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KSP2 Release Notes
Everything posted by Papa_Joe
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New Release: Version 5.1.4.3 - Release 01 Jun 2017 - KSP 1.3 Compatibility Edition - "it's always the last change you make bug fixes edition" - Fixed: Error in scrollviewer dimensions refactor. reversed height and width. - Fixed: Minor boundary detection error with mouseover highlighting. The visible button list window boundaries were not completely respected. Sorry about that. Roster window looks much better now
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
Update: New release. release v 1.2.5.2 release date: 31 May 2017 - New: Added compatibility with Airlock Plus. (thanks to @cakepie!) -
New release: Version 5.1.4.2 - Release 31 May 2017 - KSP 1.3 Compatibility Edition - Fixed: compatibility with latest DeepFreeze. Freeze action from Roster Window was failing. - Fixed: Some localization was not complete. Added additional tags for text not caught in first pass. - Fixed: Highlighting of parts was occurring outside the boundaries of the scroll windows. - Misc: Cleaned up text rendering in general. Converted to consistent use of C# string interpolation across mod. - Misc: Cleaned up some code style issues. I've been wanting to do this for a while, so KSP 1.3 was a good time to do it. This affected the SMWrapper.cs class for modders, and may break your mod. If you use this or reflection to access SM, some methods had capitization changes. Ex: SM... was replaced with Sm... get... was replaced with Get... Nothing is gone, just "altered"
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
PR merged. going through testing and some other minor additions. -
Free Mod Translator: Translate your mod to Spanish!
Papa_Joe replied to Deltathiago98's topic in KSP1 Mod Development
You have my permission (and my thanks!) to translate Ship Manifest and Connected Living Space. I have some rudimentary Spanish skills (6 years in school decades ago ), but I do not claim to be able to translate well. Please PM me with anything you might need. Links to the localization files are here: SM : https://github.com/PapaJoesSoup/ShipManifest/blob/master/ShipManifest/Distribution/GameData/ShipManifest/Localization/ShipManifest.cfg CLS: https://github.com/codepoetpbowden/ConnectedLivingSpace/blob/master/plugins/ConnectedLivingSpace/Distribution/GameData/ConnectedLivingSpace/Localization/ConnectedLivingSpace.cfg Via con Dios! -
I have tested this and can verify that it does work. I performed this testing before I got too far into localization as all my screens are onGUI and scripted. Also, note that ConnectedLivingSpace is also localized now. You have my permission (and my thanks!) to translate Ship Manifest and Connected Living Space. Please PM me with anything you might need. Links to the localization files are here: SM : https://github.com/PapaJoesSoup/ShipManifest/blob/master/ShipManifest/Distribution/GameData/ShipManifest/Localization/ShipManifest.cfg CLS: https://github.com/codepoetpbowden/ConnectedLivingSpace/blob/master/plugins/ConnectedLivingSpace/Distribution/GameData/ConnectedLivingSpace/Localization/ConnectedLivingSpace.cfg Via con Dios!
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
New release. release v 1.2.5.1 release date: 29 May 2017 * New: Added support for Recoupler. Modders can now request to merge spaces on reconnect of parts. (Thanks to @Booots!) -------Note to Modders: This changes the CLSInterface.dll, so if you use this and want the new features please include the latest CLSInterface.dll with your mod. * Misc: Cleaned up text rendering to consistently use C# string interpolation. Enjoy -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
Yes. my thought is to "esse your burden" a bit, as you have the part in your hand when in the editor. you could then tweak it right there... Finally another thought. In the info section for the part, I could include the Part name. that would make it easier to locate/create the part config... -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
I understand your concerns. I know we discussed this idea as well when I first implemented custom vessel configurations. I'm constantly trying to balance the needs of those that wish the greatest realism possible against those that wish more "playability" while preserving the sense if immersion that CLS can provide. The truth is that specific configs for modder parts are neccessary, to preserve the "intent" of the modder's part. Those are what "set the standard" for realism. However, given that this game is designed to play it the way you want, I'm thinking that a switch to allow those that desire it, the freedom to "do it their way" is not such a bad thing. I'm only proposing the idea to see what everyone thinks. It is certainly doable, and adds a layer of freedom to your designs for a specific vessel. The other thing I thought about would be to add a "weight penalty" to those parts that are made passable, as there certainly would be the need to additional structures to support crew movement through a part... -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
Believe it or not, I had someone wishing they could have passability with an engine. I mean you do have a fairing covering it, right? I agree though, I had this conversation a while back. If you look back through the thread, when I discussed adding the customization feature, there was quite the discussion on what to include in the part selection algorithm. -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
If you don't set the part to true, then the vessel created will not include the module. I believe that is how I have it now, but I will verify. Current behavior expectations with customizable parts is that it is vessel specific. Meaning not all vessels get the module regardless, only when you enable passability and then save the vessel. At least that was the plan. I will investigate this further to verify and make it so if it is not true... -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
