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Home Page: http://forum.kerbalspaceprogram.com/threads/124720
License: Other
This project forked from scottpaladin/deepfreeze
Home Page: http://forum.kerbalspaceprogram.com/threads/124720
License: Other
Enhancement to include Glykerol ISRU manufacturing
DeepFreeze RemoteTech support?
Feature required?
So if all kerbals are frozen with remote tech, you need a probe with contact to be able to unfreeze them.
Or some other mechanism to wake them up.....
Hmm. some ideas formulating.
upon constructing a craft with this part in, whenever I launch the craft the part simply isn't connected at the front(SPH) or top(VAB) node, any part connected to it simply fall to the ground. BUT these parts are not disconnected, even though they are physically connected they still count as a single craft to the game. I have no idea what is causing this but it isn't fun this needs addressing, I've un-installed all mods leaving only Deepfreeze continued and this is still prevalent.
Originally Posted by hab136
I've got a bug report. Log and persistent.sfs: https://www.dropbox.com/sh/jtnkbvg4b...NPlGzJ9Ca?dl=0
I built a ship (Explorer 1), then docked it to my space station (TC2). Put Kerbals into the freezer, froze them (while docked), then undocked the ship, and then made a few modifications to the ship (with KIS).
When I went to unfreeze them (thankfully before the interplanetary journey), I couldn't. No Kerbals in the frozen list.
Looking at the save file, DeepFreeze saved them in SCENARIO{DFGameSettings{KerbalInfo{}}} against "vesselID = 6201018e-5580-48b6-9785-f655b44769cb" which doesn't exist, but presumably used to be TC2 (I also modified that station heavily using KIS). I changed that to c4792c2b-50e8-4e50-a3b9-67a166b6cfff to match the PartInfo{} vesselID of the actual freezer, as well as the actual ship:
Now the Kerbals show up in the list! But I can't unfreeze them. Pressing "Thaw" says "Code Error: Cannot thaw kerbal at this time / Thawing Aborted / Cannot thaw kerbal at this time". The log is full of "Argument is out of range" spam.
I'll try to fix this by save file hackery (probably just restoring them to "live" and then re-freezing), but this brings up some questions:
Thank you for the extensive bug report info.
Yes, DeepFreeze stores frozen kerbals against the SCENARIO rather than in the PartModule. This is so it can be accessed from anywhere in the game, such as another vessel (when the part is unloaded), etc and given there are Electrical Charge and Heat usage and monitoring that occurs all the time in game, this is required.
I am unfamiliar with how KIS operates and was not aware it can remove parts from vessels. It would be safe to say at this stage that DeepFreeze is NOT compatible with KIS. I will have to investigate how KIS removes parts, renames vessels, etc to see if it is using standard KSP GameEvents or not.
I will check the GameEvents that DeepFreeze uses and check that standard docking, un-docking and renaming still works.
Rather than your game save hack, DeepFreeze does allow you to Thaw Frozen Kerbals from the Space Center (they will re-appear in the Astronaut Center back at KSC) if they are no longer associated with a valid vesselID. So you could try that.
The sounds aren't working!
TAC LS - workaround. requires fix to be applied by TaranisElsu.
Snacks - Fixed and compatible. But it loads up the freezer with way too many snacks. Needs a module manager update to snacks on-board, but cannot due to syntax error currently applied by Snacks! using module manager itself (so unable to override) - Requires Snacks mod to update their MM config.
USI-LS - Fixed. Fully Compatible.
Interstellar Flight LS - Confirmed working.
IonCross - appears to only check active crew on vessels hen consuming resources. so should be compatible with DeepFreeze. Requires someone to test and confirm.
ASMI's ECLSS - not tested - Looks like it keeps track of kerbals - need to decipher the code further to understand the impact.
I
13 hours ago, GrzesiekB said:
Hi all.
First I wanted to say that I love this mod. Unfortunately I also love TAC LS. So.. TAC is still not compatible with Deep Freeze as I see it. When thawing a kerbal, he consumes supplies for the period when he was hibernating. I have the latest version of TAC LS (v0.12.2) and DF (v0.22.3). Here's my output_log: https://www.dropbox.com/s/yaxkffuozpeufp7/output_log.txt?dl=0
Maybe somebody could write a quick fix like that one for previous versions of TAC? Thanks for help.
OK, I can confirm this is an issue. When you freeze a kerbal you should see this in your log:
Deleting Frozen crew member: but I am not seeing that in your log, and that is why they still appear in TAC LS crew roster (they should be removed). But it looks like they are not being removed.
I will have to investigate what is going on.
Tasks for release of next version:
Test Fatal EC/Heat option and associated GUI pop-ups. - Includes emergency thaw process. - Done
Test Vessel switch added for previous as well as GUI warnings. - Done
Test vessel switch checking during freeze/thaw. - Done
Test NullRef bug fix on DFIntMemory. - done
Fix CRY-0300 Doors events and open/close with upcoming RPM update. - Done
Await RPM V0.23.0 before release. - Done
TACLS - Currently TACLS will not consume resources when kerbals are frozen, however when you thaw a frozen kerbal TACLS will consume life support resources for the entire time that kerbal has been frozen.
