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KSP2 Release Notes
Everything posted by Papa_Joe
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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 1.2.2.1 * Fixed: Stock Crew Transfer fails for "not in same space" even when the 2 parts are in the same space. 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
Thanks so much for the detailed response. This is very helpful. I duplicated your test in the editor and on the pad. CLS window shows that they are in the same space. However when you attempt a stock transfer, it fails. Confirmed bug. I will investigate. -
OMICRON - Flying Space Car Development Thread
Papa_Joe replied to Climberfx's topic in KSP1 Mod Development
Continues to look even more amazing! -
[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
To answer your first question, typically it is false by default. Most modules are NOT designed originally to surface attach. That does not mean that is it false in all cases. However, without a picture, it is difficult to visualize what you are trying to do. If you can post a picture, and explain the issue, I might be able to help. -
Vessel Mover and bdarmory need new home
Papa_Joe replied to Nerfclasher's topic in KSP1 Mods Discussions
Did anyone pick up BDArmory? If not I'll add that to the list... We HAVE to keep that one alive.... I'm not into weapons, but it is the ONLY weapon mod we have in KSP, and there are a lot of mods that expand on it... I know it is definitely an in Demand Mod... -
Hey, I saw a need and filled it... thanks for the link. I will get the updated source and incorporate those changes. also address the existing bugs reported in the original Git Repo. If anyone else has issues, please post them here or to the new repo location show in the source code location of the OP.
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VesselMover Continued v1.7.3 Pick up, move, rotate, place, or drop landed vessels quickly and easily. NOTE: Since BahamutoD is now busy with real life and has graciously made it known that we can continue support in his stead, I'm reviving the mod in this thread and will continue its support. The original VesselMover thread is here: BahamutoD's Original VesselMover Thread Download Locations: Download from GitHub | Download from SpaceDock Installation: Extract the folder called "VesselMover" to KSP's GameData folder. For installation convenience, VesselMover is now CKAN listed, and supports KSP-AVC. KSP-AVC. This mod checks your installed mod versions against the mod's latest version. Let's you know when you need to update. CKAN. The Comprehensive Kerbal Archive Network (CKAN) Package Manager (CKAN) is a multi-platform app that manages nearly all your mods from one clean executable. Performs installs, updates, and uninstalls of your mods automatically. NOTE TO CKAN USERS: don't expect support for installs via CKAN. if the CKAN install fails, contact the CKAN folks, NOT me. Usage: Use the toolbar menu buttons to pick up, place, or drop a vessel. It must be landed or splashed down in order to pick it up. Use Tab key to change Movement Mode. This changes the base altitude and movement speeds For long distances, it works well to use "Ludicrous speed" in map mode! New!* Use the Throttle Up and Down (Shift and Control by default) to raise and lower the Altitude New!* Use Throttle Cuttoff (X by default) to Reset the Movement Mode Altitude if changes have been made. Use pitch/yaw (WASD by default) to move around. Use roll (Q/E by default) to roll, and translation buttons (IJKL by default) to rotate pitch and yaw. Use translate fwd/back (H or N by default) to auto rotate planes and rockets respectively to level/upright. Click spawn vessel to open the craft browser. Select a craft, then select a place to spawn it. It will spawn in vessel-move mode so you can reposition it or rotate it before placing it down or dropping it (free fall baby!). Support: If you expect me to provide support for issues with this mod, I will expect that you have read and will follow these instructions. Video Demonstration: Change Log: License: MIT Source: https://github.com/PapaJoesSoup/VesselMover
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Vessel Mover and bdarmory need new home
Papa_Joe replied to Nerfclasher's topic in KSP1 Mods Discussions
If no one else is looking at supporting this, I will begin supporting it. I noted the same thread post above. He talked about College and work and a relationship. So he no longer has time. So I'll be posting an revival update soon unless someone pipes in. New thread created here: -
Ok, in the ROSTER section of your game save, you can correct the state of Doodmin Kerman by changing his type to Crew, and his state to Available. I don't know how he ended up that way, but I think it has to do with the other mod. I do not interact with this process, As for the fact it showed up in the roster viewer, it was because the Type was Unowned. This is used by DeepFreeze along with the state of Dead to denote Frozen. I do not initially test for Dead, as I was "assuming" that Unowned was sufficient for detection if DeepFreeze was installed. later in the process, I test for both properties to determine correct state. Therefore it was there on the list, but status was blank (unhandled condition). I'd be interested in seeing what the other mod author is doing when spawning crew on a new vessel. As for the NRE, I'm struggling to duplicate the issue. It does not seem to indicate an SM exception, and you don't get an exception in the debug window of SM, do you? Correction to an earlier statement. Fills from the roster window in realism mode are acceptable and by design. The logic is this: If a Kerbal has already been recruited and is available in the roster, there is no cost for adding them to a vessel at launch. The cost component is based on recruitment. Currently Vessel and Part fills can also create kerbals automatically, so they are precluded. Now I could consider altering behavoir to allow vessel and part fills based on available Kerbals or autofill based on a switch setting in the Settings window. Food for thought. .
