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vXSovereignXv

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    Rocketry Enthusiast
  1. It's been awhile. KSP2 brought me back. It's good to see my old mod is still around. Thanks for @linuxgurugamer for keeping it alive!
  2. I ran into this also, but instead of naming the vessel it renamed the planet it was orbiting around. For instance I had two vessels docked around Kerbin. I tried to rename it to Duna I. When I hit enter the name of the vessel stayed the same, but Kerbin was renamed to Duna I in the tracking station.
  3. I was meaning to send out a request for someone to take this over. I just haven't had the time to update it or even play Kerbal lately. Best of luck to you sarbian. Feel free to message me if you have any questions.
  4. I found the link. Use this version of the mod for KSP 0.20. Manifest for versions before 0.21
  5. The latest version of the mod only supports KSP v0.21 since I had to change the code to work with the new crew management objects. I'll give you a link to an older version of the mod when I can get back to my computer.
  6. Versions before 0.5 used to require a part with the module. It's completely stand alone now.
  7. Interesting. It's probably an issue with folder permissions then. I hate permission issues >.< I'm working on adding the roster to the astronaut complex. I have it working, but I can't get the changes to update in the Astronaut Complex GUI. I'll continue to look into it. Hopefully I can get it working.
  8. I just released a compatibility update. It functions much like it did before except Kerbals cannot be removed from the roster and the permadeath option is unavailable. I will likely make some functionality available in the astronaut complex later when I get some more time to work on it.
  9. I won't have time to look at this until tomorrow most likely. I haven't had an opportunity to even install .21 yet I'll make crew transfer the first priority, then see if I can salvage anything else.
  10. I don't know what the new Crew Management system will offer. I'll most likely keep any functionality that isn't offered by the new system and scrap the rest. It will be nice to officially have this functionality in the game. The add/remove function is only enabled when the vessel is Landed at the launchpad or runway at KSC. This was the intended functionality.
  11. There's no where in the code in which I mess with the indexes of the crew lists. I add them either via methods written by Squad or using the Add() method on the list. (ex: part.Crew.Add(kerbal)). That's not to say there isn't something in my mod messing it up. I would just need more info to find it. I haven't ever seen it as I played.
  12. Permadeath completely removes them from the roster. There would be no way to get Jeb back if he died while it's enabled.
  13. I haven't found a good way to support it yet and haven't had a lot of time to work on this mod lately. So I can't promise that it'll be in the next release.
  14. Yes I found that when I was fussing around with seats. Just don't mess with their souls for now I'll fix for the next version.
  15. Not at the moment. The seats work quite a bit differently then the command pods. I haven't figured out a good way to handle it yet.
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