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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
My pleasure! I'll add Civilian population to the OP and the Wiki as a mod author supported config!. I tell you, great minds.... I was just pondering this and thinking that this may be a possible solution . I would not want to attempt creating configs for all parts, as this would simply be a maintenance nightmare. As an alternative, it may be possible to create one config that picks up all remaining parts, but I'll have to spend a bit of time learning the MM language to get the wildcards right. That might not hurt me in any case, but it would be trivial to simply check loaded parts when they are added to a vessel and add the needed modules during assembly... if no CLS module exists for a given part, automatically add a module and make it impassable. then, you could edit the part as you build the vessel. As part of the next release (after the upcoming one), I could have it make mm Configs via an interface. Its pretty easy to do them by hand, but I can see some value in being able to tweak them and see the result in game in real time. Make the act of config creation tool based... Thoughts? -
Makes no sense. If I understand you correctly, what you are saying is you cannot perform a stock crew transfer. with CLS Allow Crew Unrestricted transfer = off. If that is the case, turn off realism in SM and see it it works then. You will have to turn it off in CLS if SM override is Off. SO the proper settings would be: If SM Override Stock crew Xfers = Off then CLS: - Allow Crew Unrestricted transfer = On is a must. if - Override Stock Transfer = ON In SM: then Realism tab: - Realism = Off is a must. should work then. As far as the saving of settings, I'm at a loss. It is as if the file is write protected from what you are saying. Try deleting the SMSettings.dat file in ~\Gamedata\ShipManifest\Plugins\Plugindata. SM will recreate the file. If the folder or file is missing, then it is definitely a rights issue.
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Ok found the issue. I should have suspected this, but did not properly address it. In the ScienceDef.cfg file, all the experiements are listed. They all have keys I use to locate the correct results. The list can have multiple duplicate keys, and does not always have a key for a given condition. So they also have a "default" key in case there is no match. I've corrected my code to grab the first of any duplicate keys, and automatically grab the default if there is no match. Will be in the next release, which will be soon, as this is a bug...
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~gamedata\ShipManifest\Plugins\PluginData Also, if you can describe the conditions, source part and such when the error occurred. Also is it an experiment, or a container you are expanding? A screenie of the "before you click" would also be helpful... It's not finding the experiment, so I'm curious... I can correct the error in any case, but the "results" field will be blank... I'd rather better understand what is happening.
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I'm not sure what your issue may be. Maybe a screen shot of the gamedata folder structure for ShipManifest... Is there an Textures folder? and if so, are there 12 pngs there? Missing icons could cause an issue, or there may be an issue with the loading of the plugin... but, if you are seeing the debug window, that tells me that you are loading the plugin... Also the fact you have an SMSettings.dat file. that is created by the plugin on first run... finally, maybe a copy of the ksp.log, so I can look at it... I would expect to see: [LOG 18:41:40.793] AssemblyLoader: Loading assembly at [your path]\KSP_win\GameData\ShipManifest\Plugins\ShipManifest.dll [LOG 18:41:40.809] Load(Assembly): ShipManifest/Plugins/SMInterface and later... [LOG 18:41:41.234] AddonLoader: Instantiating addon 'SMAddon' from assembly 'ShipManifest' I loaded the latest version of the plugin via CKAN, just to be sure that the distribution works. I've had no issues...
