However I can't fit more than 2 Kerbals in one module, and after thawing I can't remove but one Kerbal out of it. Is it something that normally occurs when you use this mod in v0.9. or an usual glitch? Link to comment Share on other sites More sharing options...
Tommygun Posted February 15, 2015 Share Posted February 15, 2015 I've just started using this mod as a way to enable my mission to safely aerobrake without exposing sideway stuff to the plasma.However I can't fit more than 2 Kerbals in one module, and after thawing I can't remove but one Kerbal out of it. Is it something that normally occurs when you use this mod in v0.9. or an usual glitch?I'm using it in 0.90 without this issue.Well assuming it's not a bug, some of the things you need to have are:Enough power to freeze/defrost(check position of solar panels to sun); have enough Glykerol fluid; there is only room for one conscious Kerbal in the freezing module at a time; do you have a robotic probe core as well as a manned one.Well that's all I can think of right now. Link to comment Share on other sites More sharing options...
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