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Papa_Joe

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Everything posted by Papa_Joe

  1. Thanks! Still needs a bit of cleanup with window sizing, but generally works great.
  2. LOL! I've learned that no news is usually good news... If there were glaring issues, my forum thread would light up like an old telephone switchboard... I'm back working on Roster Manager now. I'd like to get an early release out into the wild. Not much functionality yet, but more than what SM has anyway.
  3. Got side tracked wtih issues and features on Ship Manifest. With the release of SM 4.4, with Docked Vessel transfer support, I went back to Roster Manager. Just plumbed the ability to manually change your Kerbal Skill and Experience. Looking at the achievements portion now, to get some history and see if it can be manipulated.
  4. I looked into it. Soon Release is out and available on Github, Curse and Kerbalstuff. WIki to be updated soon. Version 4.4.0.0 - Release 17 June, 2015 - Docked Vessel Transfers Edition. - New: Added ability to transfer, dump/fill resources by Docked vessel. Multi resource, Docked Vessel(s) <-> Docked vessel(s), Docked Vessel(s) <-> Part(s), and Part(s) <-> Part(s) transfers are now possible. Huge flexibility. - New: Highlighting Refactoring. Docked Vessel highlighting, on mouseover cleanup, and standardized mouseover highlighting model. - New: Opened up SM to allow operation in MapView while in flight. All features work, and Toolbar button is displayed while in MapView during flight. Update: Donate button in place.
  5. And with that being said, the next release has been committed to GitHub. I have a meeting, but I will compile the release on my return (few hours). Expect it out later today. Docked Vessel Support! Version 4.4.0.0 - Release 17 June, 2015 - Docked Vessel Transfers Edition. - New: Added ability to transfer, dump/fill resources by Docked vessel. Multi resource, Docked Vessel(s) <-> Docked vessel(s), Docked Vessel(s) <-> Part(s), and Part(s) <-> Part(s) transfers are now possible. Huge flexibility. - New: Highlighting Refactoring. Docked Vessel highlighting, on mouseover cleanup, and standardized mouseover highlighting model. - New: Opened up SM to allow operation in MapView while in flight. All features work, and Toolbar button is displayed while in MapView during flight.
  6. yes. all resources that respect resource.info.resourceTransferMode != None can be transferred. If realism is OFF, then all resources, (including solid fuel) can be transferred.
  7. Ok, looking really good right now... All the features of normal resource transfers by part are also available by docked vessel. Includes fill/dump resource(s) by docked vessel & multi resource, multi vessel/part transfers. Here is a look at the highlighting... More testing and refactoring, but this will be released pretty soon... (day or 2) - - - Updated - - - @combat squirrel: Just following up on this issue. Its been over a month and several versions released. Are you still seeing this issue?
  8. Sounds good. that is what I was thinking, myself... maybe also an option in settings to either edge highlight the whole vessel on mouseover or just the tanks...
  9. I do believe you both are right. I don't think anyone has done this before... AND.... I have it working. I have plumbed a vessel selection interface and all parts that contain a given resource (or resources) in a given vessel are highlighted... Not only that, but you can mix and match, meaning you can select a source part or parts, and fill a target vessel or vessels, or select a source vessel or vessels and target a part or parts. HUGE flexibility... Still a fair amount of testing and refactoring to do, but... Sweet! Now for the 64 million kerbal dollar question... for highlighting when mouse over a vessel button... should I edge highlight the whole vessel or just the parts that contain the resource(s)? the whole vessel is kinda cool... but the parts with the resource(s) in question are all we really need.... I could also edge highlight the whole vessel if you select a vessel or vessels...
  10. Codepoet discovered a bug in my Blizzy toolbar support. When Blizzy toolbar is NOT installed, the CLS window would still allow you to select Use Blizzy Toolbar. This option should have been disabled under those conditions. I'm discussing with Codepost on the next course of action, but I've already added a check for the existance of Blizzy's toolbar and now disable the option (turning it off) when Blizzy is NOT present in my Dev copy. Barring any changes from codepoet, I will be releasing an update very soon. Update: codepoet does have some additional changes. I will be coordinating with him on the next release.
  11. Okay, I took a quick look, and it seems that it is not only doable, but it looks like it only took commenting out 2 lines of code. More testing to be done to be sure that it works "in all cases", but looks very promising. Update. working fine. Had to change 1 more line of code to allow Toolbar display in mapview. Will be included in the next update. Update: Item 10 on the Feature list earlier, discussed resource transfers by vessel. 10. Feature: Add the ability to select all parts of a given resource by "vessel". Example Space station has a vessel docked. Refuel the Vessel, instead of having to select its individual tanks... (http://forum.kerbalspaceprogram.com/...=1#post1876298) Looks like it is possible. I have located and begun plumbing the necessary components to make this happen. Now to figure out how to present it, and manage it. Onward...
