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


Papa_Joe

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Release for KSP 1.3.1: 1.2.5.4:

  • Merged PR from @tyehle:
    • Make kibble storage passable. Fixes #87
  • Merged PR from @yalov:
    • Localizations
  • Merged PR from @cake-pie:
    • Refactor
  • Merged PR from @kerbas-ad-astra
    • Some new parts

These are several PRs which have been made against the code, I reviewed them and they seem to work for me.  As @Papa_Joe said, this is for 1.3.1 only, and is to be considered BETA.  

https://github.com/linuxgurugamer/ConnectedLivingSpace

It will NOT be in CKAN, this is the only place where it's available.

If you have any problems with it, post in this thread and be sure to ping me (with an @ sign) so I'll see it.

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  • 2 weeks later...

@linuxgurugamer, It looks like CLS 1.2.5.4(installed via CKAN) is having issues with shipmanifest 5.2.0.0. I have not looked at the log file, but the symptom is that SM does not perform crew transfers or even detect CLS(option to enable CLS crew transfers is greyed out and not clickable).

 

Also, I apologies in advance for not creating proper pull request for that, but could you replace CLSB9.cfg with this one. I have added CDP docking port(supposed to be used with s2 parts) to the list and made s2 crew parts passable, when surface attached. Reason: there is no inline s2 docking adapter, nor it is possible to attach stock docking ports to s2 modules and have crew transfers with CLS.

Spoiler

@PART[InLineChute]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Adapter_Y1]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Adapter_SM3]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Adapter_LM3]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Adapter_SM2]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Adapter_SM1]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Adapter_C125]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Cockpit_S2]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
        impassablenodes = top
    }
}

@PART[B9_Cockpit_S2_Body_Crew]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Cockpit_S2_Body_Crew_6m]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Cockpit_S2_Body]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Cockpit_S2_Body_6m]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Cockpit_S2_Adapter]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Cockpit_D25]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[HL_Aero_Cockpit]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[B9_Cockpit_M27]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[B9_Cockpit_MK2]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[B9_Cockpit_S2]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[B9_Cockpit_MK2_Body_Crew_2m]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[B9_Cockpit_MK5]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[B9_Cockpit_S2_Body_Crew]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
        passableWhenSurfaceAttached = true
    }
}


@PART[B9_Cockpit_S2_Body_Crew_6m]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
        passableWhenSurfaceAttached = true
    }
}


@PART[B9_Cockpit_S3]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Utility_DockingPort_CDP]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
        passableWhenSurfaceAttached = true
    }
}

 

Edited by Mine_Turtle
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@Mine_Turtle I was able to get the latest CLS and SM to work together by copying the CLSInterfaces.dll file from the folder GameData/ConnectedLivingSpaces/Plugins and pasting it into the folder GameData/ShipManifest/Plugins replacing the file of the same name that was already in that folder.

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  • 3 weeks later...
On 11/29/2017 at 9:32 PM, 15Redstones said:

I've used CLS in 1.3.1 but now I have a different mod that does the same, so I want to remove CLS. For some reason I can't get the game to launch without CLS, every time it just crashes.

Error log: http://www.mediafire.com/file/cp6pyv7103p26vm/2017-11-29_210554.zip

Found the problem, CLS left a file in ReCouplers plugin folder. You should add a warning that deinstalling without removing the files in the ReCoupler folder crashes the game on startup, or make the DLL in the ReCoupler folder delete itself when it doesn't find CLS installed. 

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  • 2 weeks later...
On 11/10/2017 at 5:07 PM, Aelfhe1m said:

@Mine_Turtle I was able to get the latest CLS and SM to work together by copying the CLSInterfaces.dll file from the folder GameData/ConnectedLivingSpaces/Plugins and pasting it into the folder GameData/ShipManifest/Plugins replacing the file of the same name that was already in that folder.

I would suggest that rather than copying the file, simply delete the one in  the ShipManifest/Plugins directory

On 11/8/2017 at 8:00 PM, Mine_Turtle said:

@linuxgurugamer, It looks like CLS 1.2.5.4(installed via CKAN) is having issues with shipmanifest 5.2.0.0. I have not looked at the log file, but the symptom is that SM does not perform crew transfers or even detect CLS(option to enable CLS crew transfers is greyed out and not clickable).

 

Also, I apologies in advance for not creating proper pull request for that, but could you replace CLSB9.cfg with this one. I have added CDP docking port(supposed to be used with s2 parts) to the list and made s2 crew parts passable, when surface attached. Reason: there is no inline s2 docking adapter, nor it is possible to attach stock docking ports to s2 modules and have crew transfers with CLS.

