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Posts posted by Papa_Joe
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22 hours ago, CalvonVulcan said:
idk if it is this mod but it is really annoying, the Firebottles, When i fly my super sonic jet at mach 4.3-4.5 (Changes in altitude), i normally fly at 16.200 meters and then the small fireball apears on one of my tanks and takes my fire bottles and then expldoes my craft, it is getting really annoying, does anybody have solution? Thanks!
Without looking at anything, but having dealt with these issues, it is possible that you are experiencing the Kraken. at those velocities, the floating-point math can get messy for your individual parts. if it is only happening when you change altitudes at that speed, it would explain it. Yes rockets seem to work, but it is a different flight regime. Of course I could be wrong, but that's my guess. I don't think it is the Mod.
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10 hours ago, Kimera Industries said:
To properly troubleshoot your problem we will need a log file so we can see any errors that may be occurring.
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Hi all. Guess I need to check the forums more often. Let me look at the latest version against 1.12.5. See what I can do.
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13 minutes ago, Tokamak said:
I have a weird thing that sometimes happens. Not often, but occasionally, when I am using SM to transfer crew from one part to another, they will just disappear.
Like, 5 crew on the ship, move one kerbal from part a to part b, and suddenly there are only 4 crew on the ship. Is there something I might be doing wrong to cause this?
Yes, it is a known issue. since it is sporadic, it has been harder to locate. not forgotten.
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On 5/2/2023 at 2:34 AM, Krazy1 said:
So I did miss the note about deleting the previous version - I simply updated it with CKAN. So today I removed it and then reinstalled (with CKAN). Same result. I tried deleting the smSetting.dat, no change. Note I'm using 4kSP_Expanded if that matters. I found more mods with text or buttons affected but SM itself seems most wonky. I can't resize the window at all. It just flickers rapidly between 2 different vertical heights when I try to resize it and when moving it.
Baseline collage with SM 0.6.0.6:
Same collage with SM 0.6.0.8:
Changes circled:
This is most helpful. I will see that is going on. I've found one potential culprit in the SMAddon class. I'll take another pass with this new information.
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resizing buttons in principia and resizing text in waypoint mangaer. Labels in Waypoint Manager or data entry boxes? I was pretty certain I had handled all labels and buttons (I had to add the custom style to every label, textbox, button, etc) . I will go back thru the whole mod to see if there were any I missed. The resize does have some differences in height when changing skins, but I also addressed that in my code. Is it all windows or just certain ones? also try deleting the smSetting.dat file in the plugin/plugindata folder. if you installed the mod over the previous version that could also cause problems. this is why I recommend deleting the mod before updating it. Let me know what you find.
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Release 6.0.8.0 is out.
Version 6.0.8.0 - Release 28 Apr 2023 - KSP 1.12.5
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- New: Added horizontal window resizing to all windows. SM will remember these settings between saves.
- Fixed: Correct window scaling issue where other mods were affected by SM when changing the KSP Scale.
This was caused by GUI.skin issues as SM was altering the built in skins.
SM now uses a custom skin constructed dynamically from the selected built-in scales, so only SM windows are affected.
Issue: Forum post https://forum.kerbalspaceprogram.com/index.php?/topic/56643-112x-ship-manifest-crew-science-resources-v-6070-25-apr-23/&do=findComment&comment=4277051- Changed: adjusted window heights for the Unity skin and the KSP skin. This makes window resizing more reliable.
This should work better, and I think the horizontal resizing will please those folks with long names in their parts
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Ok, I've reworked the mod to use a custom skin. Since SM used either Unity skin or the KSP skin, the custom skin is rebuilt, depending on the skin selected in Settings. As before, you can switch between them, but for all controls to properly reflect the changes, you have to restart the game. KSP also recommends a restart for any scale changes. In any case, if you want to change the KSP scale or the skin used, a restart is recommended. KSP scale changes will no longer affect other mods.
Finally, I've added width resizing to all windows. This is dynamic, just like the height resizing. I should be releasing this new version tomorrow (Mexico Central time).
Change notes to be released with the release of the new version.
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9 hours ago, Krazy1 said:
Nice! I appreciate it for 4K. However it seems to be applying the UI text scaling to other mods. Specifically I see it on Pilot Assistant v1.13.4.c. I installed v6.0.7.0 from CKAN, then PA text was larger but that's a problem because the way the text overflows and wraps to the next line and how the window autoscales the boarder assumes standard text size, so some is cut off. I reverted to v6.0.6.0 and PA UI was back to normal. I didn't go back to v6.0.7.0 again (too late today) but I have the previous player log... doubtful but maybe some help. I have a lot of mods though. I have UI Scale at 170%.