  12. Ok, that makes sense. I've actually found myself in that situation as well, only with realism off and a need to keep my tanks "topped off" on an experimental flight with new vessel designs. Yes, I "cheat" from time to time. I'll look at the potential impact. it mainly revolves around visual updates / cues (highlighting, portraits, etc.) that would likely cause errors in mapview. With the refactoring I've done, I likely can handle these issues without too much fuss. Thanks a lot! I actually did get rep from you, so you were successful after all! Thanks!
  13. Correct. CKAN has a bot that sweeps the usual suspects, KerbalStuff, Curse and Github for releases. It does this on a timed basis and is prone to "missing" updates. There are steps that an author can take to correct it, as in modifying the .netkan "meta" file that is used to check for updates, but the design of CKAN was to provide a means to manage updates without the mod author having to do anything. Anyone is allowed to submit pull requests correcting any potential issues with CKAN meta files. Even with that, I've noted issues with CKAN updating my mod in a timely fashion.. CKAN does offer convenience (I use it), but it does NOT offer instant notification.
  14. Wonderful to hear! Update: Version 4.3.1.0 - Release 15 June, 2015 - GUI Skins, DeepFreeze & Bugs Edition. - New: Tightened Integration with DeepFreeze by adding DF Interface component and simplifying Frozen Kerbal display and detection... - New: Added ability to Freeze/Thaw Kerbals in DeepFreeze Container via Roster window. Works only when a freezer is part of the active vessel and contains kerbals. - New: Added New GUI Skin: Unity Default. Selectable in Settings Config Tab and takes effect immediately. - New: Updated Roster display to improve general layout and readability. - New: Added Mods Tab to Settings Window. Displayes Installed Mods/Assemblies. - Fixed: Bug in settings. When cancelling or saving changes in Space Center, Settings Icon does not revert on toolbar. - Fixed: Bug with KIS compatability. When transferring Kerbals with inventory, a race condition occurs with OnCrewTransferred Event handler and causes errors. Added switch in SMSetting.dat to allow disabling onCrewTransferred Event call if KIS still is causing issues. - Fixed: Bug in Multi Part transfers. Transfers sometimes still hang. Added check for maxAmount to Transfer, and a flag for transfer in progress to allow Stop button to remain visible until completion... Released. On Kerbalstuff, Curse and Github.
  15. Update. New version in Test. Will be released soon (hours) Version 4.3.1.0 - Release xx June, 2015 - GUI Skins, Deepfreeze & Bugs Edition. - New: Tightened Integration with DeepFreeze by adding DF Interface component and simplifying Frozen Kerbal display and detection... - New: Added ability to Freeze/Thaw Kerbals in DeepFreeze Container via Roster window. Works only when a freezer is part of the active vessel and contains kerbals. - New: Added New GUI Skin: Unity Default. Selectable in Settings Config Tab and takes effect immediately. - New: Updated Roster display to improve general layout and readability. - New: Added Mods Tab to Settings Window. Displayes Installed Mods/Assemblies. - Fixed: Bug in settings. When cancelling or saving changes in Space Center, Settings Icon does not revert on toolbar. - Fixed: Bug with KIS compatability. When transferring Kerbals with inventory, a race condition occurs with OnCrewTransferred Event handler and causes errors. Added switch in SMSetting.dat to allow disabling onCrewTransferred Event call if KIS still is causing issues. - Fixed: Bug in Multi Part transfers. Transfers sometimes still hang. Added check for maxAmount to Transfer, and a flag for transfer in progress to allow Stop button to remain visible until completion... This corrects items 1,2,4 & 5 of the bugs listed in the previous post. Still looking into IVA. Not sure what I can do about it yet...
  16. Think I found another bug. If you have all 10 seats frozen, there is no available seat with which to thaw a kerbal. When you try to thaw a kerbal, it says that the part is full. Further, when selecting crew from Ship Manifest, the CryoFreezer part is no longer included. This indicates the crewCapacity is set to 0 after all kerbals are frozen... Am I missing something, or did this behavior change from test to release on the last version? I could have a bug on my side...
