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Everything posted by Papa_Joe
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OMICRON - Flying Space Car Development Thread
Papa_Joe replied to Climberfx's topic in KSP1 Mod Development
There is a,potential issue that will need to be addressed. I was told by another moder that a crewed part may require at least one internal seat. I will research. -
The recent posts in thread are exactly why I've been loathe to participate. This game is amazing. The mods that many, many people have poured their hearts and time into are also amazing. The users have made many amazing contributions in how the game can be played, and the modding community has responded with ever more integration, collaboration, and great spirit in making KSP more than it ever could have been on its own. To bicker about this and that devolves this community into minecraft or wow, or other such games that have gone mainstream and with that added the baggage of "expectations" by the user community. I actually appreciate the expectations the users have, as it pushes us better modders and improves the gaming experience for everyone. HOWEVER, Any user that wishes to use mods MUST understand that these additions to the game are NOT guaranteed to work, interact, collaborate and/or generally behave like commercial production software. With that said, even commercial, production software has its share of bugs, behavioral problems and "issues". The difference lies in the fact that you paid money for the core game, so some "expectation" of support is reasonable. This is not so when it comes to mods. CKAN is an awesome tool for making it easier to install and manage mods, IT is NOT commercial software, and is supported by its authors. Imagine the bandwidth being paid for to support the hundreds of thousands of users... Curse gaming provides a mod installer for other games. They also support it via either subscription or by ads. The mod authors here nave no such revenue path, but mod anyway. The modders have "expectations" as well. They want the users to understand that they share the responsibility for using mods by learning how they work, and supporting the mod authors with feedback and encouragement to become even better. This thread is all about "expectations". the problem with "expectations" is that they set you up for disappointment, because people rarely meet those expectations, We have no control over any other person. We can only control ourselves. So please, everyone here, examine your expectations, and instead of getting upset that they are not met, do something about it to help solve the problem. Thanks!
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I by no means mean any disrespect to anyone here, but mod installs are by nature pretty simple things. Dependency on tools like CKAN are nice, but in reality you should know how to do it manually. if you already do and simply like the convenience, fine, but understand that modders will generally not support you if you are using automated tools to install their mods. I have been loathe to participate in the ongoing discussion, as I do believe in the user having choice, but I also have been "tagged", if you will, to support CKAN installation issues with my mods, and I have ZERO control over CKAN's operation. This does cause me an additional burden that I did not ask for. Since I have precious little time to maintain the mods I currently support, time wasted on support of any CKAN issues is simply not acceptable for me. If you wish to use CKAN, great, but please take a bit of time to understand the modder's point of view. Thanks!
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OMICRON - Flying Space Car Development Thread
Papa_Joe replied to Climberfx's topic in KSP1 Mod Development
Looking good... -
[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
Ok, now that I finally got CLS stable, 1.1.3 is now out. I "think" it should work with 1.1.3 just fine, but I will be refactoring it to take advantage of changes made to support modders with stock crew transfers. More coming soon. -
Ok, before anybody asks, I have not yet tested SM to see if it works in KSP 1.1.3. If someone would please give it a whirl and let me know? I"m frantically working with the new version to make some needed changes in stock Transfer support. The existing should still work, but the changes made to support modders in Stock Crew transfers are compelling and I want to take advantage of them. More to follow soon!