I think I understand the issue. I'm still learning about how unity applies skins, so I may have just altered the current skin, so it affects all mods that use the built in skins. This is something that dates back to the mod's origin, so the problem has been there a long time.
I'm working on setting up a custom skin. going thru the mod to make sure I've addressed it properly. I'll keep you posted. Also in work on the horizontal resizing. got it working (sort of) so there is still a bit more work to do there. I'll release an update with both things in the near future.
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Ok, KSP interface scaling is now supported. New release out on SpaceDock, CurseForge and Github. CKAN should sweep and pick it up within the next 24 hours... @HebaruSan Just shout out to you. Been a while since I released an update... might you need a nudge (due to a stale mod)?
Change Notes:
Version 6.0.7.0 - Release 25 Apr 2023 - KSP 1.12.5
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- Fixed: Correct error in Manifest window with the vessel name. Was using a nonlocalized name. Now properly localized.
- Fixed: Rate Modifier field in Science window was displaying incorrect value. Now properly displays the value.
- Fixed: Correct resource display error when RealXfers setting is changed and Saved in Realism settings.
Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/63
- Fixed: Memory leak on SM destruction. One handler was not being removed.
Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/64
- New: Refactored mod to support KSP UI scaling. You folks with the 4k monitors should be able to see the text now.
- New: Localized Screen messages in Crew transfers.
Note: Many localizations are machine translations. Any help in improving them is appreciated.
- New: Added a Settings button to the Roster window when in the Space Center. This button appears if you disable the Settings icon
on the toolbar. This setting is in the Config Tab.
- Changed: Refactored remaining windows and tabs to clean up display code. Moved a lot of redundant code into GUI utility methods.
- Changed: Refactored all windows to cache all localization strings and object size values.
Object size values only recalculate if the KSP UI Scale is changed. Hopefully this helps a bit with performance.Let me know if you find any issues. I think it works pretty well at any scale. I'm now starting to look at horizontal resizing. I wanted to get the scaling done before I tackled that.
Enjoy!
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So, I'm in the midst of adding KSP UI Scale support to ShipManifest. it is mostly complete, and a few tweaks remain. A bit more testing in both default settings and various scale settings also remain. I suspect this work will be done in the next couple of days, and v6.0.7.0 will be released. Preliminary Change notes:
Version 6.0.7.0 - Release TBD - KSP 1.12.5
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- Fixed: Correct error in SMManifest window with the vessel name. Was using a nonlocalized name. Now properly localized.
- Fixed: Rate Modifier field in Science window was displaying incorrect value. Now properly displays the value.
- Fixed: Correct resource display error when RealXfers setting is changed and Saved in Realism settings.
Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/63
- Fixed: Memory leak on SM destruction. One handler was not being removed.
Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/64
- New: Refactored mod to support KSP UI scaling. you folks with the 4k monitors should be able to see the text now.
- New: Localized Screen messages in Crew transfers.
Note: Many localizations are machine translations. Any help in improving them is appreciated.
- New: Added a Settings button to the Roster window when in the Space Center. This button appears if you disable the Settings icon on the toolbar.
This setting is in the Config Tab.
- Changed: Refactored remaining windows and tabs to clean up display code. Moved a lot of redundant code into GUI utility methods.Back to work....
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On 4/27/2022 at 1:06 AM, jebycheek said:
I have encountered a problem ,description window will pop out once I stop my cursor on the icon ,and it won't disappear ,the only solution is restart the game,So can anyone tells me how to disarm this mechanism?
Sorry for the (extremely) late reply. go to Settings, Tooltips, and there is an option for the appIcon. disable and you won't see the tooltip anymore...
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On 3/7/2023 at 5:52 PM, luna_cat said:
When transferring crew into a full part (all seats filled), I had previously seen the top crew from the destination transferred into the source part. The two crew would swap seats between the two parts. Now the source crew is transferred into no where. They just disappear. The old behavior was quite handy when both the source and destination were full. I'm including various logs.
https://drive.google.com/drive/folders/10YFC-eY6CTx9M3ue9FwLDeaBWY0P49z1?usp=sharing
Thanks for supporting this mod. It's very useful.
During my absence, there was some work done on crew transfers to fix another (or this) bug. I will revisit. a new version is currently in work with some refactoring, bug fixes etc. The latest is in the Dev branch of my github Repo for any brave souls that want to build and test.
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10 hours ago, Blackfoxexo said:
its not working
Based on some testing with @Acid_Burn9 a couple of months back, we determined there is a conflict with Modular Missile Parts. I do not know what the issue is, but if you remove that mod, the transparency returns. I'm going to hazard a guess, but it might be some shader change causing the issue. Typically, transparency is a shader feature.
