Jump to content

[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)


Papa_Joe
 Share

Recommended Posts

I just ran into the same issue with one of the SSPXr size-adapter crew tubes.  Tried to get around it by going EVA, but that locked up the game* and I had to kill the process.  Will edit this post with a pad-test screenshot once I'm back in-game.

* (in retrospect, may have just been an input lock issue?  Game was still processing, just couldn't move camera or kerbal, or re-board the pod)

 

[EDIT]  Two screenshots.  One in the VAB showing the "more info" parts list popout with CLS info, the other on the pad with the CLS window and highlights up showing not passable.

Spoiler

BBfrAuw.png

zAYnhWG.png

Side-note, the CKAN metadata still links to the old "CLS (adopted)" thread.

 

[EDIT 2]  Well, now it's working with those example parts.  Not sure if I just misunderstood what I was looking at, or if something I did during various restarts (mostly unrelated to either of these mods) fixed it.

Having a crew-transfer issue with other mod parts in my career save; checking configs and patches on that now.

Edited by SilverlightPony
Link to comment
Share on other sites

Hi there, I'm hoping someone can help me understand better what I'm seeing in the VAB:

cMY5a0O.png

These parts are from the mod Planetside Bases (as well as SSPXr). Specifically, I'm using the C200 port to connect to a M50H habitation area.

Are these considered "connected" even though they're listed as separate in the GUI? When using the SSPXr docking ports alone, there's only one area in the GUI which is green, but using these other ports, I'm getting the two areas.

Appreciate any help or guidance you can offer!

Edited by scottadges
Link to comment
Share on other sites

  • 2 weeks later...

Ok, new version.

Version 2.0.2.0 - Release 12 Feb 2022 - KSP 1.12.3
-------------------------------------------------
- Fixed: Revert CLSClient.cs location to match build process
- Fixed: Correct version template to reflect correct version data for build process

No feature changes.  only changes to the version info and the internal structure of the Developer tools included with the release.  This will resolve the version out of date issue

Link to comment
Share on other sites

  • 1 month later...

@Papa_Joe Just ran across an issue with using CLS with switch-enabled stack nodes.

Basically, I have parts, that I have using optional stack nodes, for attachment of "stuff", in cargo bays. When i have a CLS patch declaring imapassable nodes, it seems CLS over-rides the switching patch... ie, I guess by defining impassable nodes, CLS declares them as present, whether they are or not...

Actually, so I removed the impassable key, with the impassable nodes, and added a passable ey with the passable nodes... But I STILL have CLS overiding the switching on the impassable nodes.

So, I'm guessing, CLS has no way of detecting/updating when nodes are actively present or not, after game start.. ??

Link to comment
Share on other sites

Posted (edited)
4 hours ago, Stone Blue said:

@Papa_Joe Just ran across an issue with using CLS with switch-enabled stack nodes.

Basically, I have parts, that I have using optional stack nodes, for attachment of "stuff", in cargo bays. When i have a CLS patch declaring imapassable nodes, it seems CLS over-rides the switching patch... ie, I guess by defining impassable nodes, CLS declares them as present, whether they are or not...

Actually, so I removed the impassable key, with the impassable nodes, and added a passable ey with the passable nodes... But I STILL have CLS overiding the switching on the impassable nodes.

So, I'm guessing, CLS has no way of detecting/updating when nodes are actively present or not, after game start.. ??

CLS uses Module manager to configure parts at start up.  IIRC, there is also a Passable switch in the VAB for changing the behavior of some parts, however this is limited.  There are also "alternative" configs in the distribution in the form of zipped files that "relax" some configs.  You can examine those to see if they might help.  I would have to do a bit of research on the parts in question to be able to characterize what is actually going on.  The design philosophy was you can set passability before flight, when in the construction phase.  after that it is hardware, so no changes are possible.

If you can provide some details on your issue (including parts, etc), I can look into it further.

Edited by Papa_Joe
Link to comment
Share on other sites

1 hour ago, Stone Blue said:

ahhh.. ok... so I have them/would *like* to have them switchable in flight, as well as in editor

 

Ya.  that would be a Realism setting.  Since CLS is used with the Realism community, I will have to make that a "cheat" proof setting.  Let me look into that.  Comments from others are welcome, as this wouild affect its use in a realistic environment.  I know that others were pretty vocal with Ship Manifest, and that limits its use in the Realism community...

Link to comment
Share on other sites

52 minutes ago, Papa_Joe said:

Ya.  that would be a Realism setting.  Since CLS is used with the Realism community, I will have to make that a "cheat" proof setting.  Let me look into that.  Comments from others are welcome, as this wouild affect its use in a realistic environment.  I know that others were pretty vocal with Ship Manifest, and that limits its use in the Realism community...

If it matters, the nodes I'm talking about would *never* be used for passability. Defining them in CLS as impassable, does me no good, be cause that alone makes them present at all times.

Would a happy medium be to somehow define them, so CLS just *completely* ignores them... Like, being able to just completely exclude them/hide them from CLS?

I can understand where it might be moar complicated if people wanted these switchable nodes to be either passable/impassable... basically being able to toggle CLS on them.

But I would lie the case where they just get *commpletely* ignored by CLS... vOv

Edited by Stone Blue
Link to comment
Share on other sites

  • 1 month later...

For @BarnabeLEPD and anybody else who's had issues with surface-attached parts, could you possibly try out this unofficial build https://github.com/mwerle/ConnectedLivingSpace/commit/844e5ec8d7f1d346642d0e76b3f2c01d3c39fc3e

To try, Download the DLL's and replace the ones from your GameData (might be an idea to copy the original ones somewhere safe so you can return to them once you finish testing).

Link to comment
Share on other sites

  • 3 months later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...