zer0Kerbal Posted January 16, 2020 Share Posted January 16, 2020 (edited) SimpleLogistics is a Polyglot! It now speaks twelve languages. (English, Spanish, French, Italian, German, Chinese, Japanese, Korean, Russian, Swedish, Norwegian, and Brazilian Portuguese)Additions and corrections solicited and welcome! Download on Curseforge or Github or SpaceDock. Also available on CKAN. KerbGuise Experimental engineering (KGEx) Brings you: SimpleLogistics! (SLOG!) Adopted by @zer0Kerbal, originally by @RealGecko A simple addon for sharing resources between vessels within physics range Cabin notes: WIP - work in progress Am open to adding more features, great project for someone! I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. Localizations: US ES FR IT BR RU DE CN JP KR NO SW SimpleLogistics is a Polyglot! It now twelve languages.Additions and corrections solicited and welcome! See the README in the Localization folder for instructions for adding or improving translations for languages other than English. GitHub push is the best way to contribute. How to support this and many other mods by @zer0kerbal Discussions: See Discussions or KSP Forums for discussions and news on this mod Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager ToolbarController ClickThroughBlocker Recommends Toolbar Suggests Komplexity (KPLX) Keridian Dynamics Vessel Assembly (KDVA) KaboOom! (BOOM) another way to not go to space today The Gold Standard! (GOLD) Stock Inline Lights (SIL) Mini Sample Return Capsule (MSRC) Pteron (MSRV) Solar Science (SOLS) Jack-O-Lantern (JACK) MoarKerbals(MOAR) On Demand Fuel Cells {ODFC)} Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods) (TCP) Stork Delivery System (SDS) Biomatic (BIO) B9 Stock Switches (B9S Oh Scrap!: ScrapYard: DaMichel's AeroRadial (DAR) DaMichel's CargoBays (DCB) DaMichel's Fuselage (DMF) DaMichel's Spherical Tanks (DST) Stork Delivery System (SDS) SimpleConstructon! (SCON!) Not So SimpleConstructon! (NSSC) Simple Cargo Solutions (SCS) Supports Kerbal Change Log Toolbar Conflicts none known Replaces none Tags addon, resources *red box below is a link to forum post on how to get support* Kerbal Space Program 1.9.1 — Unity 2019.2.2f1 — .NET Framework 4.8 Credits @MatterBeamfor developing this mod @RealGeckofor adopting and continuing this mod @linuxgurugamer for the toolbar/clickthroughblocker updates (and other things)! @tinygrox for the localization implementation and the ZN-CH localization! @fitiales for the Spanish (es-es.cfg) localization! @malanok1 for the German(de-de.cg) and Russian (ru.cfg) localization! @Lisias for the Brazilian-Portuguese (br-pt.cfg) localization! @translate.google.com for French, Italian, Japanese, Korean, Swedish, and Norwegian localization (corrections solicited and welcome!) Legal Mumbo Jumbo (License) Current Forum: Thread Source: GitHub License: *** All bundled mods are distributed under their own licenses*** *** All art assets (textures, models, animations) are distributed under their own licenses*** Original ThreadDownload Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v2.0.5.0 original: 11 Aug 2018 0K updated: 11 Aug 2021 zed'K This is the new thread. Original thread here. zer0Kerbal adopts for curation the mod known as SimpleLogistics created by @RealGeckofor KSP 1.8.x (.NET 4.8 Unity 2019) Simple resource sharing among landed vessels(range ~2.5km) from the original thread: Lately my Munar base turned into a mess of eight different vessels connected together with KAS winches. FPS reduced dramatically, managing became nearly impossible. I turned my gaze on to USI MKS and it's Logistics feature, but MKS adds too much stuff I don't really need. So after hacking a little I discovered that all logistics is done by USI Tools mod and MKS is not really required to do the job. Instead of reinventing the wheel I created a set of patches to bring logistics to stock parts. But I was completely unhappy with the fact that I cannot transfer Rocket Parts from my RP printing lab to nearby RP freight. So I decided to create my won logistics system with Blackjack and .... whatever... How it works: Vessel must be landed (sounds familiar ) Each command capsule (and probe core of course) now has Logistics Module on board (switched off by default) As soon as module is enabled ship becomes a part of logistics network where each vessel share same resource pool Resources spread evenly across all resource capacitors over network with priority to less capacitive ones. That means that resource will be drained from bigger ones first, while preserving