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Papa_Joe

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Everything posted by Papa_Joe

  1. Congrats! I will be looking forward to checking it out! WIll it be your intention to fold it into Kerbal Foundries? or will there be room for a separate ALG? I don't want to duplicate effort...
  2. Making pretty good progress. I'm not certain I've corrected vessel to vessel transfers, but I'm releasing. If we still have issues, I'll address them,. However, this is a more stable release. Version 5.1.3.2 - Release 16 Jan 2017 - KSP 1.2.2 Compatibility Edition - New: Refactored for KSP 1.2.2 - Fixed: Enumeration error when opening or closing more than one hatch at the same time. - Fixed: Respawn Kerbal fails. Github issue # 35. - Fixed: Opening/closing hatches via a part's tweakable doesn't properly update the transfer windows xfer/eva buttons when CLS spaces change. - Fixed: Fill buttons do not have tooltips. Can be confusing as to their behavior. - Fixed: Part level fill buttons do not behave as expected by users. Should not be available in flight with realism on. - Fixed: Roster and Settings Icons sometimes appear in flight scene. Should only be in Space Center Scene. - Fixed: Highlighting is disabled temporarily when hatches are opened and closed. - Fixed: Resource selection in the Manifest window is behaving erratically. Resources are disappearing in the display when multiple selections are made. - Fixed: Vessel to vessel transfers are failing with an NRE in ShipManifest.SMVessel.UpdateDockedVessels. - Fixed: Sometimes crew transfers do not work. If you use CLS, I recommend you get the latest version for the best experience with SM. I'm using a new custom event to better support changes to the spaces. Enjoy.
  3. New version released. release v 1.2.4.2 * New: Added a custom event to notify mods that the CLS vessel data has been refreshed. * New: Added a some configs per GitHub issue and PR 79 Thanks Kerbas-ad-Astra! This preps SM for release. I'm now using the new custom event in CLS to let SM know when to refresh lists.
  4. I've not gotten far enough to formulate plans Still need to look at the code. I'll be happy to contact you and or anyone involved when I do and we can coordinate. I don't want to duplicate effort either. I also do not want to work in a vacuum. Edit: as you can see above, I've been in communication with ClimberFX and that is when he took a look at ALG as part of creating his own landing gear. I think between the many talented folks in this community, we can revive ALG, and/or fold it into KSPWheel. I'll be there soon. only 2 items left on the hit list for SM...
  5. Yes. There are some known bugs, and I'm almost done correcting them. Here is the proposed change list for the next version: Version 5.1.3.2 - Release xx Jan 2017 - KSP 1.2.2 Compatibility Edition - New: Refactored for KSP 1.2.2 - Fixed: Enumeration error when opening or closing more than one hatch at the same time. - Fixed: Respawn Kerbal fails. Github issue # 35. - Fixed: Opening/closing hatches via a part's tweakable doesn't properly update the transfer windows xfer/eva buttons when CLS spaces change. - Fixed: Fill buttons do not have tooltips. Can be confusing as to their behavior. - Fixed: Part level fill buttons do not behave as expected by users. Should not be available in flight with realism on. - Fixed: Roster and Settings Icons sometimes appear in flight scene. Should only be in Space Center Scene. - Fixed: Highlighting is disabled temporarily when hatches are opened and closed. y Fixed: Resource selection in the Manifest window is behaving erratically. Resources are disappearing in the display when multiple selections are made. y Fixed: Vessel to vessel transfers are failing with an NRE in ShipManifest.SMVessel.UpdateDockedVessels y Fixed: Sometimes crew transfers do not work. Items with a "y" next to them are still unresolved. The rest are fixed.
  6. Awesome stuff! I will be getting an SM update completed soon (less than a week). I will then have more time to spend on coding. It has been a very eventful 8 months for me. Death of my wife, meeting a new love, moving, marriage, and separations. Many changes and much to be thankful for! I will get into ALG very soon folks. thanks for the patience.
  7. Be happy to help, but need more info than that. Go to this link and follow its instructions. If you still have an issue, then supply the requested information mentioned in this post. this post is found in the root of the forum you posted in, so you can refer to it anytime!
  8. New Release: release v 1.2.4.1 * Fixed: Some parts were not merging spaces event when hatches were opened. Github Issue #75. Forum Post: http://forum.kerbalspaceprogram.com/index.php?/topic/109972-122-connected-living-space-v1240-30-dec-2016-customize-your-cls-parts/&do=findComment&comment=2906269 * Fixed: CLSDefaultPart.cfg was included in distribution. There should only be a CLSDefaultPart.cfg.txt file. Removed. Github Issue #78. Enjoy!
  9. There was quite the discussion on what parts should or shouldn't be included in the passable list back when the passable list was being created. in the end, I think @codepoet chose to exclude these parts. It is possible that the CLSStockFreedomAddon.txt may contain these parts as passable. I have not looked in a while. Edit: I just checked and these parts are indeed included in the Freedom .txt. change that to .cfg and you have your configs. Also, for those that have noticed, I inadvertently left the CLSDefaultpart.cfg active. you will find both the cfg and the cfg.txt there. simply delete the cfg and CLS will behave correctly. I will correct this in the next release. (GitHub Issue #78).
  10. Thanks for the feedback. If you can provide steps to reproduce, that would be helpful... (which window which button, etc..)