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It may need some CLS config entries via Module manager. I'll take a look at the mod to see what we need to do.
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13 minutes ago, Gotmachine said:
Stock vessel names are localized. You're supposed to use Vessel.GetDisplayName(), not the Vessel.vesselName field directly.
Thanks! I wondered if that might be the issue.
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5 hours ago, linuxgurugamer said:
You've done amazing work with this mod.
Was looking at it, and came across this small issue in the title bar:
I didn't see the issue anywhere else.
One request for a config setting: My toolbar in my main game is very cluttered due to the number of mods, and for various reasons, I don't use Blizzy. Having an extra button on the toolbar at the spacecenter is unnecessary clutter, IMHO. Could you consider the following changes:
- Add a button on the Ship Manifest Roster window (which opens when on the space center) to open the settings window, only if the following option is enabled:
- Add a config option which would hide the settings button on the toolbar
1. Interesting. it is crashing on the vesselName. I haven't seen that before. Can you tell me the name of the vessel, and is this repeatable with another vessel? I'm not getting an error. I even tried extra long names and got no error...
2. Sounds like a good idea. I can add an option for the Space Center button behavior. -
16 hours ago, JoeSheridan said:
Wow, this is a great idea, how is it possible that i did not know about this mod?
Ya, JPLRepo and I were working on this, but it has languished for a while. Brought it up to date, but could use some more love. A lot has changed with KSP and there are more things we could do...
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5 minutes ago, Moose said:
PlanetShine is old. Very old. When it comes to KSP modding anyway.
The first commits were made in 2015 and KSP in itself has had a couple major engine upgrades since then. A lot of the options we have now for optimization didn't really exist back then. Ideally @Papa_Joe could find the time to optimize it/change it to an ambient light approach but that's beyond scope I feel.
Ya a lot has changed since then. I've also learned a lot about unity since then. Don't know if I can invest the time, so no promises.
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1 hour ago, jrodriguez said:
You are right. Although I think laser type of weapon (non ballistic) at least in the past were working fine from orbit https://youtu.be/JveKmzM5ACg
Thanks for the clarification. I can look at how the transform's velocities are combined.
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Typical muzzle velocity of a bullet is 800 feet per second. at orbital velocities, that means it is almost nothing. Additionally, bullet mechanics expect atmosphere. So there is a calculation for bullet drop due to gravity and drag. In space none of that applies. Machine guns in space are simply useless... so them going in random directions makes sense.
The bullet speed would be considered a small delta V boost and the bullet will rise in Orbit a bit until the eventual gravity and that little drag *might* exist (assuming it is below the threshold altitude of a body that actutally has atmosphere), and then slows enough to start lowering its orbit. It would not make it that far as bullets have a life span (Pooled object).
Seriously. Machine guns in orbit are not going to be workable...
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4 hours ago, Grond said:
Hey, I wanted to ask you if you know why the bullet mechanics seem to break in orbit or when you're not on a planet's surface?
My answer will depend on one thing in particular. What is it you actually expect to happen to a bullet in space? And what is the result that you're actually getting?
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1. Reinstalling a Steam installation will not correct any mod errors. You will have to completely uninstall the game and reinstall it to remove any mods.
2. Modding a Steam installation is not recommended. I recommend you perform step 1, and then make a copy of the game folder to some other location. Then you can mod that copy.
3. If you still have errors, please provide a log file so that we can actually see what is going on. How to do that is listed in my signature below under How to Get Support
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5 hours ago, flart said:
Is it possible, that Xfer Crew with the SM somehow interrupts the OnVesselCrewWasModified event, that is run by default "Transfer Crew" PAW button?
ScienceLabInfo "Rate Modifier (scientists)" field is changed if you put new kerbal in the lab using stock button, but does not changed with the SM xfer
I do intercept certain portions of the Stock Crew transfer. OnCrewTransferPartListCreated, OnCrewTransferSelected, and OnVesselWasModified. I do not intercept OnVesselCrewWasModified. There is an option to disable Stock crew Transfers, so You can try making sure that option is disabled. Additionally, there is also an option to override Stock Crew transfers, so you get SM behavior even with The stock transfer button. Maybe there is something I'm not handling properly there?
Rate Modifier is not updating? Is this in the editor or in flight? I will need a bit more detail for that one.
[WIP] [1.12.x] Roster Manager - 0.3.0.1 KSP 1.12.x Compatibility Edition - 13 Feb 2022
in KSP1 Mod Development
Posted · Edited by Papa_Joe
additional thoughts
Been a while since I've looked at this. I" will take a look and see. should be doable.
Also with the demise of KSP2, might be a good idea to revisit my mods. looks like KSP will be around for a while.