Jump to content

[1.4.x] Connected Living Space v1.2.6.2 (13 Jun 2018)


Recommended Posts

4 hours ago, Tonka Crash said:

It really doesn't matter what CKAN says, CKAN doesn't really know. It's "compatbile" mods are based on a text file the mod maker included the last time the mod was updated. This has little to do with what versions of KSP the mod will actually work with. Last time I looked I have mods from 1.4.1 running fine on 1.7. 

Since 1.4 most mods will work with the latest versions of KSP. There are exceptions: Kopernicus has a unique release for each KSP version and KSP 1.7 did break a handful of mods like KAS, KPBS and Wind Tunnel. It's usually safe to assume mods are compatible with new KSP versions unless you see problems and the forum thread is filling up with people claiming the mod is broken.

The new expansion (coming in May) is probably going to break a lot of mods. But its putting a lot of neat stuff into the game - so mods that expand Action Groups, and the infernal robotics stuff are likely not going to be needed anymore. 

Link to post
Share on other sites
Just now, Murdabenne said:

The new expansion (coming in May) is probably going to break a lot of mods. But its putting a lot of neat stuff into the game - so mods that expand Action Groups, and the infernal robotics stuff are likely not going to be needed anymore. 

Really it's a wait and see. As long as the Unity version doesn't change the only things I'd expect to break would be where the next version changes existing functionality.

Link to post
Share on other sites
  • 2 months later...

Can someone explain why I am unable to transfer crew from the docked crew transport middle left to the SSTU rotating habs? Each has no current crew and room for 35. Hatches are open, all module say they're passable, but as you see it won't let me transfer crew to any part of the station.

aXvcS8a.png

Link to post
Share on other sites
On 7/27/2019 at 2:06 AM, vossiewulf said:

Can someone explain why I am unable to transfer crew from the docked crew transport middle left to the SSTU rotating habs? Each has no current crew and room for 35. Hatches are open, all module say they're passable, but as you see it won't let me transfer crew to any part of the station.

aXvcS8a.png

I had this issue earlier with my space station and my crew module. You can select "Allow Unrestricted Crew Transfers" in the CLS options to fix it for now. 

I need to check that the docking ports are setup correctly to allow CLS crew passable. 

Make sure the hatch is open and if you EVA someone and pop them back in you can then transfer crew properly without the above setting enabled. Weird bug. 

Edited by madindehead
Link to post
Share on other sites
1 hour ago, madindehead said:

I had this issue earlier with my space station and my crew module. You can select "Allow Unrestricted Crew Transfers" in the CLS options to fix it for now. 

I need to check that the docking ports are setup correctly to allow CLS crew passable. 

Make sure the hatch is open and if you EVA someone and pop them back in you can then transfer crew properly without the above setting enabled. Weird bug. 

Thanks for the tip, I will try that. Out of frustration I had removed CLS, and was immediately able to transfer crew without problem, so it's definitely a CLS issue and it does seem to be an issue where it simply will not permit transfers through a docking port- I am not building in situ but launching each module and docking it. And all docking port hatches are open.

Edited by vossiewulf
Link to post
Share on other sites

That's a long-standing bug in CLS — been  happening since KSP 1.5, IIRC.  It doesn't notice changes in hatch open/closed status until you switch vessels or scenes.

Link to post
Share on other sites
26 minutes ago, Tonka Crash said:

@Wyzard @madindehead @vossiewulf Try @taniwha's fork or just flip back to the previous page of this thread. CLS has bug free for me in 1.7.3. Taniwha forked CLS after Papa Joe had been MIA for a few months and released a patched version specifically for the bug you guys are seeing.

Thanks Tonka, appreciate the pointer.

Link to post
Share on other sites
9 hours ago, Tonka Crash said:

@Wyzard @madindehead @vossiewulf Try @taniwha's fork or just flip back to the previous page of this thread. CLS has bug free for me in 1.7.3. Taniwha forked CLS after Papa Joe had been MIA for a few months and released a patched version specifically for the bug you guys are seeing.

Appreciate that. Thanks Tonka and thanks @taniwha :) 

Link to post
Share on other sites
  • 1 month later...
On 7/30/2019 at 12:25 AM, Tonka Crash said:

@Wyzard @madindehead @vossiewulf Try @taniwha's fork or just flip back to the previous page of this thread. CLS has bug free for me in 1.7.3. Taniwha forked CLS after Papa Joe had been MIA for a few months and released a patched version specifically for the bug you guys are seeing.

 

44 minutes ago, horngeek said:

@taniwha does your fork work in 1.7.3?

 

Hello,

It seems to work, so I will use it in a new install and try it out.

You can try it, too.

Link to post
Share on other sites
On 7/29/2019 at 8:34 AM, madindehead said:

I had this issue earlier with my space station and my crew module. You can select "Allow Unrestricted Crew Transfers" in the CLS options to fix it for now. 

I need to check that the docking ports are setup correctly to allow CLS crew passable. 

Make sure the hatch is open and if you EVA someone and pop them back in you can then transfer crew properly without the above setting enabled. Weird bug. 

I'm having a similar issue, but none of your fixes actually seem to work.  I'm just... needing to EVA crew no matter what.  

Link to post
Share on other sites
  • 3 weeks later...
On 9/3/2019 at 5:13 AM, madindehead said:

There is also an updated version with a fix made by taniwha which removes the bug. But yes...you need to open the hatches too ;)

It seems Taniwha's changes (plus some others), were commited to the `develop` branch on the actual CLS repo, so you can grab them there, rather than from Taniwha's forked repo.

Nevermind, seems that repo doesnt contain the compiled DLL... I guess just grab from Taniwha's link vOv

Edited by Stone Blue
Link to post
Share on other sites
  • 1 month later...
On 9/18/2019 at 12:06 PM, linuxgurugamer said:

Anybody know what's happened to @Papa_Joe?  He hasn't been on since March.

There are a few mods he supports (such as this) which either are in , or will need of a recompile

Just heard from @Papa_Joe, he is back and working on catching up

Link to post
Share on other sites
  • 1 month later...

Fantastic - one of my favourite mods.

Quick feature request: I have a large vessel with over 200 berths, it's a little tricky to manage the crew roster at times. I use Crew transfer a lot to move crew around various modules. However it can be a laborious process, as it's not possible to tell on the transfer window what each Kerbal specialises in. E.g. Engineer, Biologist, Pilot, etc... Would it be possible to add the profession to the interface ?

Thanks - and appreciate you may not be making changes, but thanks anyway for maintaining it.

Regards,

SJ

Link to post
Share on other sites
  • 2 weeks later...
On 11/12/2019 at 4:39 AM, serjames said:

Has anyone tried with 1.8?

For the record, I just recompiled @taniwhas fork against 1.8.1 / .NET 4.7.1 (I think :P), and added some obvious missing references. It appears to work just fine. :)
Not difficult, should hold the impatient over while  @Papa_Joe gets an official update together.

Edited by steve_v
Link to post
Share on other sites
  • 2 weeks later...
On 12/27/2019 at 5:40 AM, steve_v said:

For the record, I just recompiled @taniwhas fork against 1.8.1 / .NET 4.7.1 (I think :P), and added some obvious missing references. It appears to work just fine. :)
Not difficult, should hold the impatient over while  @Papa_Joe gets an official update together.

Is there any chance you could link / upload your recompile?

Thanks!

Edited by Jezzick
Link to post
Share on other sites
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.

×
×
  • Create New...