Incorrect text description on part.
The app launcher gets crowded. It'd be nice if it were possible to set the button to only show in Flight when there are valid parts on the vessel.
Add 1 kerbal 1.25M part.
First off I just love this mod. THe imangination of the moddlers out there just continue to amaze me and provides so much color into the game.sim. I've been using Deep Freeze for sometime now but as of late when I click on the 'deepfreeze' icon in any view I just get a two-tone grey bar. I've provided a screen snapshot of this. I also attached the required output.log.
The Deep Freeze functions still works fine, I can freeze and unfreeze without any issues. It's just the option/status screen no longer displays. It was not always like this, it's only recently this has occurred. I downloaded a fresh ZIP, deleted the existing file and reinstalled but to no avail.
This is not a big deal as the MOD still works fine. I do miss tracking which Kerbals are in Deep Freeze and of course the options to play around with.
Appreciate any assistance. I see there is an open issue which kind of pertains to this but there is no detail highlighted within this open ticket.
Dave T
Implement operating temperature checks and controls for freezer parts.
It does not consume snacks for frozen kerbals, but has a small issue as well where the ship supply screen does not update when you freeze crew unless you switch vessels or game scene
Issues with compatibility with Portrait Stats mod.
Causing null ref exceptions.
Bump map was left out of last version due to issues. Needs new bump map.
Textures on the Glykerol Tank need more tweaks, bit messy around the edges.
Noise in the Wall texture needs to be looked at.
Consume electricity for freezer operation (when this feature is on) and provide monitoring screen/alerting in DeepFreeze GUI window.
Switching to/from IVA mode of freezer part - Camera sometimes goes a bit silly. But you can simply zoom back out or switch view again and it corrects itself (probably as IVA mode is still WIP).
The link provided on CKAN for this mod leads to a 404 page instead of the forum thread.
It gives http://forum.kerbalspaceprogram.com/index.php?/topic/112328
When it should be http://forum.kerbalspaceprogram.com/threads/124720
I've been experiencing a bug entering the tracking station while using this mod. It renders the tracking station UI unusable and requires ending the game via alt-f4 or task manager, and I didn't have a chance to look into it until today. Please see the screenshot of the debug screen spamming errors when this problem occurs:
A sample of the output log upon entering the tracking station:
DF.DFIntMemory[FFDCF83C][1738.91]: Err: System.NullReferenceException: Object reference not set to an instance of an object at DF.DFIntMemory.CheckVslUpdate () [0x00000] in <filename unknown>:0 at DF.DFIntMemory.FixedUpdate () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
DF.DFGameSettings[A0F02900][1738.93]: Dump of KnownVessels
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
DF.DFGameSettings[A0F02900][1738.93]: Vessel = f5ea1f18-0c20-466e-a2d8-716e113fc6c5 Name = Evella I crew = 0 frozencrew = 3
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
DF.DFIntMemory[FFDCF83C][1738.93]: FixedUpdate failed to update DeepFreeze Internal Vessel Memory
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
new feature WIP. animation of the cryopods.
This was always a planned feature, and work is almost complete.
When using Snacks it defaults to load up 2000 snacks into the freezer part.
This should be significantly reduced, say 500??
A Module Manager Config file required to enhance this.
Quote Originally Posted by Papa_Joe View Post
Think I found another bug.
If you have all 10 seats frozen, there is no available seat with which to thaw a kerbal. When you try to thaw a kerbal, it says that the part is full. Further, when selecting crew from Ship Manifest, the CryoFreezer part is no longer included. This indicates the crewCapacity is set to 0 after all kerbals are frozen...
Am I missing something, or did this behavior change from test to release on the last version?
I could have a bug on my side...
I did change this at one stage because there are only 10 seats inside... It decreases the crew capacity each time you freeze one and increases it each time you thaw one.
if it's zero and you check I can see how this is happening, and if ten frozen aboard I know what's happening when you thaw, it is checking the capacity before changing it...
going to need a new process here I think. So currently it changes the crewcapacity and it marks their seats as taken. I did this because it didn't seem to manage seats correctly and probably because the INTERNAL is not complete and configured correctly. maybe it shouldn't change the crew capacity at all and manage the seats correctly. I'll think about it and do some more testing.
The function 'DisableKerbal' has moved to KERBALISM.API.DisableKerbal().
DeepFreeze ToolTip Background is hard to read in contrast to the tooltip text when compared to AmpYear, even though the two mods apparently use identical tooltip background icons.
The IVA portrait cameras are not always updating when you thaw kerbals.
When you thaw kerbals the IVA cameras are not updating to show the thawed crew.
like after a certain time eg 1 year, the cryopods open and the crew is un thawed.
Difficulty settings for EC usage and Heat setting are not correctly enabling in new game difficulty settings screen.