  11. A little late on the response to this, but were you by chance in Preflight? If so, there has been some debate about what should be allowed for realism. therefore there is a switch in the Realism Tab for preflight resources. It is enabled by default. turn that switch off, and Fills are removed. the switch setting is called Enable Resources in Pre-Flight, and it is under the Enable Resource Xfers setting. And, if you are worried about it being "easy" to change, then lock the realism settings. then you can only change them by editing the SMSettings file in the Plugins\PLuginData folder . take a look at the SM Wiki for more info. Finally, I noted that there are not tooltips for those buttons. I will add them to provide some more clarity as to their purpose.
  12. New Release. release v 1.2.4.0 * New: Refactored to support KSP 1.2.2. * New: Completely refactored method used to Add hatches to vessels. Now utilizes a module manager config, eliminating prefab manipulation in game. * New: Code refactored to improve performance and garbage collection. * Fixed: Some parts containing ModuleDockingNode without a referenceNodeName would be rendered impassable in some nodes. * Fixed: NRE generated during Vessel load. The addition of a female kerbal broke the CLS Module attachment code when a vessel is loaded at Flight. (This was a old undetected bug, that may explain some parts not showing as passble) * Fixed: Spammed Index out of range error during space changes while CLS Window is opened. NOTE: as with all releases, there may be issues, and possible issues with existing saves that previously had CLS in place. Be sure to back up your game save if you had CLS previously installed on the game save from KSP 1.1.3. Thanks again for your patience! Enjoy!
  13. Hey all, I am nearing completion of CLS update. once that is released I will be returning to SM for some love. CLS has revealed other issues besides what has been reported here, so all will be addressed in the next update. I will keep you updated as I progress. I expect to start work on SM's next update today.
  14. Update. Testing so far shows that CLS is working. There may be an edge case when using inline docking ports, as they do not have one of the fields that CLS expects, but I think I have it accounted for. I will be releasing an update today. I will call it good, but as with all releases, there may be issues, and possible issues with existing saves that previously had CLS in place. Be sure to back up your game save if you had CLS previously installed on the game save from KSP 1.1.3 I appreciate the patience everyone has demonstrated, and Look forward to hearing about the results of the build. good or bad
  15. Makes sense. I do know that @JPLRepo is on vacation at the moment. Maybe he will have input upon his return.
  16. There were a lot of changes in KSP 1.2 and beyond. So there are many behaviors that have "changed". as a result there are many "unexpected" results from those changes. Quite honestly, comparisons between KSP 1.1.3 and KSP 1.2.x are like apples and oranges in many respects...
  17. Yes, it took some creativity, and examining the ModuleDockingNode, but found a way to pass the needed data in a config. now it is rock solid and persists well. so major cleanup of all the syncing code, and moving things to the events that are now available. This will make it very elegant indeed. Finally, Thanks. I will never give up on a problem until it is solved ...
  18. I'm battling two things, the changes made in 1.2 that broke some very old legacy code, and my lack of knowledge on the parts/modules front. I'm learning both, and this is what allowed me to create the module that codepoet was building in code using prefabs into a proper module manager config. It is now properly appearing and persisting in the craft file. Now I just need to clean up the massive quantities of work around code and move it to proper event handlers. This will get rid of the fixedupdate call he was making to keep the modules synced with each other (ModuleDockingNode and his construct ModuleDockingHatch). I think it will be much less complex than it was, so just need to strip out the old and build in the new. If you don't mind, if I have questions related to how parts and module behave I'll ping you via pm. That will save me a lot of digging and learning the hard way )
  19. CLS Broke with 1.2 last build before release. I've been battling it ever since. But I'm here to announce a breakthrough. I have resolved one of the major issues that codepoet faced when was designing the Hatch interface. I have successfully replaced his method with a module manager config that provides the needed module. More to do as I have to now refactor the code into a more elegant form, but I now feel confident that I can release a 1.2.2 compatible version that retains hatches! Thanks for everyone's long patience, but the result will be even better than I had hoped. We will also gain a performance boost as a result.
  20. Yes. hatches add another layer of immersion, and support such things as life support, leaks, etc. but crew transfers would still be limited by living spaces... It is simply that living spaces could not be further subdivided by closing a hatch. Now, to be precise, CLS has never performed crew transfers. It only identifies areas on a vessel that are connected internally and "could" be transferred to without EVA. another program (such as ShipManifest or KerbalCrewTransfer, or stock) is necessary to actually perform the transfer.
  21. Thanks for that. Still working thru it. I'm having to learn more about part (not a bad thing), so It is taking me a bit longer than I wanted. I am thinking about releasing a version without hatches so at lease spaces are accounted for. I will not give up on hatches, just want to get something functional out. Thoughts?
  22. Hey all... I was travelling a bit after my girlfriend from China arrived. I'm back in town, so catching up. First, Reviving dead kerbals was a known issue and I release with this bug still in place. Have a fix working, so will release that soon. Second. Vessel to vessel transfers. I was not aware of any issues with that, so I will investigate. Third: crew transfers were working fine. those I tested, so a log will be helpful. as always logs go a long way to assist me. and I know log all SM trapped errors to the output.log as well, so that is all I really need. I may get rid of the Error window in a future update and this functionality has been included in KSP when in development mode.
  23. Still working the issue. Me thinks I can completely replace the ModuleDockingHatch with extensions to the existing ModuleDockingNode (stock) using Module Manager. Since they are related on a one for one basis, it makes sense to simply fold the hatch functionality into the docking node itself. I'm teaching myself about that as we speak. of course, doing so will break SM and any other mods (are there any?) that use the hatch functionality of CLS. Thinking that one over... Still at it.
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