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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
[quote name='Fraz86']So, to make sure I understand: in the default mode, for parts that are passable but do not have surfaceAttachmentsPassable (i.e., most passable parts), there will NOT be a tooltip to turn on passable surface attachments?[/QUOTE] Correct. all "customization" features added will be disabled by default. CLS will behave as before, until you enable customization. Only then will there appear the ability to alter the cls configuration of a part. -
[QUOTE=Axl'Wolf'Lipid;2296687]I've made other test.It seems that every time i hit the space bar,the ship manifest windows disappear. For this test i've built a capsule with 10 decoupler in stages.The mod work until i press space a first time.The SM window reappear for a split second after i press space on EVERY stage.Only when i reach the final stage with only the capsule it works again.[/QUOTE] Ok, let me see if I can reproduce the issue.
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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
[quote name='Fraz86']For the record, I absolutely do not consider myself a realism purist. My priority is good gameplay and immersiveness. I oppose the change not because it is unrealistic, but due to concern that it directly undermines the purpose of CLS. Perhaps I need some clarification. I understand that customization is OFF by default. However, your previous post indicates (in item "1a") that - even with customization OFF - the surface passability of a part will be tweakable in the VAB. I interpreted this to mean that any part could be "tweaked" to allow surface passability, even in the default mode. Maybe I misunderstood? Maybe it's only tweakable for parts that allow surface passability in the first place? P.S. - Papa_Joe, I certainly don't mean you any offense. I know you're just doing what you can to make as many players happy as possible, and I'm sure the final product will be excellent, as always.[/QUOTE] No offense taken. A good debate always results in better understanding and often a better solution in the end. To your first point. I appreciate your goals and desires. However, if you look at the interface of CLS, there is an override switch, that disable CLS completely. Why include this? Because "someone" will need it for some reason, and because I can. I never use it, but I do know it is there. It directly undermines the reason for CLS. In the end, it didn't hurt to put it there. TO the second point and implied concern, The feature will off by default. this means that no parts will be altered by CLS other than by what is already defined in the various configs. When the feature is turned on, parts will be "given the ablility" to be make passable. The filter is fairly limited, and exclude almost all obviously impassable parts, tho not perfect (nothing is of course as it can be subjective). So, with it off, you get exactly the behaviour you had before the feature was added, and the tooltips will only show for those parts with configs. with the feature turned on, those parts added by the filter will have a passable flag in the VAB/SPH and in the tooltip display with RMB. So you really do get both worlds. Leave the option off and nothing has changed. turn on the feature and you can now 'tailor" your living spaces in the vab/SPH. -
[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, Interesting debate. I certainly understand both sides. I considered both sides when implementing this addition. From a realism point of view it is NOT desirable. Agreed. This is why i have the behavior turned off by default. You have original CLS behaior. No changes. However, as everyone knows, I'm a firm believer in choice. and not EVERYONE is a realism or "purist" if you will. Agreed. I therefore believe this feature opens some possibilities for more interesting game play. For those that are casual players, many will NOT have CLS installed and the conversation is moot. for those "casual" players that do use CLS, this provided new options for game play. Nuff said. use the new feature or don't . CLS is designed to allow you your choice of game play. -
[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
Okay, Below is a response to some of the items since I've been gone. I'll post the proposed change log soon after this. Back in july I was impementing Custom CLS parts in the VAB/SPH. This is an excerpt from that discussion. These images show how it looks in the editor: RMB clicked image in VAB for part in selector: Tweakable on part in VAB: This has been implemented and is pretty much ready. Now for the items discussed in my absence... This is a feature beyond the scope of CLS, since CLS does not actually perform transfers. However, it is an interesting feature and might be better suited to ShipManifest. Do you use that mod? If so, then you might mention it there as a possible feature. I will add this to the next release and credit you. Interesting. This is most definitely beyond the scope of CLS. However that is an interesting Idea for a new mod, or for inclusion in ubi weld. You want the configuration to change "in-flight"?. it also sounds like you want it smart, meaning that it "figures out" the passability based on existing nodes for the space vs the individual parts.... interesting... Finally, Several posts have been to add configs for various parts. Thanks so mch for those and I'll be sure to include those as well in the next update. As I said, I'll be posting a proposed change log for the next release soon. -
JPLRepo and I have been communicating, and he is hard at work with a 1.0.5 update. No details on what will be included other than: - updates to kerbal renaming, and - updates to profession management, - autoconvert of old game saves containing the old renaming scheme. These changes bring it into 1.0.5 compliance. I do know that JPLRepo is working on other features, so continue to stay tuned. While he is working on Roster Manager, I'm off working on Connected Living Space. It needs a little love, and I have a cool new feature or 2 to include there as well. Thanks!
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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
Hey All, I'm still around. I've released an update to ShipManifest, so now I can focus on CLS. I've noted the discussions of late and am formulating a plan. I have much work already done that has been discussed several pages back, that I will include in the current discussion. Be back in a bit with a proposed change log for the next release. Finally, the current CLS works fine in KSP 1.0.5. -
My apologies for the late response. I looked into this issue sometime early this year. I "thought" i fixed it. Obviously not. Oh, wait, I remember. There was a race condition on one of the vessel events causing issues, so I disabled that support. Let me revisit that. Thanks for getting that back on my radar!