resources in smaller ones. Resources spread in physical range from active vessel (~2400 meters) Ships with no command module (debris) always become part of network WARNING!!! This does not work in background, only on active vessel and nearby ones. Vessel that is not the part of network may still request resources from pool Compatible with Community Resource Pack, so every resource is shareable as soon it is transferable Pure stock example: Build a simple power production ship, may be automated. For this example I'll use Fuel Cells: Spoiler You can enable resource sharing from command module right click menu, but as it becomes bigger and bigger with every other mod installed I also added possibility to enable it from Simple Logistics main UI: Let's do this, now our Generator Ship shares resources, but it is the only ship in network for now: Now let's bring in something that will mine ore and plug it in. This Driller has no solar panels or any other power source. It'll receive power from the Generator: Now it's time for ore processor. It's purely automatic and does not have any power sources too. It'll user power from Generator and produce LfOx and MonoProp: Let's plug it in too. You can see that our Generator shared some LfOx with us already, that's how even resource distribution works: It'll feed LfOx back to Generator so it will have juice to produce more power, so that Converter will be able to produce more LfOx, to feed it back to Generator, that will produce....... (Perpetuum Mobile??? ) Let's wait a bit until our network is full of LfOx: Now let's bring some vessel that really really REALLY WANTS SOME FUEL: As you can see it's tanks are as dry as Sahara. So, how do we refuel it? The answer is obvious: you may plug it into network so other ships will share resources with it. But what if you just want to fill up your tanks and rock? Pretty simple: every vessel that is near the network may request resources from pool without being part of network. Adjust sliders to your needs and hit Request Resources: Yeah, now our tanks are full. So our lander may depart for exploration: And our refueling base is ready to serve another ship: Oops I WANT IT! Spacedock as usual Don't forget about Module Manager Edited March 21 by zer0Kerbal readme overhaul for 2.0.5.0 Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 16, 2020 Author Share Posted January 16, 2020 (edited) reserved for releases: Version 2.0.3.2 - Deployable Serenity zer0Kerbal 20 Mar 2020 Version 2.0.3.2 - Deployable Serenity thank you to forum users @buzz light fear, @Cavscout74 for the idea! for those who have the DLC Breaking Ground installed there is a new feature for two Serenity parts the DeployedRTG and the DeployedSolarPanel can now be plugged into a SimpleLogistic's network EXPERIMENTAL: Add SimpleLogistics! to Mini-NUK-PD Radioisotope Thermoelectric Generator (DeployedRTG) all the normal rules for RTG apply produces .50 EC/s produces heat like stock RTG range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays after deploying, must manually 'plug-in' to the SimpleLogistics network. existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again has a battery of 25 EC units EXPERIMENTAL: Add SimpleLogistics! to OX-Stat-PD Photovoltaic Panel (DeployedSolarPanel) produces .15 (max) EC/s has a battery of 25 EC units needs sunlight all the normal rules for solar apply range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays after deploying, must manually 'plug-in' to the SimpleLogistics network. existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again there is a limitation, SimpleLogistics currently just averages out resources over the network. EXPERIMENTAL: Add SimpleLogistics! to KAS PrtPylonPwer (so anything attached can draw power) Thank you to leatherneck6017 for this idea. add KAS-PortPylonPwr.cfg experimental: IsActive = True FUTURE: need to expand to anything that has cck-lights, including deployable-lights and tracking lights. range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays after deploying, must manually 'plug-in' to the SimpleLogistics network. existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again there is a limitation, SimpleLogistics currently just averages out resources over the network. Code and Code Related added Version.tt and AssemblyVersion.tt automation moved AssemblyVersion.tt/.cs into Properties/ updated to v2 of InstallChecker.cs moved Textures/ -> Plugins/Textures/ Deployment and Backend update changelog to include new Kerbal Changelog features updated _deploy and _buildRelease automated Readme.md -> Readme.htm Readme.htm now included in release CONTRIBUTING.md now included in repository updated .version to be avc compliant added avc github checker and badge updated .gitattributes .gitignore added json's updated / modernized .csproj updated Readme.md updated Releases.layout.md See Full Changelog for full details of changes See Known Issues for known issues red box below is a link to forum post on how to get support Kerbal Space Program 1.8.1 Unity 2019.2.2f1 .NET Framework 4.8 *Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date* Edited March 21, 2020 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 16, 2020 Author Share Posted January 16, 2020 (edited) Roadmap/Wish list (PR's always welcome!) Spoiler continue training to speak more languages being able to 'deposit' specific resources (up to network containment max) from unplugged vessels (thanks @RealGecko) being able to 'lock' specific resources in specific vessels. vessel priorities (from -20 to 20; higher number > the priority) this would allow for nearly automated refueling/mining operations - just set the warehouse to -10; the mining/refining to -15 and since default priority would be 0, it would automatically flow uphill - autorefuel. This would add some complexity, but would greatly improve logistics. reserves: ability to optionally set global reserve amount; stretch: per resource/per vessel (store in save file) as commented in Kottabos video thread: add game settings/difficulty setting (easy-peasy) for (options): situations (all, pre-launch, splashed, landed) m/s movement (beyond body) limitations (optional) ranges -concerned about performance hit stretch: pull in code from cleverbobcat resources for visible AoE possibly add EC consumption for use/transfer (opt) possibly add in transfer rates possibly add in transfer efficiency (losses due to distance etc) well beyond my current abilities update UI to new Unity.UI add 'network administration' UI - shows 40,000m birdseye overview of entire network - drill down per vessel or by resource. Think Haystack, but for LogisticsNetworks. Release notes and Changelogs: Version 2.0.3.2 - Deployable Serenity zer0Kerbal 20 Mar 2020 Spoiler Version 2.0.3.2 - Deployable Serenity thank you to forum users @buzz light fear, @Cavscout74 for the idea! for those who have the DLC Breaking Ground installed there is a new feature for two Serenity parts the DeployedRTG and the DeployedSolarPanel can now be plugged into a SimpleLogistic's network EXPERIMENTAL: Add SimpleLogistics! to Mini-NUK-PD Radioisotope Thermoelectric Generator (DeployedRTG) all the normal rules for RTG apply produces .50 EC/s produces heat like stock RTG range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays after deploying, must manually 'plug-in' to the SimpleLogistics network. existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again has a battery of 25 EC units EXPERIMENTAL: Add SimpleLogistics! to OX-Stat-PD Photovoltaic Panel (DeployedSolarPanel) produces .15 (max) EC/s has a battery of 25 EC units needs sunlight all the normal rules for solar apply range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays after deploying, must manually 'plug-in' to the SimpleLogistics network. existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again there is a limitation, SimpleLogistics currently just averages out resources over the network. EXPERIMENTAL: Add SimpleLogistics! to KAS PrtPylonPwer (so anything attached can draw power) Thank you to leatherneck6017 for this idea. add KAS-PortPylonPwr.cfg experimental: IsActive = True FUTURE: need to expand to anything that has cck-lights, including deployable-lights and tracking lights. range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays after deploying, must manually 'plug-in' to the SimpleLogistics network. existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again there is a limitation, SimpleLogistics currently just averages out resources over the network. Code and Code Related added Version.tt and AssemblyVersion.tt automation moved AssemblyVersion.tt/.cs into Properties/ updated to v2 of InstallChecker.cs moved Textures/ -> Plugins/Textures/ Deployment and Backend update changelog to include new Kerbal Changelog features updated _deploy and _buildRelease automated Readme.md -> Readme.htm Readme.htm now included in releae CONTRIBUTING.md now included in repository updated .version to be avc compliant added avc github checker and badge updated .gitattributes .gitignore added json's updated / modernized .csproj