I find this idea of adding modules to all parts and "just letting the player decide" an intriguing thought. While the realism purists would chafe a this, I can certainly see the need for those that like to customise their parts better. This recent conversation certainly bears that out. I could add this global addition to all parts as a switchable feature. turn it on and you can tweak anything (and it do mean anything ). turn it off and it reverts back to original behavior. Of course I would leave it off by default. Thoughts? -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
@cakepie, sounds great! However, CLS does also support reconciling spaces in Editor as well. That said, the idea of doing it on vessel data provided instead of just the active vessel makes sense. If you do a PR, please place it against the Develop Branch, so I can merge into that branch. That is my working branch. I look forward to seeing the PR! Note: I just added support for Recoupler (thanks @Booots!), so I'll push that up to the Develop Branch in the next few minutes. I will be doing another release very soon with Recoupler support added. Update: Code on develop branch is now current. -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
New release: release v 1.2.5.0 * New: Refactored to support KSP 1.3 * New: Implemented Localization system. Now it is possible to translate CLS into other languages. English included to start. * New: Revised Crew and part display window for spaces. now takes less real estate, and is more intuitive. * New: Revised Space selection buttons to make it easier to tell which space is selected. Now buttons toggle to allow deselection of a space. Note this is NOT backwards compatible. Localization prevents use in KSP 1.2.2 Enjoy! -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Papa_Joe replied to politas's topic in KSP1 Mod Releases
@Olympic1 Done. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Papa_Joe replied to politas's topic in KSP1 Mod Releases
Just a heads up. SM ver 5.1.4.1 released. KSP AVC file has been updated to reflect Github repo as distribution point. Thanks for all your hard work! -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
You can take a look at the MM config I built for that purpose. You may be able to tweak the filter to meet your needs. It is a bit advanced, but if you are comfortable with configs, it is not too bad. File in question is: CLSDefaultPart.cfg it has a filter algorithm you can play with. Also, with all the effort you are putting into these parts you feel are passable, If you pass me the configs in Git as a feature request, I can include them in CLS with proper credit to you. Up to you, they are your configs. -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
Sorry for the late response, but there is such a switch. open the CLS window and select options. there you will find a switch. check "Enable Optional Passable Parts". This setting requires a game restart, as Module Manager needs to reload the parts at startup for it to take effect. Then, you can go into the Editor, and many more parts will have a CLS description in the right click information window in the Part picker. Once you select a part to add to your vessel, you can use the tweakable for that part to adjust the passability characteristics. Note, that it does not make every part passable, (makes no sense for engines for example, I think) Hope that helps. In other news, now that Module Manager has been updated, I'm working on the next release of CLS. It is already working in 1.3, so I'm looking at localization. Not too many words to CLS, so should not take long. -
KSP version 1.3 Update. Official Release: Version 5.1.4.1 - Release 26 May 2017 - KSP 1.3 Compatibility Edition - New: Implemented Localization system. Now it is possible to translate SM into other languages. - New: Realism Settings Refactor. Realism Mode is redefined and easier to use; settings are now more granular. - New: - Added Radio switch for realism Categories: Full, None, Default, Custom. - New: - Added new setting to the Realism Tab "Realistic Control". This affects ship control window and uncontrolled resource transfers. - New: - Added new setting to the Realism Tab "Enable Roster Modifications". Affects Roster actions Create, Add, Edit, Remove, and Respawn. - New: - Added new setting to Realism Tab. "Realistic Transfers". This affects Transfer features for crew, science and resources. - New: Added several new tooltips in the Mod. Cleaned/updated up several others. - New: Refactored Vessel to Vessel transfers. Now separates multiple vessels originating from the same launch. - Fixed: Selecting a resource in the Manifest Window triggered an enumeration error. - Fixed: Crew respawn was always allowed. Should be disabled for Realism. Roster actions are now impacted by Enable Roster Modifications setting. - Fixed: Issue with multiple instances of SMAddon class loading when changing scenes. - Fixed: Roster and Settings windows continued to be displayed even when Pause Menu or Hide UI is on. - Fixed: Manifest and other windows disappeared in flight under certain conditions (when staging/part destruction occurs). - Fixed: Antennas not properly working. Post fix RemoteTech support is not yet confirmed. - Fixed: Part highlighting on mouseover of part selection button was broken. Bug introduced when I refactored highlighting awhile ago. - Fixed: Sound file changes were not taking immediate effect. Scene change was required. Github Issue #25 - Fixed: Resource totals not preserved during Transfers. Github Issue: #36 - Fixed: Resource Transfers exhibited incorrect stop button behavior with Target to source transfers. - Fixed: Tourists could go EVA, and should not. Github Issue: #37 - Fixed: ToolTips displayed even when SM interface is not. Github Issue: #38 - Fixed: ToolTips not properly updating on Xfer button. Github Issue: #39 - Fixed: Crew Xfers between full parts failing under certain circumstances. Github Issue #40 A lot of work went into this release. I hope you like the changes. As always, let me know if you find bugs either here or (preferably) via Github as an issue. Enjoy!
