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KSP2 Release Notes
Everything posted by Papa_Joe
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Indeed, SM no longer uses the DFInterface.dll. The new dependency code was thoroughly tested by JPLRepo. Additionally, I removed the DFInterface.dll file from the distribution. If you have it in your SM install, then you did not install SM "clean" as the install instructions say. Problems "could" occur. I do check for the Crew Capacity, but do not check for the other values shown in the part. I can add those specifically for the habitat packs. I had created compatibility with those a long time ago, but likely the design has changed.
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Nope that is definitely a bug. Happens when you open the roster? always or just in one scene or the other? Ok I see it in the logs.... that would be every time you open it. Edit: my copy is running fine. Win 10 x64, What version of Deepfreeze are you using? there was a period of incompatability as I understand, based on reading the thread. I'd been absent for a bit and missed it Version I'm running is: 0.20.3
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New Release. Version 5.0.0.1 - Release 07 Mar, 2016 - Massive Refactoring Edition. NEW! Realism Mode - Multiple simultaneous transfers & dumps. - New: Added Volume controls in the sound tab of the Settings Window. They had long been in the settings file, but not in the UI. I don't know why... - New: Science Transfers: Added ability to process unprocessed in science labs. Git Issue #14 - Fixed: Windows disappear on settings save. - Fixed: Windows disappear on window resolution changes. - Fixed: Vessel Transfers were not visible. - Fixed: Vessel Transfers were not behaving properly. - Fixed: Transfer souncds continue playing afer transfer complete. - Fixed: Science Tooltips (and others) scrolling off screen on long lists. Git Issue #18 This should take care of the glaring errors, and the bugs recently reported. I also managed to squash a couple of older bugs. Let me know what else is screwed up....
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Ok. Ok, I found the issue. this came up before but seemed to be only on osx and linux. It should be corrected in the next release (as soon as I can get the vessels buttons to appear in the Transfer Window). Update. Found the vessel buttons display issue. one of the last refactoring changes exposed a bug that had been previously hidden by the old pattern. I'm testing now, but release will be withing an hour of so.
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Say what?? I spent better than a month testing resource transfers. vessel to vessel, parts to vessel multiple transfers in progress.... Please tell you are kidding. I'm off to test and bang my head against a wall if it is true. I just tested and i can confirm that the vessel list toggle buttons are not there.... O...M...G... with all that testing. Ok, let me fix it and get a new release out. sigh......
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Finally! New Release. Version 5.0.0.0 - Release 22 Feb, 2016 - Massive Refactoring Edition. NEW! Realism Mode - Multiple simultaneous transfers & dumps. - New: Added ability queue transfers in realism mode. you may now start and stop multiple transfers and or dumps simultaneously, with the Vessel, Docked Vessels, individual parts or a selected group of parts. Fuel Depot anyone? - New: Added ability to dump resources in flight in realism mode. Dump process follows flow rate rules. Dumps cannot be stopped/reversed. per forum discussions, this process is assumed to impart a zero thrust component upon the vessel. - New: Massive refactor and reorgainization of code (nothing was left untouched). A tremendous amount of work for very little visible effect except maybe performance :). Sets the foundation for easier to manage/enhance code. - New: Added build package automation and distribution. - New: Removed need for DFInterface.dll. Now using new reflection class method for soft dependency to DeepFreeze. - Fixed: In realism Mode, during Preflight, Fill and dump kerbals vessel wide was enabled. Now disabled when Realism is on. - Fixed: Corrected nested control displays in settings. - Fixed: Corrected Errors with tooltip displays and tooltip settings. Tooltips would show on certain windows when disabled in settings. - Fixed: Corrected staging error where SM cannot be displayed during launch. This one I'm pretty proud of. Lots changed under the hood and the addition of multpile transfers (especially in vessel mode) make Ship manifest a powerful fuel station tool. I've tested this pretty extensively, and beat i up pretty good. However as I always say, the will be bugs. Let me know as soon as you can and how to reproduce. Thanks for using SM! Coprrection. Dumps in Realism mode can be stopped.