  Reveal hidden contents

@PART[InLineChute]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Adapter_Y1]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Adapter_SM3]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Adapter_LM3]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Adapter_SM2]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Adapter_SM1]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Adapter_C125]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Cockpit_S2]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
        impassablenodes = top
    }
}

@PART[B9_Cockpit_S2_Body_Crew]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Cockpit_S2_Body_Crew_6m]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Cockpit_S2_Body]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Cockpit_S2_Body_6m]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Cockpit_S2_Adapter]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Cockpit_D25]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[HL_Aero_Cockpit]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[B9_Cockpit_M27]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[B9_Cockpit_MK2]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[B9_Cockpit_S2]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[B9_Cockpit_MK2_Body_Crew_2m]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[B9_Cockpit_MK5]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}


@PART[B9_Cockpit_S2_Body_Crew]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
        passableWhenSurfaceAttached = true
    }
}


@PART[B9_Cockpit_S2_Body_Crew_6m]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
        passableWhenSurfaceAttached = true
    }
}


@PART[B9_Cockpit_S3]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

@PART[B9_Utility_DockingPort_CDP]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
        passableWhenSurfaceAttached = true
    }
}

 

Working on it now, and see the above comment about ShipManifest

Edited by linuxgurugamer
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  • 4 weeks later...
1 hour ago, Papa_Joe said:

Sorry for the delay.  I've got my latest code running.  @linuxgurugamer, Let me know what things you changed and I'll get them incorporated.  I've not given up on CLS :D .  Thanks for all your hard work!

I did a PR on github.

Glad to see you are back

Edited by linuxgurugamer
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Ok.  1.2.5.5 final is ready..

New official release Incorporating changes by linuxgurugamer during my absence.

1.2.5.4 beta by linuxgurugamer, released under permission.
1.2.5.5 beta by linuxgurugamer, also released under permission. for these 2 releases go to his git repository.


release v1.2.5.5 (official) release date: 03 Jan 2018

New: PR from linuxgurugamer for an Updated CLSB9.cfg: Thanks to @Mine_Turtle:
linuxgurugamer has added CDP docking port(supposed to be used with s2 parts) to the
list and made s2 crew parts passable, when surface attached. Reason: there
is no inline s2 docking adapter, nor it is possible to attach stock
docking ports to s2 modules and have crew transfers with CLS.

release v1.2.5.4 release date: 28 Oct 2017 (beta by linuxgurugamer)

New: Merged PR from @tyehle: Make kibble storage passable. Fixes #87
New: Merged PR from @yalov: Localizations
New: Merged PR from @cake-pie: Refactor
New: Merged PR from @Kerbas-ad-astra: Some new part configs

Release is now on Github.  Spacedock has also been updated.

Edited by Papa_Joe
formatting and update of SpaceDock.
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  • 3 weeks later...
On 1/4/2018 at 7:00 AM, Papa_Joe said:

release v1.2.5.4 release date: 28 Oct 2017 (beta by linuxgurugamer)

New: Merged PR from @tyehle: Make kibble storage passable. Fixes #87
New: Merged PR from @yalov: Localizations
New: Merged PR from @cake-pie: Refactor
New: Merged PR from @Kerbas-ad-astra: Some new part configs

@Papa_Joe @linuxgurugamer

Yikes, I just noticed this -- might have accidentally removed recoupler support with these releases.

I had not submitted any PR for  my refactor branch -- it was WIP and not ready for merge into master -- mainly due to temporarily removal of code needed to support recoupler.
Discussion was here when I'd last left off.

I should really see about finishing up that refactor. >_<

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2 hours ago, cakepie said:

@Papa_Joe @linuxgurugamer

Yikes, I just noticed this -- might have accidentally removed recoupler support with these releases.

I had not submitted any PR for  my refactor branch -- it was WIP and not ready for merge into master -- mainly due to temporarily removal of code needed to support recoupler.
Discussion was here when I'd last left off.

I should really see about finishing up that refactor. >_<

Yet no one has complained about it (yet)

I don’t use the recouplet, so didn’t notice anything.

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2 hours ago, linuxgurugamer said:

Yet no one has complained about it (yet)

Well, if I get that fixed quickly enough then maybe no one will even notice =Þ

I guess one good thing about this is that no complaints = refactored code is working fine.

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On 1/21/2018 at 4:07 PM, linuxgurugamer said:

@Papa_Joe

The .version file is out of date, it still says KSP 1.3.0

Interesting.  I thought I updated.  I'll check.

Update.  Yes the version file is out of date.  I will correct and release a dot upgrade.  I believe there is also a note in the issues about a reversed yes/no on the tweakables.  Looking into that as well.

 

Edited by Papa_Joe
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On 10/6/2017 at 7:27 PM, ItsSeanBroleson said:

Is there any part of CLS that would prevent me being able to pass through in-line parts like the zaltonic cylinder batteries or the fuel tanks? I've been told this restriction doesn't exist in the stock game.

Sorry I;m late to this conversation, but yes indeed the behavior is by design.  As was stated in the next response, when a part designer designs a part (or by extension most all stock fuel tanks and other resource only parts), inline passibility is not allowed, as this usually means that significant structural and internal changes are needed to support adding passibiliyt to these parts.  You could assume that allowing passibility would involve added weight as well.