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Just an update. WIth 1.3 released, I've tested and the current version of SM works in 1.3. I do plan on another update, as I have solved a longstanding issue with Vessel to vessel transfers. One of the main issues I had when I implemented vessel to vessel transfers, was the fact that my vessel identification algorithm was messy and caused all parts of a given launch Id to be "linked" together. This was annoying to me, as you could have 2 separate vessels launched on the same flight. I have overcome this problem as I now better understand how KSP builds vessels and how Squad handles decoupling/undocking. so, now when you launch 2 or more distinct ships on the same launch vehicle, they will appear as one vessel until they are detached from each other. after that, when they dock together again, they now show up separately in the vessel to vessel transfer window. Therefore, I will be releasing an update that includes an improved vessel to vessel transfer system, and also cleaning up the highlighting that goes with them. I expect that to be in the next day or so.
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Official API Documentation KSP 1.12.0
Papa_Joe replied to JPLRepo's topic in KSP1 C# Plugin Development Help and Support
Thanks Much! -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Papa_Joe replied to politas's topic in KSP1 Mod Releases
Thanks! and that works for me, as I'm not releasing to spacedock or Curse until then as well. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Papa_Joe replied to politas's topic in KSP1 Mod Releases
@politas, I've just updated Ship Manifest, and have updated KSP AVC to point to my Git repo instead of SpaceDock. https://github.com/PapaJoesSoup/ShipManifest/releases Just a courtesy note to let you know about the change. -
Ok folks. Release is out. Runs on 1.2.9, but should also work on 1.3 when it is released (barring any earth shaking changes). Note: this is NOT backwards compatible with KSP 1.2.2. Localization updates render the mod incompatible with KSP 1.2.2 Version 5.1.4.0 - Release 22 May 2017 - KSP 1.3 Compatibility Edition (1.2.9 Prerelease) - New: Implemented Localization system. Now it is possible to translate SM into other languages. - New: Realism Settings Refactor. Realism Mode is redefined and easier to use; settings are now more granular. - New: - Added Radio switch for realism Categories: Full, None, Default, Custom. - New: - Added new setting to the Realism Tab "Realistic Control". This affects ship control window and uncontrolled resource transfers. - New: - Added new setting to the Realism Tab "Enable Roster Modifications". Affects Roster actions Create, Add, Edit, Remove, and Respawn. - New: - Added new setting to Realism Tab. "Realistic Transfers". This affects Transfer features for crew, science and resources. - New: Added several new tooltips in the Mod. Cleaned/updated up several others. - Fixed: Selecting a resource in the Manifest Window triggered an enumeration error. - Fixed: Crew respawn was always allowed. Should be disabled for Realism. Roster actions are now impacted by Enable Roster Modifications setting. - Fixed: Issue with multiple instances of SMAddon class loading when changing scenes. - Fixed: Roster and Settings windows continued to be displayed even when Pause Menu or Hide UI is on. - Fixed: Manifest and other windows disappeared in flight under certain conditions (when staging/part destruction occurs). - Fixed: Antennas not properly working. Post fix RemoteTech support is not yet confirmed. - Fixed: Part highlighting on mouseover of part selection button was broken. Bug introduced when I refactored highlighting awhile ago. - Fixed: Sound file changes were not taking immediate effect. Scene change was required. Github Issue #25 - Fixed: Resource totals not preserved during Transfers. Github Issue: #36 - Fixed: Resource Transfers exhibited incorrect stop button behavior with Target to source transfers. - Fixed: Tourists could go EVA, and should not. Github Issue: #37 - Fixed: ToolTips displayed even when SM interface is not. Github Issue: #38 - Fixed: ToolTips not properly updating on Xfer button. Github Issue: #39 - Fixed: Crew Xfers between full parts failing under certain circumstances. Github Issue #40 Enjoy, and as always, let me know (here and via Git Issue) if you spot a bug!