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I'm glad you are liking the update, and thanks for the detailed feedback. I can confirm that the errors are benign (it is thrown at the end of the process after the kerbal action is complete), but I know exactly what I need to change to make the error go away. Now, for the mod issue. That would be an error in that mod. it is not properly assigning the status of the crewmember... Does the recovery work correctly with SM not installed? (may be hard to tell). maybe not properly registering the crew member when it is spawned. I do not touch any of the recovery code, so the state of the kerbal is being reported as Unknown. Unknown is used by DeepFreeze to place a kerbal in a cryogenic state. I check for that state to determine if a kerbal is frozen. I'm guessing that is where he problem is coming in. If you also have Deepfreeze installed, SM will report an unknown kerbal as frozen. if you don't have deepfreeze installed and you still get a frozen kerbal, then that would be a bug in SM. Possibly you can share your save game and I can inspect it for data on the kerbal's status. This would help me to determine what is going on. Also, a copy of the output.log will help as well... maybe a telltale for the other mod in there. Kerbal fills from the roster Window. Are you saying that you can fill a part one kerbal at a time from the Roster Window with Realism on and Enable Crew Fill in Preflight Off? If so, that is a bug. One of the Fill Crew options throws an NRE. This appears to be an interesting case. I will investigate. Can you supply a snippet of the NRE?
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Well I tested crew fill and dump this version. I did find a bug in my conditional logic, so that explains the issue with fills. You will like the full control you have now. You can fill the whole vessel, one or more parts, or add one kerbal at at a time now. It is pretty flexible. Enjoy! As an aside, I need to update the Wiki... a lot has changed. I may try to use the Kerbalpedia...
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New Release. Version 5.1.2.0 - Release 21 Jul, 2016 - KSP 1.1.3 Optimization Edition. - New: Added option to enable Crew Fills and Dumps Vessel Wide during Pre-Flight . Off by default. Works the same as Resource fill and dump. - New: Refactored Part level Crew Fill and Dumps. Now shows up in the Transfer Window in Preflight when CrewPreflight setting is on, or anytime when Realism is off - New: Significant refactoring to improve overall performance. - Fixed: Revised erroneous tooltip messages for Renaming kerbals and enabling Profession changes. These are now enabled by default and supported by the stock game. - Fixed: Now SM properly detects and notes changes in USI inflatable crewable modules Tested, but with a big refactor, you may encounter surprieses... let me know. Enjoy!
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Just an update. Final testing of next version is looking good. This is a significant refactoring to optimize and reduce resource needs. Change log below. Version 5.1.2.0 - Release TBD (21 Jul, 2016) - KSP 1.1.3 Optimization Edition. - New: Addedoption to enable Crew Fills and Dumps Vessel Wide during Pre-Flight . Off by default. Works the same as Resource fill and dump. - New: Refactored Part level Crew Fill and Dumps. Now shows up in the Transfer Window in Preflight when CrewPreflight setting is on, or anytime when Realism is off - New: Significant refactoring to improve overall performance. - Fixed: Revised erroneous tooltip messages for Renaming kerbals and enabling Profession changes. These are now enabled by default and supported by the stock game. - Fixed: Now SM properly detects and notes changes to crew counts in USI inflatable modules This will be released after I get some sleep.
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Papa_Joe replied to JPLRepo's topic in KSP1 Mod Releases
I must admit I've not seen any mods that add monsters to KSP. Especially deepfreeze. Since I've included support for deepfreeze in ship manifest, I kind of know what I'm talking about. With that said, JPLRepo, the author has gone out of his way to explain what is clearly posted in the "Original Post" (OP), about the need for logs, and even has included detailed instructions on where these logs can be found, on multiple platforms. I believe it is reasonable to expect a user of a given mod to read the "OP", and follow these beautifully well written instructions in order to help him support you. I believe that is SOME HELP INDEED. I mean no disrespect, but it is of no help to say something is broke and provide no detail as to what, where, when, why or how it is broke. -
New KSP API Documentation v1.4.1
Papa_Joe replied to tomf's topic in KSP1 C# Plugin Development Help and Support
Just discovered this through a link in the sig of @Warezcrawler. I'll get cracking on seeing what little I can contribute based on what I've discovered. Let's see if we can make the successful.- 65 replies
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You do realize, that all you need to do it turn off realism, and both fill and dump crew buttons appear in the Manifest window... so why can you not do that and then turn realism back on? no need to go through all those macninations you described. Especially since you were referring to others simply changing a setting as well...? I did read that correctly didn't i?