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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
Wow, lots to catch up on. I've just overcome a hurdle with SM and will be releasing soon. (really, I know if said it before.).. I'll look over this stuff and provide some concrete feedback and an update that I promised. -
I've run a comparison between my old version and my new version. Results: Simple orbiter tug with cryochamber in 100km orbit: Old version (4.4.2.0): - SM closed: ~52 fps - SM Manifest window open: ~48 fps Dev version (5.0.0.0) - SM closed: ~52 fps - SM open: ~ 25 fps I'm wracking my brain to determine what I've done to cause such lag. I'm closely examining my onGui and update event workflows for any kind of resource hungry routine. Interestingly, when in space center, with SM off I get 60 fps. the settings window does not lag out at all, and the roster window lags out at the exact same 25 fps. very strange. A hunting I will go...
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Hmm... Interesting. I've not used the mod, but I'll take a look at the source code to see if I can find the conflict and resolve it on my end. If not, I'll contact the mod author and see if we can collaborate on a fix. In update news, I'm still having performance issues with my new build. I'm now comparing my last version to this one to determine if I introduced the issue before or after the refactor...
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Thanks so much for this. I'll take a look at what may be causing this. I've been very busy in my personal life, so my apologies for not checking in sooner. With that said, I've noticed that Kerbalstuff is now officially (unoficially) gone. I've also noted SpaceDock's rise from the ashes. I've included all the mods I support on SpaceDock. I've also updated the OP of each thread to reflect the new repository location for the download. Welcome SpaceDock!.
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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 for this! If you have the gumption, you can create a pull request iwth the changes/additions. I can then look them over and merge into the next release! -
[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 like that. I never liked the cloudy relationship those two have... it is necessary, but it isn't well described and I could not think of a better way. Look forward to a better naming convention there. Thanks! -
Given that I do not examine tech tree levels, I could see where the issue is. I will investigate, as this is obviously something the realism side of the community would expect. Won't be in the next release, but I would bet it will be in the one after that. Also, the idea for Vessel switches for the control window is an excellent idea and I will be incorporating that in the following release as well. Edit, if you could provide a craft file, that may assist me in determining the root cause, since it appears that the issue is "preserved" in the save.
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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 for that! I really wanted to give the community a bit more functionality while allowing for the original behavior. With the next release I'll remove the tweakable in the Editor (only if the feature is turned off) so CLS will truly behave as it did before the feature was introduced. Enable the feature and the tweakable returns, along with the remainder of the feature in the additional candidate parts. SM is almost ready for release. I'll look into these issue just as soon as it ships. the icon issues i recall happening with various mods back in the days of 0.25/0.90 time frame.... I'll have to do a bit of research I think JPLRepo is taking a glance while I'm furiously squashing the last remaining bugs from my monster refactor of SM. -
Just an update. debugging has been taking longer than I expected. Found some unusual behavior in the vesser transfer section and with the flow buttons in double then single part selection. (not getting things properly cleaned up when changing the resource selections between single and dual resources it appears) So as soon as I have those minor behavioral issues fixed, I will release.
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Interesting. That would be possible I think. Let me ponder the implications of that. In other news. I've slogged through several bugs in my transfer process, and it is looking pretty good now. Still one more bug to track down, but getting close. Here are the Planned Release notes: Version 5.0.0.0 - Release xx Jan, 2016 - New Years's Kick off Edition. NEW! Massively upgraded Realism Resource transfers and dumps. - New: Added ability queue transfers in realism mode. you may now start and stop multiple transfers and or dumps simultaneously, with the Vessel, Docked Vessels, individual parts or a selected group of parts. Fuel Depot anyone? - New: Added ability to dump resources in flight in realism mode. Dump process follows flow rate rules. Dumps can be stopped. per forum discussions, this process is assumed to impart a zero thrust component upon the vessel. - New: Massive refactor and reorgainization of code (nothing was left untouched). A tremendous amount of work for very little visible effect except maybe performance :). Sets the foundation for easier to manage/enhance code. - New: Added build automation and distribution. - Fixed: In realism Mode, during Preflight, Fill and dump kerbals vessel wide was enabled. Now disabled when Realism is on. - Fixed: Corrected nested control displays in settings. - Fixed: Corrected Errors with tooltip displays and tooltip settings. Tooltips would show on certain windows when disabled in settings. - Fixed: Corrected staging error where SM cannot be displayed during launch.