Papa_Joe

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About Papa_Joe

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  1. The short answer is maybe. The Roster window has provisions for editing kerbals, but you may have to remove them from the vessel and put them back after you finish. Set the Realism settings to none, and you can do this. However, Roster Manager will do this much more easily. It works similarly to the Roster window of ShipManifest, but allows for complete control over your kerbals. Link is in my signature.
  2. I'm sitting here in front of my computer, contemplating how to solve one of the issues I have with science transfers, and it occurs to me.... In the first place, one of the issues I had with vessel to vessel transfers was proper vessel detection. The possibilities can be very complex, as KSP keeps track of each docking with 2 objects. ModuleDockingNode.VesselInfo, and ModuleDockingNode.otherNode.VesselInfo. It is a very flexible way for KSP to keep track of vessels when they dock and undock. This makes reassembling the new vessel easy on undock, and allows for persistence to save file of docked vessel info However, because of this flexibility and "memory" of docking history, you can get some very interesting results when you try to traverse a vessel that contains several docked vessels. I suspect those that have assembled stations or depots from multiple launches are noticing this as we speak. I have not tested extensively with myriad combinations of multiple launches to assemble stations, but I suspect you end up with several vessels connected together in a hodgepodge. this got me thinking. Since I can detect the vessels, why not allow you to combine them? I wanted to be able to merge 15 different docked vessels into one vessel so vessel to vessel transfers are easier. Besides, in actuality, a station, base or depot usually takes many launches to assemble. So, I built it. In the Control Window, where Docked Vessels are displayed, I have added a toggle to allow selection of multiple vessels. The action buttons at the bottom gives you the choice of combining these selected vessels or clearing the selections. Now you can have a single vessel that represents your Station, Base or Depot. Since I added Docked vessel renaming in the last release, you should be able to name it and "make it one". Screen Shots:
  3. May be a moot issue now. New release out. I suggest testing against that. Version 5.2.0.0 - Release 17 Jul 2017 - Vessel to Vessel Edition - New: Added Docked vessel to vessel Crew transfers. - New: Added Docked Vessels Control panel. View your docked vessels, Rename a vessel, and undock a vessel with a click of a button. - New: Added option to vessel to vessel Crew transfers to limit crew xfr list to tourists only. Space tourism awaits! - New: Added ability to create Tourists from Roster Window. - New: Spanish localization added. Thanks to Fitiales! - Misc: refactored vessel detection for vessel to vessel transfers, it was not behaving as exected. - Misc: A bit of refactoring on highlighting, as it was not behaving as expected - Misc: Increased base volume of crew movement sound files. Note: I'm in the middle of testing the changes to vessel to vessel science transfers. I've got it disabled until I have it working reliably. Also, the highlighting bug was fixed with the refactoring I did for highlighting in the change log above. As always, enjoy, and report any issue you may find.
  4. Hadn't considered that. Space tourism... Hmm.. well to filter the kerbal list for just tourists is trivial, so I'll add an option to allow that. Now where to put that option..
  5. Antennas "could" be remote tech. I have not tested that compatibility in awhile. Let me know what you find out. Finally one more thing to check. Be sure the vessel is controllable. I do recall limiting control of ship functions by that flag. You can test that by turning off realism. if your antennae and solar panels appear, that is the reason.
  6. Ok, i have tested SM 5.1.4.3 in a fresh install of KSP 1.3, and it works just fine. Based on your output log, you have a lot of mods installed. I noted some issues during Module Manager parsing about removing nodes based on missing dependent mods. That may or may not be an issue, but I suspect that you have some sort of Mod Conflict. Based on what I'm seeing, possibly USI or Near Future, That is only a guess based on the logs. No errors are found, so that means an expected module is not showing up when searched. ModuleDeployableSolarPanel is what I search for. If that module was replaced by a custom module manager config, that would explain the failure. Using a clean game save, as any existing flights will be broken if you remove dependent mods, I recommend removing mods one at a time, using your test rig just as you have it. when you see panels, the last removed Mod is the culprit. Then replace any other mods that were previously removed to verify, again one at a time, leaving that one mod out. If the incorrect behavior does not return, then it is that one mod. Otherwise, it could be multiple mods conflicting, and this troubleshooting method will identify either condition. Hope that helps. If there is a custom module I need to detect, this will also help me to identify it. Please let me know what you find out.
