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Gildo Santiago

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Jun 14, 2024, 8:50:47 PM6/14/24
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Hello JPLRepo! I think I've found a bug. If I switch on temperature and electricity options in DeepFreeze, then launch a ship with any freezer, freeze kerbal(s) and switch to another vessel (or go to tracking station or KSC) and then warp - the electric charge (EC) on vessel with freezer starts slowly decreasing and eventually it depletes completely (no, I don't forget to install enough solar panels and radiators). But when I switch back to this vessel the EC is full although I'm getting messages that freezer is critical and I have to thaw kerbal(s) in 300 seconds or they'll die. Moreover, the freezer in that situation doesn't consume any of EC.

Hello JPLRepo, it's me again! Thanks for detailed answer! I've installed BackgroundProcessing as you recommended, but the EC is still only slowly depleting up to zero (when switched to another vessel or to Tracking station) and it isn't replenishing when on the bright side until I switch to the vessel with freezers again. Here's some screenshots:

deep freeze full version key free download


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Hello JPLRepo, it's me again! Thanks for detailed answer! I've installed BackgroundProcessing as you recommended, but the EC is still only depleting up to zero (when switched to another vessel or to Tracking station) and it isn't replenishing when on the bright side unti I switch to the vessel with freezers again. Here's some screenshots:

EDIT/UPDATE: @Deimos Rast ok all those INFO messages from TAC LS are normal log messages that TAC LS issues. Personally I'd add a setting to turn them on/off (as all my mods do this via a debug option in their settings), but it appears there is no way to turn these off and are intended to spam your log. (I have not changed this behaviour from TAC LS for my modified version).
Also, that message about gagues, Refer to this post. It's nothing to do with TAC or Deepfreeze.

Launch an empty vessel with USI LS 0.3.12.0 or empty a vessel (EVA all the crew) and leave the vessel for a while.
When a kerbal then enters the vessel after it has been empty for a period of time they start consuming supplies (with major munchies ) for the entire period the vessel was empty. So I can easily reproduce the problem with no Freezer/DeepFreeze involved.
Of course, the same happens when you freeze ALL your kerbals on the vessel with the latest USI LS installed.
The fix is to have at least one awake kerbal on board at all times, until Roverdude updates USI LS. I have sent him a fix and PM.

[!IMPORTANT]It is not recommended to install pip-deepfreeze in the sameenvironment as your application, so its dependencies do not interferewith your app. By default it works with the py or pythonexecutable found in your PATH (which does what you normally expectin an activated virtualenv), but you can ask it to work within anotherenvironment using the --python option.

[!TIP]When you install pip-deepfreeze, it also installs pip so you don'tneed to install pip separately in your virtual environment (forinstance, you may use python3 -m venv --without-pip to create it).However, if your virtual environment uses a Python version that is notsupported by pip-deepfreeze's bundled copy of pip, you will needto install pip in the target virtual environment.

To update all dependencies to the latest allowed version, you can usepip-df sync --update-all. This is equivalent to removingrequirements.txt then running pip-df sync. This is also roughlyequivalent to reinstalling in an empty virtualenv withpip install -e . -c constraints.txt then runningpip freeze > requirements.txt.

Assuming your project configuration declares extra dependencies suchas tests or docs, you can run pip-df sync --extras tests,docs toupdate your virtualenv with the necessary dependencies. This will alsopin extra dependencies in requirements-tests.txt andrequirements-docs.txt. Note that pip-deepfreeze assumes that theextras mechanism is used to specify additional dependencies to thebase dependencies of the project.

The most probable cause is that you used an older version ofvirtualenv which does not generate PEP 405 compliant virtualenvironments. virtualenv version 20 and later are supported, as wellas the Python 3 native venv module. Should this problem be prevalentin practice, we may add support for older virtualenv versions, oradd an option to ignore the virtualenv sanity check (which is onlythere to prevent pip-deepfreeze to corrupt the system Pythonpackages by accident).

[!NOTE]The command line interface is the only supported public interface. Ifyou find yourself writing import pip_deepfreeze, please don't, aseverything may change without notice. Or rather, get in touch todiscuss your needs.

The Object.freeze() static method freezes an object. Freezing an object prevents extensions and makes existing properties non-writable and non-configurable. A frozen object can no longer be changed: new properties cannot be added, existing properties cannot be removed, their enumerability, configurability, writability, or value cannot be changed, and the object's prototype cannot be re-assigned. freeze() returns the same object that was passed in.

Note that as the standard three properties (buf.byteLength, buf.byteOffset and buf.buffer) are read-only (as are those of an ArrayBuffer or SharedArrayBuffer), there is no reason for attempting to freeze these properties.

The result of calling Object.freeze(object) only applies to the immediate properties of object itself and will prevent future property addition, removal or value re-assignment operations only on object. If the value of those properties are objects themselves, those objects are not frozen and may be the target of property addition, removal or value re-assignment operations.

To make an object immutable, recursively freeze each non-primitive property (deep freeze). Use the pattern on a case-by-case basis based on your design when you know the object contains no cycles in the reference graph, otherwise an endless loop will be triggered. An enhancement to deepFreeze() would be to have an internal function that receives a path (e.g. an Array) argument so you can suppress calling deepFreeze() recursively when an object is in the process of being made immutable. You still run a risk of freezing an object that shouldn't be frozen, such as window.

\n Note that as the standard three properties (buf.byteLength,\n buf.byteOffset and buf.buffer) are read-only (as are those of\n an ArrayBuffer or SharedArrayBuffer), there is no reason for\n attempting to freeze these properties.\n

\n The result of calling Object.freeze(object) only applies to the\n immediate properties of object itself and will prevent future property\n addition, removal or value re-assignment operations only on\n object. If the value of those properties are objects themselves, those\n objects are not frozen and may be the target of property addition, removal or value\n re-assignment operations.\n

\n To make an object immutable, recursively freeze each non-primitive property\n (deep freeze). Use the pattern on a case-by-case basis based on your design when you\n know the object contains no cycles in the reference\n graph, otherwise an endless loop will be triggered. An enhancement to\n deepFreeze() would be to have an internal function that receives a path\n (e.g. an Array) argument so you can suppress calling deepFreeze()\n recursively when an object is in the process of being made immutable. You still run a\n risk of freezing an object that shouldn't be frozen, such as window.\n

This mod provides the ability to freeze and thaw kerbals for those long space journeys.
Introduces glykerol resource used for freezing kerbals.
To freeze a kerbal you must have 5 glykerol units (configurable via part.cfg or settings menu) and 3000 electrical charge (configurable via part.cfg or settings menu) per kerbal.
To thaw a kerbal you must have 3000 electrical charge (configurable via part.cfg or settings menu) per kerbal.

This is the on-going release and development version of the original concept developed by @scottpaladin.
The mod has progressed way beyond that original concept and contains very little of the original concept development code and parts.
Due to other commitments Scott indicated to me some time ago that he has little time and unlikely to continue any mod work on KSP into the future and has given me permission and well wishes to continue that initial work.
As per the terms of the original license full credit to forum user scottpalladin PaladinLabs for the original concept, ideas and first versions of the mod.
The license continues under the same license conditions. The release version will be known as DeepFreeze Continued...

Uses:When kerbals are frozen they do not consume life support resources. If you don't use life support mods, this mod doesn't really do much, except provide a few cool parts and ability to thaw and freeze kerbals.

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