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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
Thanks! I was hoping that CLS was stable now. I'm glad you were able to get it working to your satisfaction. As is shown in your screen shot, the many modders in this community are great. Mods really make this game great. -
[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
Codepoet must have been responding about the same time I was. I never saw the post (Ninja!). But pay attention to that, as I'm not familiar with the parts in question. if you can examin the module manager configs for the part your are attaching to, the surface attach rules may well apply. -
[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 is possible. One of the new features of CLS was the ability to add custom parts to your vessels. It does this by adding a module to the part and telling the part that it is passable. You can replicate this by adding the module yourself to that part in that vessel. Additionally, you will need to add a config for that part in your module manager configurations. Creating Module Manager configs are described in the Wiki here: https://github.com/codepoetpbowden/ConnectedLivingSpace/wiki/3.0-Module-Manager-Configuration, and the Configs folder has many examples. Look there for sample configs. To accomplish this, take a look at other parts that contain a module called "ModuleConnectedLivingSpace". Example below: MODULE { name = ModuleConnectedLivingSpace isEnabled = True spaceName = Mk1-2 Command Pod EVENTS { } ACTIONS { } } In this example, the spacename is there, but you can simply remove the spacename. Copy this code into your part where modules reside, and your module should now be passable. BE SURE to backup your savegame, should this edit not work. I'd hate for you to lose your work because of a hack. Hope this helps. -
It actually has to do with how I manage multiple vessels and vessel change events inside the code. When a part falls off your ship, in code it actually becomes a separate vessel. If you look at your save file, you will see vessels for all your debris. I will have to "rethink" my methods to account for currently unhandled conditions. SM is now being used in ways that I originally did not anticipate. Time for the code to catch up to the users
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Sounds like a plan. I actually wrote SM without mass balancing in mind. So the fact that parts are dropping off the vessel may cause "issues" with SM... I originally wrote resource transfers as a means for moving things prior to jettison or for serving in a fuel depot kind of arrangement. mass balancing will involve different factors, so I will examine and address this in the next release. This would be related to the issues that are appearing with the window disappearing as well.
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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
At a quick glance, you do need to add passable = true in order for CLS to recognize it as passable in any way. if you use passable nodes, it will restrict passability to those nodes. Take a look at the wiki in my signature, and also in the distribution, in the configs folder, you will see a how to text file. For your quick reference the wiki page is here: https://github.com/codepoetpbowden/ConnectedLivingSpace/wiki/3.0-Module-Manager-Configuration Hope that helps. -
Thanks for the feedback. This issue has been manifesting itself in various ways, and is a know bug. I'm investigating the root cause and will report any progress towards a solution. As close as I can tell, it relates my visibility settings when vessel changes occur and when debris is in close proximity. I'm going through my conditional display code... Just a question... are you using SM to perform fuel transfers in an effort to alter center of mass (fuel balancing) during ascent?
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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 1.2.1.5 * Fixed: Finally squashed NullRef exceptions when RemoteTech is installed. * New: Added Distribution folder to project for ease in locating binaries from Git. * New: Added folder check for PluginData to ensure proper config file creation when Mod is installed. Hope this one is stable and that all items are properly located. I modified the distribution automation on this release, and I checked it over pretty well... -
[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
No worries. I don't take offence, I simply answer the question. However, I agree with you, it does pay to read the thread... I am working on a point release tho.. so stay tuned. -
OMICRON - Flying Space Car Development Thread
Papa_Joe replied to Climberfx's topic in KSP1 Mod Development
Glad to see you are still around. I've not forgotten SM support for this so when you get close to having something to test, I will revisit support for the Omicron. Cheers! -
[CKAN plugin] Browse KerbalStuff.com from CKAN - v1.0
Papa_Joe replied to nlight's topic in KSP1 Tools and Applications
I think it was reported that it is working now. I've not tried myself, as I have a working copy in my build from Development. give it a shot and you tell me? current version is 1.2.1.4. should be working as far as I know with CKAN. Correction: I had the wrong thread. I've not touched this effort since KSP 1.1 through1.1.2 came out. As soon as I get SM and CLS stable after the numerous changes to KSP, I will revisit. Thanks for reminding me! -
[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 have not released a point update for the fix yet, but the dll is available in Git. Look at this post: -
IT replaces all Crew Manifest functionality, and expands on it. Additionally it allows for multi resource, multiple vessel and multiple part resource transfers, as well as transferring Science. Finally it has a dashboard for managing lights, antennas, solar panels, hatches, etc. on your vessel. It also has built in support for Connected Living Space, DeepFreeze, RemoteTech, and others. Currently it does NOT support fuel balancing, which is a feature of Tac, although that has been requested. Also, you can read about it in the wiki which is in my signature. Try it out, and see if SM adds value to your game play. If you don't like it, don't use it. Enjoy!
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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
Sounds like I got it... thanks for taking a look -
OIk, I've pushed a possible fix to Git. if you want to test, in the distribution folder you will find the dll. here: https://github.com/PapaJoesSoup/ShipManifest/tree/master/ShipManifest/Distribution/GameData/ShipManifest/Plugins ShipManifest.dll. Give it a whirl, and let me know if that knocks out the bug.