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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
Funny you should say that... I was thinking exactly the same thing, and it fits... -
[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
Ya, for realism considerations, there would be a "cost" associated with making these changes (either with capacity, or with actual part cost, reduction in science capability, etc), but given that it is actually a gameplay enhancement, and you don't have to use it, as the configs remain intact, it gives the more casual players some flexibility while still having the "immersive' feeling of what CLS brings to the table. -
[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
Yup. The best solution is for the Mod author to provide their own, as they best know the "intent" of their parts. the goal has always been to get configs in the distribution for all part mods where the author does not provide one. However, for those that would like the convenience, and for those mod authors that would like to create their configs from the editor, I see value in it. Let me look at the options available to me. In the mean time, I've got something that is ready for release now, so I'll get cracking on the release of the part description change and the part tweakables in the editor. -
[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. Tweakables in the Editor are in place and persisting. This now brings up another question. Since Module Manager configs are the main way of establishing passability in the vessel, if there is no MM config, then a part does not have a cls module. It seems to me that you "should" be able to add this module via the Editor some way... For example, there are battery parts that can be placed on top of a capsule and you can then add a docking port. However, if the part does not have a config, it is impassable by default, and cannot be altered in the editor. Example: Does it make sense to add some means to add a module to the part at that time? Further, it may be possible to create mm configs via the editor. We would need an interface for a save location, etc, but could be done. This "could" be an easy way to create configs for part packs... Thoughts? -
[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. I agree. So, here are a couple of screenies with the revised format. I do think it is more readable. -
[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
For those annoying times where this happens, you can override CLS in the CLS window. This will allow you to perform a stock transfer. If you are using SM, you can turn off realism in settings and get the same result. Stop gap and not a real fix, I know. As for the new feature, it was not my intention to allow changing these settings while in flight, but only in the editor (cant really rebuild parts in flight eh?). However, with the additional info provided in the part description in the editor, it will be apparent if the part supports your needs and can be altered there. I have the persistent fields in place... working out the event handlers and testing now. image below shows the expanded CLS description. I'm thinking I should reformat it to show parameter = Value instead of a long, wordy description. Thoughts? -
thanks. Thought the additional data would be helpful. I've spent some time with the tool tips behavior. I'm liking the way it is working now. tooltips now respect the screen boundaries as well as windows. I expect to be releasing a new version later today/tonight (CST US). Proposed change list: Version 4.4.1.0 - Release 0x July, 2015 - Tooltips & Science Xfer Improvements. - New: Refactored and expanded Tooltips. Changed background, positioning, anchor points, font styles & colors for better readability. Added more tooltips to various windows and tabs. - New: Added Control Window Tooltip control to settings. If control window Tooltips is off, all tab tooltip settings are disabled. - New: Added linkage of Control Window Tab Tooltip settings to the Control Window ToolTip control. They now act as children. - New: Added Detail support to Experiments. Added greater detail to science tooltips. Cleaned up horizontal scroll behavior and layout. - New: Added labels to button headers in Roster Window. - New: Added 2 additional Roster List Filters. "Assigned" and "Frozen". - New: Added active window and tool tip screen edge management. No more positioning windows or tool tips beyond the screen edge when moving. - Fixed: Control window close button (upper right) did not display tooltip. - Fixed: Some Roster window action buttons have incorrect text when in Space Center.
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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
Yes, it is very Kerbal , but can be annoying... "Jeb? Jeb?? where did you go???" Anyway, release 4.4.0.2 of SM corrected this annoyance. Current version is 4.4.0.3 so we all should be able to again find Jeb... -
With the release of the last version, I decided to expand on the science detail. I also realized I needed to improve on the existing tooltip displays So, I've been expanding on tooltips across SM and added a fair amount of detail to science reports when expanded. Sample here: This shows the new tooltip design, and the changes to Science details. I've also opened up details for experiments as well. I'm still testing, but new release (4.4.1) should be in the next few days.
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Update. New version released. Version 4.4.0.3 - Release 1 July, 2015 - Docked Vessel Transfers Edition. - New: Science transfers now allow individual report transfers from a science container. You can transfer all or any now. Added an Expand/collapse button for clean display. - New: Altered stock Transfer messaging system to show success messages near portraits. Cleaner look. - New: General clean up of button displays to prevent overflowing of text. - Fixed: When Transferring crew, the user can switch to IVA, causing potential camera issues. Switching to IVA is now prevented and a message is displayed near portraits. - Fixed: Saving Settings sometimes does not "stick" When opening and closing settings without saving in Space Center, default values can overwrite saved values. - Fixed: Stock Crew transfer were not being handled correctly, and transfer fail message was always being shown.
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I'll investigate this issue. I had tested saving and reloading the game to verify the changes "stick", but only in a sandbox environment. Was this in a career game? I'm assuming you saved the changes using the buttons at the bottom of the editor? I'm also working on expanding that section as we speak, so expect changes in that area soon. Update: Okay, I've duplicated the issue. I'll be correcting it in the next release. Several other changes coming as well. Now creating an active management system for experience and multiple professions. I'm working out the persistence for scene changes and saves now.
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In my refactoring of my crew transfer event handler to support DeepFreeze, I screwed up handling of crew transfers in progress... so I'd give you the warning on every transfer and not actually handle when it was in progress correctly... Fix will be in next version. I've implemented detail viewing of reports in a container. Now to the left of the part Module, will be a [+] button. clicking on this will expand the module to show the detailed reports. you can transfer all or any of the reports. mouse over the title and you get a more complete description. Space requires I limit what can be shown in the title label. This will also be included in the next version.