Tokamak 300 Posted September 18, 2020 Share Posted September 18, 2020 On 9/16/2020 at 7:56 AM, micha said: I'm really sorry, but I'm seriously busy with work (as in dayjob) right now. I will take a look as soon as I can, but that may still be a few weeks away... Please ping me again if you haven't heard by the end of the month. No worries. Nobody gets to expect free work out of you. If you get to it, you get to it. Stay sane. Quote Link to post Share on other sites
Papa_Joe 1,605 Posted October 4, 2020 Share Posted October 4, 2020 (edited) On 6/11/2020 at 12:48 PM, dlrk said: Hello all. Long time. Micha, i totally understand the work thing. I myself have spent the past 2.5 years on an adventure. Angular7/8, React, Bootstrap, Azure, Java, Javascript, Eclipse, Weblogic, jrebel Jenkins, etc. crash course. I'm coming up for air. If you would like, I'm willing to take a look. I'll catch up on your repo and see if I can bring mine up to date. I'll also try to answer some questions that have been raised here if anyone is interested. Edited October 4, 2020 by Papa_Joe Quote Link to post Share on other sites
Papa_Joe 1,605 Posted October 4, 2020 Share Posted October 4, 2020 On 8/26/2020 at 6:41 AM, micha said: Not a known glitch... will take a look. There was / is code in place to prevent the transfer if the module is full. Technically, it should move one of the kerbals in the destination module back into the source module. I will take a look. I've merged micha's latest master into my dev branch. If I have some luck, I'll submit a PR. Quote Link to post Share on other sites
micha 718 Posted October 5, 2020 Author Share Posted October 5, 2020 On 8/26/2020 at 2:43 AM, Tokamak said: This mod is on my essential mod list, because it is so useful. One thing though... when I try to transfer a kerbal to a module that is already full, they tend to disappear and are marked as dead. Is this a known glitch? Hi Tokamak, Could you detail exactly how you try to move the kerbal as well as what settings you have in SM? Do you have ConnectedLivingSpace installed as well? Any other mods? A log file would be really useful... and ideally a savegame (with no required mods) which can repro the issue. Just had a quick play and I can't repro..@Papa_Joe Hello and greetings Long time no see, I hope you're keeping well! Did you manage to get things compiled and running? Quote Link to post Share on other sites
Papa_Joe 1,605 Posted October 5, 2020 Share Posted October 5, 2020 5 hours ago, micha said: Hi Tokamak, Could you detail exactly how you try to move the kerbal as well as what settings you have in SM? Do you have ConnectedLivingSpace installed as well? Any other mods? A log file would be really useful... and ideally a savegame (with no required mods) which can repro the issue. Just had a quick play and I can't repro..@Papa_Joe Hello and greetings Long time no see, I hope you're keeping well! Did you manage to get things compiled and running? I did, thanks!. I'm reworking the distribution portion to fit my environment, but I have it merged and compiled. Looking into it now. Quote Link to post Share on other sites
micha 718 Posted October 5, 2020 Author Share Posted October 5, 2020 4 hours ago, Papa_Joe said: I did, thanks!. I'm reworking the distribution portion to fit my environment, but I have it merged and compiled. Looking into it now I tried hard to make it easy to adapt to any developer environment.. let me know if you have any questions. All you should have to do is to set the KSPDIR variable in the ShipManifest.User.props file. Quote Link to post Share on other sites
Papa_Joe 1,605 Posted October 5, 2020 Share Posted October 5, 2020 1 hour ago, micha said: I tried hard to make it easy to adapt to any developer environment.. let me know if you have any questions. All you should have to do is to set the KSPDIR variable in the ShipManifest.User.props file. Indeed. I freely admit my original structure was NOT set up for all developers Quote Link to post Share on other sites
santiagokof 9 Posted October 18, 2020 Share Posted October 18, 2020 hi, there's a way to resize mod windows? the main and transfer windows are too little to show all the info.https://prnt.sc/v1u4i5 Quote Link to post Share on other sites