  17. This is just a catch up post to be sure I have any outstanding issues documented across the many pages of posts: 1. Bug: Multi-Resource, Multi-part transfers are hanging, with no stop button and no moving label display, as well as no Xfer buttons on opposing transfer window. (http://forum.kerbalspaceprogram.com/threads/62270-1-0-2-Ship-Manifest-%28Crew-Science-Resources%29-v-4-3-0-2-08-Jun-15?p=2008632&viewfull=1#post2008632) 2. Bug: KIS is generating an error after a crew transfer via OnCrewTransferred Event handler. (http://forum.kerbalspaceprogram.com/threads/62270-1-0-2-Ship-Manifest-%28Crew-Science-Resources%29-v-4-3-0-2-08-Jun-15?p=2010905&viewfull=1#post2010905) 3. Bug: Entering IVA when a crew transfer is in progress is possible. Should not be allowed. (http://forum.kerbalspaceprogram.com/threads/62270-1-0-2-Ship-Manifest-%28Crew-Science-Resources%29-v-4-3-0-2-08-Jun-15?p=2004103&viewfull=1#post2004103) 4. Bug: Frozen Kerbals are not showing their Vessel in Roster Window. (Found during integration testing with latest version of DeepFreeze Continued) 5. Bug: When cancelling/Saving Settings in Settings Window, Toolbar Icon does not properly revert (found during feature testing) 6. Feature: Add a "Fuel Pump" module? To manage flow rate, ec cost, etc via MM (http://forum.kerbalspaceprogram.com/threads/62270-1-0-2-Ship-Manifest-%28Crew-Science-Resources%29-v-4-3-0-2-08-Jun-15?p=1796561&viewfull=1#post1796561) 7. Feature: Add a Resource Vent part to allow realistic dumping of resources in flight. (http://forum.kerbalspaceprogram.com/threads/62270-1-0-2-Ship-Manifest-%28Crew-Science-Resources%29-v-4-3-0-2-08-Jun-15?p=1901605&viewfull=1#post1901605) 8. Feature: Add support for RT command Queue (http://forum.kerbalspaceprogram.com/threads/62270-1-0-2-Ship-Manifest-%28Crew-Science-Resources%29-v-4-3-0-2-08-Jun-15?p=1809202&viewfull=1#post1809202) 9. Feature: Add support for External Crew Seat transfers (http://forum.kerbalspaceprogram.com/threads/62270-1-0-2-Ship-Manifest-%28Crew-Science-Resources%29-v-4-3-0-2-08-Jun-15?p=1811648&viewfull=1#post1811648) 10. Feature: Add the ability to select all parts of a given resource by "vessel". Example Space station has a vessel docked. Refuel the Vessel, instead of having to select its individual tanks... (http://forum.kerbalspaceprogram.com/threads/62270-1-0-2-Ship-Manifest-%28Crew-Science-Resources%29-v-4-3-0-2-08-Jun-15?p=1876298&viewfull=1#post1876298) 11. Feature: Add Part click toggle to enable/disable buttons in part selections of Transfer Window. (http://forum.kerbalspaceprogram.com/threads/62270-1-0-2-Ship-Manifest-%28Crew-Science-Resources%29-v-4-3-0-2-08-Jun-15?p=2001223&viewfull=1#post2001223) Ok, this is what I have so far, based on my research of the posts from the last 4 months or so.. Items 4 and 5 are corrected in my current dev build. - - - Updated - - - I've not tried to edit experience (yet), so I don't know how that will go, but I expect it can be done. I'm planning on doing all that and more as part of Roster Manager. Edit experience, accomplishments and milestones as you see in the save file... In the ProtoCrewMember object, ExperienceLevel and Experience are exposed. That would be where you could possibly change the values. I don't yet know what sort of validation (if any) KSP performs on these values, but that is where I would start. The dll is "Assembly-CSharp.dll" (the base KSP API). Looks like in a sandbox game, Experience is set to 999999 automatically and a ExperienceLevel (skill level) of 5,
  18. Ok, thanks for the clarification. I'll look at my logic on the Crew transfer. I added an event call to trigger KIS to swap inventories. I may not have fully thought through the consequences with my OnCrewTransferred event handler.
  19. Interesting. Thanks for the feedback! Are you performing a stock transfer or are you using SM to perform the crew transfer? That will help me to figure out who is stepping on who... The method mentioned above fires in both cases if Override is on... It only fires on SM when override is off. I have KIS installed, but I've no inventory to move yet, so I may not be getting the event conflict...