  7. No it is not normal, IF you have extendable solar panels on your vessel. In my testing I'm seeing panels. So, more info will be needed to help you. Now, for an update. I've been hard at work on an update to SM. I have a major release coming soon. I'm in the middle of testing; this testing might take a bit as it touches a fair amount of UI and functional code: Multi part/Vessel to part/vessel transfers for crew and for science. Now you can move all crew or science from/to 1 or more parts or vessels. Works basically the same as before. The vessel switches now appear for all transfer types when vessels are docked together. I've also done some updates to vessel detection, and I'm much happier with the results now. I think, no matter how your original vessels were decoupled, docked, or undocked, and no matter the order it was done, SM should now properly detect individual vessels within a group of docked vessels, station or depot. Thanks to @fitiales, Spanish language support has been added. Finally I've added a new tab to the Control Window - Vessels. you can now undock or rename a given vessel that is docked to another vessel, your station, or depot. Proposed change list: Version 5.2.0.0 - Release xx Jul 2017 - Vessel to Vessel Edition! - New: Added Docked vessel to vessel Crew and Science transfers! - New: Added Docked Vessels Control panel. View your docked vessels, and undock a vessel with a click of a button. - New: Spanish localization added. Thanks to fitiales! - Misc: refactored vessel detection for vessel to vessel transfers, it was not behaving as expected. - Misc: A bit of refactoring on highlighting, as it was not behaving as expected - Misc: Increased volume for crew movement sounds. More to come folks! I should have some pictures soon.
  8. I du I duplicated the issue, and found the cause. I've created a fix, however, I still have another Issue I'm in the middle of, so I'll be releasing a patch in the next day or two. Sorry for the inconvenience!
  9. Yup. I think I fount that one myself, and have a fix in my Dev branch. let me take a look and see if I'm in a state to release a dot update. as a quick fix, you can turn off highlighting in the settings window.
  10. I'm wasn't really into blowing things up either (except accidentally). However, the mod needed someone to support it after Bahamuto left for "bigger things". Fortunately, I surrounded myself with a great team, and they have done great things with BDAc. I didn't have time for a while over the past year or so (after my first wife died), so I am grateful to them for the continuity they provided while I was MIA. They are the heroes of that mod. That period of inactivity affected this mod as well... so progress has been slow. However, it is a good concept, and there are a lot of things we can do with this.
  11. The current plan is not to replace those mods but to integrate. What we plan to provide is a single interface to many of the features that these mods provide. So, you will have an "integrated" dashboard so to speak that combine the features of several mods into one control panel. Now that is not to say that if we decide to "do it our way" that we might not create our own way of doing performing a given function. In those cases, you can choose through the interface to either use our method, or use the integrated mod's method. I've always been about choice, so I prefer to let the player decide what is best for them.
  12. There are plans to integrate with Final Frontier. However, as this is still apha, those plans have not yet been realized. Please continue to use Final Frontier. This mod will add other features that you may find useful. Even when we do integrate with Final Frontier, RM will work along side FF, not replace it.
  13. I believe there was some activity on it by the BDA team awhile back, but RL got in my way for awhile as well... I have no objections to anyone assuming adoption, as I and my team have pretty full hands. I have had some time of late to spend on mods so should it need to remain with us, I will revisit and refresh the mod.
  14. Thanks. And here I went under the hood without thinking about the settings window.... Update: I just wanted to say, with or without any action on the suggestions and observations, this is a good tool. saved me loads of time.
  15. Update: New version out. Version 0.2.5.0 12 Jun 2017 - Changes to re-compile for KSP 1.3 - Added localiztion based on KSP 1.3 localization. English included to start. Assistance welcome for other lanaguages. - Code style cleanup. standardized strings using string interpolation. - Added some more tool tips where needed. Cleaned up Tooltip display code. - Regorganized settings window to support tabbed sections. - Rebuilt List management to improve performance, and revised filtering and sorting. - Revised Rosterlist headers to display active sort field & sort direction. Enjoy!