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New Release. Version 4.4.2.0 - Release 12 Nov, 2015 - KSP 1.0.5 Edition. - New: Native Kerbal Renaming and Profession Management! The old hash hack is gone! KSP 1.0.5 now supports native kerbal profession managment, so kerbal profession now saves to game save. Updated SM to use new trait attribute of the kerbal object. Also supports old game saves. Cleans up old game save automatically, if profession management is ON in settings (now the default) - New: Added Crew Dump/Fill at part level in Transfer Window, when vessel is in a recoverable state and realism is off. - New: based on feedback, expanded science tooltips to be more useful. - Fixed: Correct a window position loading error on MAC machines. - Fixed: Correct issues and deeper integration with DeepFreeze. (Thanks JPLRepo!) - Fixed: Tooltip display issues with screen boundary Enjoy!
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Update. I've completed build of the next release. testing and minor bug fixes remain. Proposed Release Notes: Version 4.4.2.0 - Release tbd Nov, 2015 - KSP 1.0.5 Edition. - New: Native Kerbal Renaming and Profession Management! The old hash hack is gone! KSP 1.0.5 now supports native kerbal profession managment, so kerbal profession now saves to game save. Updated SM to use new trait attribute of the kerbal object. Also supports old game saves. Cleans up old game save automatically, if profession management is ON in settings (now the default) - New: Added Crew Dump/Fill at part level in Transfer Window, when vessel is in a recoverable state and realism is off. - New: based on feedback, expanded science tooltips to be more useful. - Fixed: Correct a window position loading error on MAC machines. - Fixed: Correct issues with recent versions of DeepFreeze. (Thanks JPLRepo!) - Fixed: Tooltip display issues with screen boundary Should be tomorrow after work for me.
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I simply cannot say in words how I feel about this. Sad to see you go, excited for you and your future, nostalgic for all that we as a community have been through, so much more. I can only echo the wonderful comments made already. Best wishes to you and yours for the future!
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aWESOME. Going to check that out with ksp 1.0.5. Haven't downloaded it yet Update. Downloading. Findings: Indeed, 1.0.5 adds the trait to the kerbal data in the savegame. Yay! That, imho is probably the most exciting thing to come out of 1.0.5 for me Next update will include native support for renaming and profession management without the hash management. I will of course include backwards compatibility with old saves.
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Indeed, JPLRepo is correct. I yet live. JPLRepo has offered and I've accepted collaboration on this project. It is certainly ambitious, and his assistance will prove invaluable I'm sure. As I get the next version of SM out, I'll be revisting this and brainstorming with him. Stay tuned, and thank you all so much for your patience as I work through the family health challenges I face.
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Gratz to you, fine sir!
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Hey all, Sorry for dropping off the face of the earth there. Been kinda overwhelmed, and had to drop a couple of volunteer obligations to allow for some sense of sanity. I'll miss teaching, but I've got a very full schedule. Work has been amazing, and I'm going to learn a lot. I like learning. So, with that said, I'm back into the code and working on a release. I know that at the very least I have a couple of bug fixes (inc the apple window save bug) and a couple of minor features to get out into the wild, along with some much needed love for JPLRepo's amazing work with DeepFreeze. I won't be a stranger anymore, and I'll update soon. Seriously, I have the code open in my IDE right now
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It is still there. You may have to turn off realism setting to get to this functionality. This link from my wiki may help: https://github.com/PapaJoesSoup/ShipManifest/wiki/2.0---Basic-Operation - - - Updated - - - That is most helpful. I will check that out. Now, having the sm window open in this mode... more to look at.
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What he said . Fix is coming in the next release. I just did a push to Github but am still debugging. Soon. IVA would work if it was truely an interior based system. at the moment, interior spaces are not "connected" in anyway, so movement from space to space would fail. Now, that does get me to thinking... IF, we can detect iva mode (via the currentcamera), then we can exit to the flight scene, perform the transfer and then cut back to the iva. I could look into that.
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I've been looking at the tooltip position issue, and I think I know the cause. I add an offset to the y position (for readability) and that offset must be accumulating. Now as far as the position being off screen. I know I added code to prevent that in the x direction. I thought I added it to the Y as well... are you using the latest version? I added screen boundary support to tool tips in version 4.4.1.0. Sifting thru the rest now...
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Interesting. I don't use MAC so any insight is appreciated. I did note that this problem recently manifested itself on MACs after I switched from XML based config files to JSON style. I'll investigate what is going on. Thanks for the feed back! I've looked at the code, and I do an int.Parse of the screen x and y positions when loading the configuration. Mac may not be liking the type conversion. So, I can change it to float.Parse, since that is the native type for the rectangle object I'm populating. Not sure why I used int... maybe I was thinking the pixel could not be fractional... alternatively, I can save int values and remove the fractional portion when saving. If cleaning up the data in the config works, that may be the path I take. Let me know if changing the screen x/y positions to integers works...