  20. Any of the above conditions can stop the transfer, not only ALL conditions. Perhaps I was not clear. I expect that you could be consuming or adding a resource via mining, so I cannot depend on just the requested amount, as that is simply a "snapshot" in time. The moving display disappeared, correct? and the Stop button went away, but there was no xfer button on the opposite side to allow you to "reverse the process" as their should be. So, I'm missing something in my logic somewhere or not setting/ressing a certain flag... The fact that the UI changes indicates that it triggered completion, but the fact that the new Xfer button did not appear and the fact that you were not able to change resources/parts is why I'm thinking I have an error elsewhere in my condition logic. Off to look for it...
  21. Yup, and those conditions are checked for. Now, the fact that the stop button was gone is significant, and gives me a starting point to troubleshoot. That would seem to be in a different area of the code. Thanks!
  22. Interesting. I've got a stop button in place for transfers already. Was the Stop button gone? It replaces the Xfer button in the same position... The completion check evaluates for 3 possible conditions: 1. Source tank(s) empty? Done 2. Target tank(s) full? Done 3. Requested transfer amount(s) moved? Done. So, the fact that a resource is being consumed or generated should make no difference. I've also added timeouts, so it should have quit in any case. If you can catch a screenshot that would be helpful... or was the interface locked up? (like in an endless loop...) Thanks for any feedback you can provide... I've had no issues with transfers with single/multiple resources, and/or single/multiple source/target parts since I've refactored...
  23. Map view is an area I've not tested, and there are "implications" to the code from this point of view so I have it intentionally disabled and have from the beginning.... I could make roster and Settings visible there, tho there is not much value in that I'm guessing. As for the need in Map View, what were you thinking?
  24. LOL! In my excitement and haste, I completely skipped the BOLD text.... Anyway, it was good for me to go hunting to fix my own broke save, since I cannot seem to "read the instructions"
  25. One note for users of the previous version of DeepFreeze. The new version does break your save (kind of). With the change from Available to Dead upon Freezing, your existing frozen kerbals will be MIA on the Deepfreeze frozen list. They will show up in Ship Manifest, but they will not have the vessel assigned. This can be corrected in the GameSave, by changing the Kerbal's state from Available to Dead. You can easily find them by searching for the word "Unowned" If you do not want to directly edit your gamesave, I suggest you unfreeze your kerbals before upgrading DeepFreeze. Then upgrade and Refreeze your kerbals. You can recover your lost Glykerol by turning off Realism in Ship Manifest and manipulating your fill/dump for the resource, and transferring to get back to your original values. (or just refill for free, if you are not too concerned about realism). If you have already installed the new version, simply revert to the previous version, unfreeze and then upgrade again. Update: After a bit more testing, I've discovered that If you have already installed the upgrade prior to unfreezing your kerbals, they will no longer be associated with their respective freezer parts. you can correct this by freezing 1 kerbal in your part, and exiting the game. Then, locate the Scenario in your game save named DeepFreeze. in it you will find all your frozen kerbals, with a VesselID and part ID. These IDs will be all zeros except for the kerbal you just froze. copy the vesselID and partID from the just frozen kerbal for future use.. Then, replace the vessel Id on your other kerbas with that value. If your freezer was full, then you will want to thaw the kerbal you just froze and make room. then go back into your save and replace the VesselId and partID with the values you copied. you will also need to set the vesselname, partID, seat index (0-9), and SeatName (Seat1-10). Example: SCENARIO { name = DeepFreeze scene = 5, 6, 7, 8 DFGameSettings { Enabled = True KerbalInfo { lastUpdate = 1246270.75248855 status = Dead type = Unowned vesselID = 00000000-0000-0000-0000-000000000000 VeselName = partID = 0 seatIdx = 0 seatName = experienceTraitName = Engineer kerbalName = Papa Joe } KerbalInfo { lastUpdate = 1246270.75248855 status = Dead type = Unowned vesselID = 00000000-0000-0000-0000-000000000000 VeselName = partID = 0 seatIdx = 0 seatName = experienceTraitName = Scientist kerbalName = Jenger Kerman } KerbalInfo { lastUpdate = 1246510.59248877 status = Dead type = Unowned --> vesselID = b28ee9a7-f24c-4f43-9d7b-620f907a810d --> VeselName = StationLifter_sci3 --> partID = 3063789044 --> seatIdx = 0 --> seatName = Seat1 experienceTraitName = Scientist kerbalName = Chadwick Kerman } } } In the Kerbal section: KERBAL { name = Chadwick Kerman gender = Male type = Unowned brave = 0.04110909 dumb = 0.9296894 badS = False tour = False --> state = Dead (Change From Available to Dead) ToD = 0 idx = -1 CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 0 = Orbit,Kerbin } }
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