On 9/27/2017 at 8:26 AM, Bit Fiddler said:

it seems the inline clamp-o-tron does not have CLS setup.   or if it does I guess something in my install is messing with it.  I built a craft using this part and it is not passable.  I looked through the CLS .cfg files and did not see it in there but there is a lot to look at so I may have missed it , and something else is causing this problem.

this behavior is also by design.  When a part designer designs a part (or by extension most all stock fuel tanks and other resource only parts), surface mount passibility is not allowed, as this also usually means that significant structural and internal changes are needed to support adding a port in the side of a part.  You could assume that allowing passibility would involve added weight as well.

Most in line parts that are batteries or fuel tanks are not designed for crew to pass through.  CLS will prevent these from being passible by default or by Part designer direction.

So for the Clamp o Tron, the Clamp o tron has passability, but the part it is attached to does not accept surface attached parts as passable.

Now, with that being said, as you all know, I'm all about choices.  SO there is an option in CLS to allow you to change this characteristic in the VAB for a part when it is added to a vessel.  This is not a permanent change to the part, it is a "one off" for that vessel only.  If you enable custom passibility in CLS (and restart the game), you will now be able to tweak passibility on your parts for a given vessel.  Remember that Passibility is needed on both parts to make this work.  so if you are combining two inline parts (side by side), you need to set passability from both perspectives.  

The two interesting parameters are: 
  - Passable When Surface Attached:  This means that when the part is attached to the surface of another part, you can pass through the part that you are attaching.
  - SurfaceAttachments Passable:  This means that you allow parts that you have attached to this part to allow a pass through to this part.

Think of it this way.  there are 2 bulkheads involved.  the part you are attaching, and the part that is accepting the attachment.  both must be set to passable to allow a complete tunnel, per se.

using simple symbols here is an example.  Perentheses are closed bulkheads, and = is a tunnel cut through the part(s)

when both parameters are false:  you have essentially:   )(   (bulkheads separating each part).

when one or the other is passable you have:  =(  or )=

when both are passable then you have a complete tunnel:  ==

Clear as mud, no?

Edited by Papa_Joe
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Hi @Papa_Joe,

First, thanks for this and your many other mods. 

I noticed that the TAC-LS in-line 2.5m parts are listed as passable in CLS, but neither the larger nor smaller ones are. Since there are no indications in the models that the 2.5 meter parts should be passable, and since the 3.75m parts aren't passable, I think this is an error. Am I correct, or am I missing something?

Logs, mods list, config files, and cats available on request.

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Just now, eightiesboi said:

Hi @Papa_Joe,

First, thanks for this and your many other mods. 

I noticed that the TAC-LS in-line 2.5m parts are listed as passable in CLS, but neither the larger nor smaller ones are. Since there are no indications in the models that the 2.5 meter parts should be passable, and since the 3.75m parts aren't passable, I think this is an error. Am I correct, or am I missing something?

Logs, mods list, config files, and cats available on request.

This may be simply that when CLS was created, there were no TAC-LS parts of different sizes.  iirc, the mod auther did not create configs for these parts.  So likely there are "compatibility" configs included in CLS.  I will have to research the configs to see if this is the case.  Alternatively, you can look at the TAC-LS mod folder to see if MM configs exists for the parts.

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28 minutes ago, Papa_Joe said:

This may be simply that when CLS was created, there were no TAC-LS parts of different sizes.  iirc, the mod auther did not create configs for these parts.  So likely there are "compatibility" configs included in CLS.  I will have to research the configs to see if this is the case.  Alternatively, you can look at the TAC-LS mod folder to see if MM configs exists for the parts.

I am trying to figure it out, to take the grunt work off your hands, but I didn't see anything in the TAC-LS folder, and I compared the configs for the 4 different in-line part sizes and found no difference (that I could detect) that would explain this. I am sorry, I was hoping I'd be able to say, "found it", but clearly I haven't.

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26 minutes ago, eightiesboi said:

I am trying to figure it out, to take the grunt work off your hands, but I didn't see anything in the TAC-LS folder, and I compared the configs for the 4 different in-line part sizes and found no difference (that I could detect) that would explain this. I am sorry, I was hoping I'd be able to say, "found it", but clearly I haven't.

No problem, I'll do some digging.

 

Update:  After looking over my configs, and then examining TAC-LS configs, there are no default configs in place for them.  Therefore, based on the logic used by CLS, it "attempts" to determine passibility based on Crew contents of a given part.  I'm guessing that some of the 2.5 meter parts may allow crew?

I'm good friends with the mod Author ( @JPLRepo ).  I know he does not have time to consider CLS compatibility.  If someone wishes to create a config file for TAC-LS, i'm sure he would appreciate it, or conversely, you can send it to me in a PR and I'll be happy to review and incorporate.

Edited by Papa_Joe
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