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Sorry for the late reply on this. I just noticed your suggestion. I don't think I answered it. I left adding and removing crew out of the pre-flight menu in Realism mode on, because it would allow bypassing the costs associated with crewing the vessel. So for the realism folks that was a deal breaker. Now I've not investigated how to apply those costs, so I've simply left the ability out. I'm largely a sandbox player, so I've got some stuff to learn about career mode. Now, I could decouple it, but leave it tied to the realism lock, meaning if you set the realism tab to be locked, then you could only alter the setting via file. That setting exists for those that do not want to be "tempted" to cheat, by simply turning off realism... Yes, I actually had someone request that feature way back in 2014...
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USI support for inflatables is now implemented in my Dev copy. I'm refactoring a bunch of stuff, so this will be included with the next release. Revisiting this request from back around the 1.1 days. I'm thinking that if you attempt to board, and the part with the hatch is full, then it would depend on whether or not CLS is installed and active. If so, then you could board only if There is a seat available in the space the boarding hatch is connected to. If not, then of course anything goes. Let me look at the boarding code to see if this is doable or not.
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OMICRON - Flying Space Car Development Thread
Papa_Joe replied to Climberfx's topic in KSP1 Mod Development
Great progress my friend. Keep us posted. Looking forward to the engine development. what you had before looked pretty good, but I'm sure you have ideas in that area as well... -
New Release. Version 5.1.1.2 - Release 12 Jul, 2016 - KSP 1.1.3 Compatibility Edition. - New: Added ability to initiate EVA from Crew Transfer Window in Realism mode when CLS prevents an internal Transfer. - Fixed: Occasional nullref exceptions when loading a vessel in method UpdateDockedVessels. In another thread, I was hit with an idea. When Realism is on, and CLS is enabled, Transfers are blocked between 2 parts that are in different spaces. However, I do not give you the ability to perform an EVA from the Transfer Window. This new feature now accounts for that. If CLS is active, and you cannot transfer internally, the Xfer button now displays EVA instead. Click on it and your kerbal will now go EVA.
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OMICRON - Flying Space Car Development Thread
Papa_Joe replied to Climberfx's topic in KSP1 Mod Development
The pilot compartment solves the issue we discussed earlier in the thread about an internal seat. I can see a path to take to allow seating kerbals from sm. Now to determine how to make sm external seat aware. Nice work! -
The reason I do not use the class @Tralfagar mentioned is 1) It did not exist when these mods were created, and 2), it does not give me sufficient resolution for my needs. The class works just fine, but does not give you the ability to pick a specific seat, nor does it allow for crew swaps. In ShipManifest, I account for both. Therefore I've continued to use the method similar to CrewManifest, but with several enhancements. ShipManifest will allow seat to seat transfers within the same part, and part to part transfers (including swapping crew members if the seat/part is full in both cases). Additionally, in Realism mode, I've also included sounds and a delay to simulate the time needed to move from part to part or seat. Additionally, I've included support for ConnectedLivingSpace, When in realism mode and with CLS enalbled within SM, transfers now respect whether or not the parts have an internal connection to each other. if not, then the transfer must be accomplished by EVA. hmm... you gave me an idea. if you cannot transfer internally, I could change the xfer button to initiate an eva instead... Update. I've added the capability to send a Kerbal EVA in realism mode if CLS prevents an internal transfer. I will be releasing this feature soon in a point upgrade. thanks for giving me this great idea. @Tralfagar feel free to look over and leverage any of the code you see of value in SM. I hope it helps you in some small way.
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
Papa_Joe replied to Firov's topic in KSP1 Mod Releases
@linuxgurugamer, @hab136 pointed me in this direction for a vent part for SM. I was searching for this mod about 6 months ago (or longer) when discussions came up about utilizing a part for venting, but could not find it. I'll be looking into integrating this part for resource dump capabilities in Realism mode for ShipManifest. I will ping you if I have any questions or needs. thanks for maintaining this mod!