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Everything posted by Papa_Joe
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Any interest in a part blocker, to manually exclude parts
Papa_Joe replied to linuxgurugamer's topic in KSP1 Mods Discussions
The question posed was how would you do it. I agree that some thought would need to be put into the actual implementation. However, conceptually, this is how it could be applied. Alternatively, parts could be captured at vessel save. That my be a slightly more accurate means. But, this is probably best taken to the Filter Extensions thread. I'll pose the suggestion there and see if there is interest. -
Any interest in a part blocker, to manually exclude parts
Papa_Joe replied to linuxgurugamer's topic in KSP1 Mods Discussions
When a part is added or removed from a vessel in the editor, you could capture it via an event handler. It would require persisting that data, incrementing a counter. Then you could use the usage data sort within each category... But, that is all moot if you feel it is beyond scope. Maybe this another mod idea... hmm -
Any interest in a part blocker, to manually exclude parts
Papa_Joe replied to linuxgurugamer's topic in KSP1 Mods Discussions
It may also be nice if it "migrated" most used parts to the top of the list. Maybe it can have a means to automatically block based on usage as an option. Kind of like in windows where unused icons are hidden. -
[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
It Should Not Break Your save. But, as you yourself said, you should keep a backup of your game save as a general rule, especially when upgrading the game, a mod or mods. -
[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
Papa_Joe replied to codepoet's topic in KSP1 Mod Releases
@codepoet PM sent -
[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
Papa_Joe replied to codepoet's topic in KSP1 Mod Releases
Not saying I would merge this. Only saying there is interest in the capability. My thought is to simply support it if @codepoet wishes. I already support CLS for him, so seemed a natural fit. -
[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
Papa_Joe replied to codepoet's topic in KSP1 Mod Releases
Interesting you should say that, as I was going to ask you if you would like me to support it... I've been getting requests to incorporate this feature into SM... -
[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
Good to hear from you! I hope you and your family are doing well! I'm sorry you don't get to play, but I know that your life is full. -
[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 Version released: release v 1.2.3.0 * New: Added support for intercepting Parts selection list during stock Transfer target part selection. A part not in the same space will be unselectable and is highlighted orange like full parts. * New: Added support for overriding the "Allow unrestricted Crew Transfers"in CLSInterfaces.dll setting via other Mods to prevent "competition" between mods when handling stock crew transfers. * New: Updated config for Docking Port Jr. Squad now says that a kerbal can squeeze thru. * New: Refactored code to improve performance, recuce garbage collection, & use Explicit typing. * Fixed: CLS windows now properly close when changing scenes. * Fixed: In the Editor, part highlighting does not work correctly when adding new crewable parts. Enjoy. -
Thanks for sharing that. It is always a good policy to delete before reinstalling, but I know that with CKAN the typical user expectation is that CKAN does that for you... Not sure if that is true or not... BTW, just so everyone is clear on this. I'm NOT opposed to the use of CKAN. I use it myself. I think it is great, and it helps me keep track of the numerous mods I install regularly. HOWEVER, I use it with the full understanding that it has its limitations, that I can resolve almost any installation issue myself, and by knowing how to download a mod directly and install/uninstall it myself. I also understand that is NOT the case with many CKAN users, and that is the reason I do not provide support for CKAN installation issues. Just don't have enough time to fix those issues on top of my current workload
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official Stress out the Devs! (and KSP)
Papa_Joe replied to sal_vager's topic in KSP1 Challenges & Mission ideas
Now that is a rig. I'll have to see if my equipment can handle it... -
Updated one of my Mods named Ship Manifest.
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New version released: Version 5.1.2.2 - Release 21 Aug, 2016 - KSP 1.1.3 Optimization Edition. - New: Tweak of tooltips to make them more readable. changed style and added border. - New: Refactored code to ensure explicit variable type assignments. - New: Additional refactoring for performance and improved garbage collection. - Fixed: Crew transfers were incorrectly playing Pumping sounds. - Fixed: Corrected a logic error in Crew Transfers that caused crew swaps in parts that have a crew capacity greater than their internal seat count. SM now properly supports "Standing Room Only Transfers". Oh and one undocumented change. (I will correct in the change log on the next release). I added support for another Stock Transfer event. Now, if CLS is enabled and/or you have DeepFreeze installed, if the target part is unreachable, it will be properly highlighted as a bad target and you will not be able to transfer to that part. You will also get an SM custom warning that the part is either full or unreachable. Of course if you turn off realism and/or Turn off CLS, then that part is open to transfer as normal. Enjoy. KSP 1.2 Warning! I fully expect KSP 1.2 to break things. Just the discussion on resources alone means I will have to take a close look at it. So when 1.2 releases, please bear with me as I madly scramble to make something like 12 mods work
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My recommendation is to look at the code in Roster Manager. You will get an idea of how a plugin is created. It by no means is the most elegant code, but will offer a starting point. You should look at the code of any of the mods on Git, and they should give you insights and ideas for your self. Also check out the KSPModders IRC channel. They also can help you even if you are just starting out. Usually they are a pretty good bunch of peeps
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And this is why I do not support CKAN installs... I have no control over the metadata, and cannot ensure that it is current. I update the DLL's assembly info each release, and I KNOW this is true as I use that assembly data to generate the download zip file and version info. So I have a foolproof automated way to be sure the file data is current when I build and deploy. I'm glad you are now working correctly. I suggest you take the install issue to the CKAN forum or post a bug report on the CKAN Github site. Let them sort out their own metadata
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I would check LOS to Mission Control... they may be on the far side. so a relay setup may be necessary?
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The class you want to look at is ExperienceTrait it is attached to the ProtoCrewMember. It has an ExperienceTraitConfig. This is where the characeristics are assigned. you may kow this already..
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That is just it... it is in the trait that these things are defined. so you can add custom traits.
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The issue is persistence. If you add traits, they will be saved to the game save. Then you have to be able to handle it on load. I've not explored this, but some testing should let you know what happens. just change the trait to whatever you want, and save the kerbal. on load they still should be there... as far as how KSP handles it.. I don't know. there are 2 basic Kerbal types. CrewMember, and Tourist. Pilots, Engineers and Scientists are a Kerbal Type of CrewMember. Tourists have a Kerbal type of Tourist. Hope that helps some. I will be exploring this in the near future, and RM will likely be manipulating this this as well for "specializations"
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You rang? @Deimos Rast?
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Looks like you got me... Maybe @DoctorDavinci will respond next...