It looks like you can't access DF's FrozenKerbals list through the DFWrapper class.
When using DFWrapper.DeepFreezeAPI.FrozenKerbals
(the dictionary), it always has 0 members. Referring DFWrapper.DeepFreezeAPI.FrozenKerbalsList
causes an exception like this:
InvalidCastException: Cannot cast from source type to destination type. at DeepFreezeWrapper.DFWrapper+DFAPI.get_FrozenKerbalsList () [0x00000] in <filename unknown>:0
Same issue as described for TAC-LS.
Using USI-LS version 0.3.12.0 and deep freeze 0.20.3, when Kerbals are thawed, supplies are consumed from the entire time they were frozen.
For example, if one Kerbal is frozen for 100 days, and then thawed, 100 days worth of supplies are consumed immediately.
Title says it all, not much to this one :)
Lots of fixes required and testing.
First builds have freeze/thaw working. But need a full test regime to weed out other bugs.
Also needs full testing with all other mods once they are available.
Ok, quick test I did was add the DeepFreezer module to a part without internal model from VENS Revamp (copy of InflatableHAB). CrewCapacity and FreezerSize were set to 4.
Ingame I get the following message when clicking the UI freeze button "Cannot freeze kerbal. Freezer is full".
The UI Menu lists the freezer space being 0.
Log also spams the following error:
(Filename: Line: -1)
DF.DeepFreezer[FFF76E3E][136.62]: Part InflatableHAB2(4086808552) is loaded and internalModel has disappeared, so re-instansiate it
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
NullReferenceException: Object reference not set to an instance of an object
at DF.DeepFreezer.resetFrozenKerbals () [0x00000] in :0
at DF.DeepFreezer.OnUpdate () [0x00000] in :0
at Part.ModulesOnUpdate () [0x00000] in :0
at Part.Update () [0x00000] in :0
Hope this is of some use.
V0.17.0.0 supported user built parts with DeepFreezer partmodule attached as long as there was NO internal model defined for said part.
V0.18.0.0 does not support this. Request to re-instate this support.
Some users are seeing the transparent windows on the CRY-0300.
Unable to determine why this is occurring.
Background Processing is not available under KSP 1.1. Unless the mod author updates it soon I will look to put my own EC background processing
into DeepFreeze. For now if you are using EC usage the non-Background Processing method still works (it plays catch-up when you swith to the vessel).
There is no version of TAC LS for KSP 1.1 - so it is not currently supported.
Aborted freeze/thaw issues in the pre-release version require debugging.
A few suggestions: Have some triggers that initiate thawing of at least one Kerbal, like change of SoI or a set timer. Maybe some form of kOS integration, so no RT connection is required? I definitly like the RT integration.
Request to include KAC integration for alarms that do not have a Vessel GUID.
http://forum.kerbalspaceprogram.com/index.php?/topic/112328-112-deepfreeze-v0222-5th-june-2016/&do=findComment&comment=2622941
The IVA internals are still a work in progress and incomplete, but fully functioning.
Needs fixes to gaps in the walls.
Needs textures.
Needs kerbal seats and cameras to be placed correctly.
By using the cabin size 2.5 in orbit, changing ship screen turns black and if I select a grounded ship the floor is not displayed and kerbals not displayed and the game becomes unplayable having to close using Alt + f4 in both cases.
Do not know if this mod some ocacionados this, but I send a picture with the mods I have.
Use google translator that not English : 3
Am I the only one who, when thawing out a Kerbal notices that the new Kerbal is different from what they used to look like? I had my Kerbals customised in Texture Replacer but everytime I freeze a Kerbal they come out utterly different, with new faces, new suits and the like.........
Seems that attaching parts at the very edge of the doors (where one might place, say, solar panels, or extra glykerol tanks in a double symmetry mode) results in it acting as if it where the doors, instead of the body of the part, demonstrated here: http://imgur.com/TvtpCm1
Noticed that the mass in the config files are the same for CRY-1300 and CRY-300.
2.5 tons each and it is obviously the CRY-300 that is faulty.
Thanks for maintaining the mod. :)
Reported issues with reported errors on install.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
DF.DFIntMemory[FFEBEF74][1694.34]: FixedUpdate failed to update DeepFreeze Internal Alarm Memory
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
DF.DFIntMemory[FFEBEF74][1694.34]: Err: System.FormatException: Invalid format for Guid.Guid(string).
at System.Guid+GuidParser.ParseChar (Char c) [0x00000] in :0
at System.Guid+GuidParser.ParseGuid2 () [0x00000] in :0
at System.Guid+GuidParser.Parse () [0x00000] in :0
at System.Guid..ctor (System.String g) [0x00000] in :0
at DF.DFIntMemory.CheckKACAlarmsUpdate () [0x00000] in :0
at DF.DFIntMemory.FixedUpdate () [0x00000] in :0
It would appear invalid GUIDs being returned from the KAC API?
Will code a check for invalid GUIDs and see if this helps.
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