updated Readme.md updated Releases.layout.md See Full Changelog for full details of changes See Known Issues for known issues red box below is a link to forum post on how to get support Kerbal Space Program 1.8.1 Unity 2019.2.2f1 .NET Framework 4.8 *Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date* Version 2.0.3.1 Spoiler Version 2.0.3.1 for Kerbal Space Program 1.8.1 Released on 2020-02-02 Version 2.0.3.1 - the LGG update - 연결 되었습니까? Collegato? SimpleLogistics is a polyglot! Twelve languages (Ch-De-En-Es-Fr-It-Jp-Ko-Ru-Pt-Sw-No) updated toolbars and icons Toolbarcontroller and Clickthroughblocker are now dependencies Now supports Toolbar (Blizzy's) (optional) Restored all PNG textures because the code was loading files with the png name (thank you linuxgurugamer) updated palette.cs from png -> dds (thank you linuxgurugamer) Restored all PNG textures because the the GUI was pink. SOMEBODY went to town a little hard.... updated palette.cs from dds -> png Added ClickThroughBlocker code (thank you linuxgurugamer) Added ToolbarController code (thank you linuxgurugamer) Commented out all stock toolbar code (thank you linuxgurugamer) Commented out all Blizzy toolbar code (thank you linuxgurugamer) Commented out entire ToolbarWrapper.cs file (thank you linuxgurugamer) 물류를 사용하려면 상륙해야합니다 Added localization for Korean (ko.cfg) (translate.google.com) Deve essere atterrato per utilizzare la logistica Added localization for Italian (it-it.cfg) (translate.google.com) started adding in game settings page. Currently it does nothing. Bill is wondering why. Kerbal Space Program 1.8.1 Unity 2019.2.2f1 .NET Framework 4.8 Version 2.0.3.0.4 Spoiler Version 2.0.3.0.4 for Kerbal Space Program 1.8.1 Released on 2020-01-30 Version 2.0.3.0.4 - Подключен? - Conectado? - Ansluten? - Tilkoblet? SimpleLogistics now speaks ten languages (Ch-De-En-Es-Fr-Jp-Ru-Pt-Sw-No) Аппарат должен быть приземлён чтобы использовать Logistics Added localization for Russian (ru.cfg) (thank you @malanok1) Logística disponível apenas quando em pouso Added localization for Brazilian Portuguese (pt-br.cfg) (thank you @lisias) Måste landas för att använda logistik Added localization for Swedish (sw-sw.cfg) (translate.google.com) Må landes for å bruke logistikk Added localization for Norwegian (no-no.cfg) (translate.google.com) Kerbal Space Program 1.8.1 Unity 2019.2.2f1 .NET Framework 4.8 Version 2.0.3.0.3 Spoiler Version 2.0.3.0.3 for Kerbal Space Program 1.8.1 Released on 2020-01-26 Version 2.0.3.0.3 - Verbunden? - Branché? - プラグインしましたか? Netzwerk für Logistics Added localization for German (de-de.cfg) (thank you @malanok1) Réseau logistique Added localization for French (fr-fr.cfg) (translate.google.com) 物流ネットワーク Added localization for Japanese (jp.cfg) (translate.google.com) SimpleLogistics now speaks six languages (Ch-De-En-Es-Fr-Jp) Kerbal Space Program 1.8.1 Unity 2019.2.2f1 .NET Framework 4.8 Version 2.0.3.0.2 - Spoiler Version 2.0.3.0.1 - So that's where the extra nut goes! Spoiler Version 2.0.3.0.1 - So that's where the extra nut goes! zer0Kerbal released this 18 Jan 2020 Version 2.0.3.0.1 - So that's where the extra nut goes! add missing textures for UI Version 2.0.3.0 - Now with more grease Spoiler zer0Kerbal released this 16 Jan 2020 Version 2.0.3.0 - Now with more grease Recompile for KSP 1.8.1/ .NET 4.8 / Unity 2019 Added localization for US-EN and ZH-CN ( thank you @tinygrox) change = update patch to include ":NEEDS" Code clean, update pass moved Changelog into separate file Edited March 21, 2020 by zer0Kerbal updated Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 16, 2020 Share Posted January 16, 2020 Jesus, you read my mind. I was just thinking yesterday that I wanted something like this but MKS was too much Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 16, 2020 Share Posted January 16, 2020 @zer0Kerbal The download links in the opening post lead to the old out dated version of the mod on spacedock, and a broken github link, is that an oversight? I did find the correct download link in the second post, but i was confused for a minute there. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 16, 2020 Author Share Posted January 16, 2020 (edited) 18 minutes ago, vardicd said: oversight unfortunately haven't found a way to save a draft forum thread; so have to work on it in the middle of the night and hope nobody clicks on the wrong links until then. @vardicdshould be fixed now. please check to see if I got all of them. thank you! Edited January 16, 2020 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 16, 2020 Author Share Posted January 16, 2020 moved from original post: @HebaruSan is it possible to connect my new releases with the existing CKAN entry? Am going to release through Spacedock, as a new entry since @RealGecko hasn't been around to pass the torch officially to me. @linuxgurugamer what are the best practices for the icons for toolbars? (sizes etc) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 16, 2020 Share Posted January 16, 2020 (edited) 10 minutes ago, zer0Kerbal said: moved from original post: @HebaruSan is it possible to connect my new releases with the existing CKAN entry? Am going to release through Spacedock, as a new entry since @RealGecko hasn't been around to pass the torch officially to me. @linuxgurugamer what are the best practices for the icons for toolbars? (sizes etc) Small icons (for Blizzy) are 24x24, stock toolbar icons are 38x38 I'll update the netkan to point to your release Edit: @zer0Kerbal your .version file is rather confusing. If you have a Min and Max, you don't need and should remove the KSP_VERSION as it will be ignored. Edited January 16, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 16, 2020 Author Share Posted January 16, 2020 3 minutes ago, linuxgurugamer said: Small icons (for Blizzy) are 24x24, stock toolbar icons are 38x38 thank you. naming conventions? have the 24x24 - will add the 38x38. 4 minutes ago, linuxgurugamer said: I'll update the netkan to point to your release perfect. thank you. Was hoping @RealGecko would pop on, but *sigh* Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 16, 2020 Share Posted January 16, 2020 (edited) 2 minutes ago, zer0Kerbal said: thank you. naming conventions If you are referring to the icons, no convention, but I append the size to the icon name; ie: si-24.png, si-38.png Oh, and congrats on the release. CKAN just finished processing the new netkan, you should see it updated on your local CKAN in a few minutes Edited January 16, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 16, 2020 Author Share Posted January 16, 2020 a big thank you to @linuxgurugamer version 2.0.3.1 will be released in the next day or so - just doing some final testing. this version (and future) will require ToolbarController & ClickThroughBlocker. by using these, the .dll was reduced to about 33% of its size, and will be much more lean and mean. Hopefully will get some more localizations to include. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 17, 2020 Author Share Posted January 17, 2020 On 1/16/2020 at 11:10 AM, severedsolo said: Jesus, you read my mind. I was just thinking yesterday that I wanted something like this but MKS was too much *chuckle* same thing when I first came across this mod years ago. How's it working for you? Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 17, 2020 Share Posted January 17, 2020 21 minutes ago, zer0Kerbal said: *chuckle* same thing when I first came across this mod years ago. How's it working for you? Haven't tried it yet, too busy with Bureaucracy/other not yet revealed projects. I have a day off tomorrow though, so I'll put it through it's paces then. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 17, 2020 Share Posted January 17, 2020 On 1/16/2020 at 6:43 AM, linuxgurugamer said: stock toolbar icons are 38x38 No way to make it 36x36? 36 is a power of two, which KSP complains and spams logs if textures are NOT power of two Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 17, 2020 Share Posted January 17, 2020 1 hour ago, Stone Blue said: No way to make it 36x36? 36 is a power of two, which KSP complains and spams logs if textures are NOT power of two No. Use the ToolbarController, then KSP won't spam or care, especially if you put the icons into the PluginData folder Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 18, 2020 Share Posted January 18, 2020 On 1/16/2020 at 5:24 AM, zer0Kerbal said: unfortunately haven't found a way to save a draft forum thread; so have to work on it in the middle of the night and hope nobody clicks on the wrong links until then. @vardicdshould be fixed now. please check to see if I got all of them. thank you! All links now seem to point to the correct places, far as i can tell. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 18, 2020 Share Posted January 18, 2020 (edited) @zer0Kerbal So I got this message, and I do appear to be landed....? Can planes not use logistics? or do i have a bug? will provide logs and such if so. Edited January 18, 2020 by vardicd Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 18, 2020 Author Share Posted January 18, 2020 (edited) 3 hours ago, vardicd said: landed hmm... planes can, anything that has the module can. was the vessel just launched? if so you have to either launch it or move it IIRC. same thing goes as for rockets (all vessels) are concerned. Just launched won't hook into the network until after it has launched. it's KSP that decides what is 'pre-launch' and 'launched'. I will experiment to see, since I rarely use planes. Edited January 18, 2020 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 18, 2020 Author Share Posted January 18, 2020 ^^^ this appears to be the case. after launching your plane, taxi it a couple of meters and then stop it - then you can use SL. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 18, 2020 Author Share Posted January 18, 2020 Version 2.0.3.0.1 for Kerbal Space Program 1.8.1 Released on 2020-01-18 Version 2.0.3.0.1 - So that's where the extra nut goes! add missing textures for UI Kerbal Space Program 1.8.1 Unity 2019.2.2f1 .NET Framework 4.8 Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 18, 2020 Share Posted January 18, 2020 1 hour ago, zer0Kerbal said: ^^^ this appears to be the case. after launching your plane, taxi it a couple of meters and then stop it - then you can use SL. This could very well have been it, as I had just launched it and not moved it, however I did run into an additional issue after I posted before. I added SL to a save game I already had in progress, and that plane was the first craft I launched with SL installed in my game. I made 3 attempts to recover that plane, in flight, and KSP locked up and crashed, every time. I did finally recover it from the traking station. I was tired and on my way to bed, so I didn't bother reporting it hours ago, nor did i do much in the way of testing, but I threw a rocket out of the VAB and when i tried to recover it in flight, KSP again locked up and crashed. I removed SL from my install, rebooted and was able to recover the craft, in flight, with no problem. I don't know if it was because the mod was added to a save in progress, I'll need to test after work tonight with a fresh save and see if i have issues, and if i do, then I probably have a mod conflict issue causing it. I'll also test with the new version you posted and see if I get better results. I'll let you know how it goes and if I do still have problems on a fresh save, and with the new version, I'll toss you the logs, and my mod list, and see if we can't figure out what's going on, or which mod isn't playing nice. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 18, 2020 Author Share Posted January 18, 2020 20 minutes ago, vardicd said: added SL SL missing textures might have caused this - might - however, more likely the GUI/UI just wouldn't appear. excellent. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 18, 2020 Share Posted January 18, 2020 (edited) 2 hours ago, zer0Kerbal said: ^^^ this appears to be the case. after launching your plane, taxi it a couple of meters and then stop it - then you can use SL. It might be worth double checking vessels that are landed when they get reloaded (like switching to them from the Tracking Station). IIRC this used to be a problem for OhScrap! vessels would be placed back into "Prelaunch" when switching to them. I put a workaround in years ago though, so no idea if it's still a thing (that workaround was "flip a bool to tell me it's launched when the vessels speed exceeds 8m/s" (cause a vessel at rest on Kerbin is moving at 6m/s (presumably due to rotation of Kerbin))) Edited January 18, 2020 by severedsolo Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 18, 2020 Author Share Posted January 18, 2020 (edited) thank you to user @fitiales for creating & pushing the Spanish translation localization file. SimpleLogistics now speaks three languages. Will be in next update; however if in a rush - you can download the file and put in the GameData\SimpleLogistics\Localization folder. Edited January 18, 2020 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 18, 2020 Author Share Posted January 18, 2020 18 minutes ago, severedsolo said: It might be worth double checking vessels that are landed when they get reloaded (like switching to them from the Tracking Station). thank you. I believe it does - code is elegant and well written - @RealGecko did good code. uses: if (FlightGlobals.ActiveVessel.situation != Vessel.Situations.LANDED) {} Quote Link to comment Share on other sites More sharing options...
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