micha 718 Posted November 29, 2020 Author Share Posted November 29, 2020 On 10/19/2020 at 4:12 AM, santiagokof said: hi, there's a way to resize mod windows? the main and transfer windows are too little to show all the info.https://prnt.sc/v1u4i5 Hi @santiagokof I had a quick look and it's not difficult to add resizing the windows, but it will take some time. Certainly something I'll look at for the next release. In the meantime I've just released a small update to finally release @Grassland's chinese translation - thank you so much and sorry for the long delay! Quote Link to post Share on other sites
Jansn67 46 Posted November 30, 2020 Share Posted November 30, 2020 On 11/29/2020 at 6:11 AM, micha said: Hi Big Thanx for the update and long term maintenance of this mod! Quote Link to post Share on other sites
theleg 9 Posted December 23, 2020 Share Posted December 23, 2020 KSP 1.11 update? Quote Link to post Share on other sites
micha 718 Posted December 26, 2020 Author Share Posted December 26, 2020 On 12/23/2020 at 5:23 AM, theleg said: KSP 1.11 update? Donations to allow me to quit my full time job and work on this instead? FIrst of all (I haven't had a chance to test yet) it is highly likely that this mod continues to work just fine in 1.11 - have you tried it? If so, it would be valuable for me and the rest of the community to post your test results here along with any issues. Secondly when I do get around to verifying/updating it, I will post here. Sorry, but modding KSP is a volunteer project for most, if not all, modders, with at best the occasional beer token. Asking for updates shortly after a KSP update drops is considered quite rude in this community and has, in the past, led to some modders quitting entirely. Please be respectful of the many unpaid hours people put into this. Quote Link to post Share on other sites
eberkain 716 Posted December 26, 2020 Share Posted December 26, 2020 (edited) when i press the EVA button nothing happens. How is it supposed to work? I suspect user error. Edited December 26, 2020 by eberkain Quote Link to post Share on other sites
micha 718 Posted December 26, 2020 Author Share Posted December 26, 2020 1 hour ago, eberkain said: when i press the EVA button nothing happens. How is it supposed to work? I suspect user error. Nothing at all? If the part which the crew member is in has a hatch then the Kerbal should go on EVA. If it has no hatch, then an error message should show up. It works for me so if the error persists, can you please share the log file and/or your save file so I can check? Quote Link to post Share on other sites
eberkain 716 Posted December 26, 2020 Share Posted December 26, 2020 3 hours ago, micha said: Nothing at all? If the part which the crew member is in has a hatch then the Kerbal should go on EVA. If it has no hatch, then an error message should show up. It works for me so if the error persists, can you please share the log file and/or your save file so I can check? I tried them all, nada. So I think it must be because of this patch I'm using. @PART[*]:FINAL { !INTERNAL{} } No internals must break the function somehow. Quote Link to post Share on other sites
micha 718 Posted December 27, 2020 Author Share Posted December 27, 2020 (edited) 20 hours ago, eberkain said: No internals must break the function somehow. Thanks, especially for showing that the hatch EVA button still works. I'll take a look. https://github.com/mwerle/ShipManifest/issues/7 EDIT: Figured out a fix; will come Soon (tm). Edited December 27, 2020 by micha Quote Link to post Share on other sites
therealcrow999 164 Posted February 4 Share Posted February 4 @michaThanks for maintaining this mod, one of my favorite mods since forever. Quote Link to post Share on other sites
Tacombel 49 Posted February 5 Share Posted February 5 (edited) Hello and thank you for keeping alive this mod. I read that we can use it to refuel ships and indeed it does. What would be great is to have an option to refuel all, so with a single click everything is refill. Thx. Edit: This is now unnecessary. A new option incorporated to Interestellar Fuel switch solves the problem gracefully. Edited February 16 by Tacombel Quote Link to post Share on other sites
therealcrow999 164 Posted February 15 Share Posted February 15 @michaI am not sure if this has been asked before or if it is possible, but it would be nice to also toggle Radiators too. I did not realize it was not in Ship Manifest until I was messing with a craft that had Radiators. Quote Link to post Share on other sites
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