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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
I'll take a look. If not, I'll either get the author to create a config, or make one myself... Edit: Looks like support is there. Check out Release notes: https://github.com/BobPalmer/MKS/releases. also, the OP wasn't real clear. MKS was USI. I've added USI to the name of the link. -
[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 will update the OP. Version 1.1.3.0 released. Change Log: Version 1.1.3.0 - 18 May 2015 * Added trigger to overcome bug in KSP 1.0.2 that prevents stock toolbar icon from displaying. * Added Blizzy Toolbar support with hot switching between stock and blizzy toolbars. * Added support for KSP-AVC (if installed). * Fixed a bug in OnVesselLoad to ensure only the active vessel is loaded into CLS. -
Connected Living Space (CLS) (maintenance resumed by Papa_Joe) Version 2.0.2.0 - Released 2022-02-12 Compatible with KSP 1.12.x [ ] Note: I've returned from my hiatus, and am now resuming support of CLS. @micha has agreed to return maintenance responsibilities to me. More to come! NOTICE to CLS USERS: Codepoet's real life is preventing him from supporting CLS. He has asked and I have volunteered to support CLS going forward. Codepoet is NOT gone, but has no time. Therefore, I'm cloning his OP and creating a new thread to continue the support and maintenance of CLS. Source code and download locations will remain the same, only the Forum thread will change (vBulliten limitation). Translations: Connected Living Space is actively looking for more translations! If you can help, that would be great There is some good information to help in this thread. If you're looking to translate, please post in this thread so that nobody else picks up the same language! Done: [Русский] [Español] [Deutsch] [中文] [Italiano] Remaining: [日本語] [Português] [Français] GitHub: Please see the features/localisation branch for translation work. Effort: ~37 lines / 150 words ABOUT Connected Living Space identifies areas within a vessel that can be crewed by Kerbals and through which Kerbals can pass internally to reach other parts that can be crewed. It is provided to make the concept of connected living spaces easily available to other mod developers and so to provide a single consistent understanding of which parts connect to each other, bringing together both multiple features via plugins and multiple part pack via configurations. CLS itself has a simple GUI to show the player which parts are connected to which. It also has an optional feature that conforms the stock crew transfer system to CLS's view of internal connectivity. CLS now supports KSP-AVC, an addon version checker. If you have KSP-AVC installed, it will detect when CLS needs to be updated. CLS also is listed in CKAN for your automatic installation convenience. You can access the source code here. If you spot a bug please let me know. Ideally bugs should be raised in Github. More helpful than raising a bug report is to raise a bug report with lots of information about how to reproduce the problem, and with logs files, save files, craft files etc. Even more helpful is to write a fix by forking the code in Github, and then generating a pull request License: ConnectedLivingSpace is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License CLS API WIKI - of interest to modders using CLS in their own mods. There is also some early documentation in the development thread. While CLS is primarily an API, it will operate in standalone mode, and does offer a few features. Check out Acessing CLS and CLS Features in the Wiki for details. Acknowledgements: @codepoet, for the original ConnectedLivingSpace. Thanks for a great idea and your support. @micha, for taking up maintenance of CLS and supporting Ship Manifest for the last few years. Links to his threads are here: ConnectedLivingSpace, ShipManifest @JPLRepo, for many nights of helping me better understand KSP and reflection. @Kerbas_ad_astra, for contributions to config files @cakepie, for contributions to enable Airlock Plus compatibility and bug fixes @Booots, for contributions to enable Recoupler compatibility. @linuxgurugamer, for helping keep the mod going in my absences! and many others. I will continue to add as I go back and review my change logs. This section was long overdue. Change Log: Mods using the CLS API Here is a list of mods that have been released that make use of ConnectedLivingSpace. If you would like to add your mod to this list, send me a PM. KerbalHotSeat Ship Manifest Kerbal Crew Transfer Wetworks crew tanks KeepFit Recoupler (thanks to @Booots!) AirLock Plus (thanks to @cakepie!) Mods that provide CLS configuration themselves. This list is by no means complete. If you would like to add your mod to this list, send me a PM. Sum Dum Heavy Industries USI Modular Kolonization System GingerCorp Station Hubs Lack Luster Labs. (separate link from the forum thread) Fustek Kip Engineering: Low profile structural hub set MRS Space Station Parts Expansion Near Future Spacecraft Civilian Population Mods that CLS provides config files for: Here is a list of mods that CLS provides configuration files for. If you would like to add your mod to this list, send me a PM. FASA Novapunch B9 Home Grown Rockets KSOS LSSC ASET Stack-able inlight lights Kosmos KW Rocketry Porkjet's Habitat Pack 2 different stock configurations. and loads more (I loose count!) Mods that the community has provided config files for: Taurus HCV. Contributed by: ModZero Roadmap Provide configuration for every part pack anyone has ever heard of. improvements to the GUI (added in v12.5.0) hooks that can be used by mods such as Porkjet or wetworkshops to change the passability / habitability of parts in flight.
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There were 2 reasons I first removed crew transfers from Ship Manifest at the very beginning of SM's life after Crew Manifest. that sarbian had decided to support crew manifest, (right after I decided to expand on the idea and before I had published anything), and The fact that crew transfers in crew manifest were essentially a "cheat". There was no way to determine whether or not you could move "inside the vessel". I had always wanted to create the means to determine living spaces before I added crew back to Ship Manifest. It was my goal after all to create a tool that would be useful for the realism community as well. Lo and behold, codepoet creates an API to do just that and I thought wow... this will save me LOADS of effort. codepoet and I collaborated on what I would need to integrate his API into ship manifest, and a marriage was born. We had a couple of rough spots with the community after the hard dependency was created, but we learned and evolved, and now CLS is a fine API that has found its place in the realism community. It is a recommended mod for RSS and SETI, along with others. I am grateful to codepoet both for his efforts for the community and for his friendship. I value both greatly. It is my hope that I continue "in his footsteps" and make him proud of the work I do on his behalf. Codeoet, CLS is and shall always remain YOUR mod. I'm only a caretaker, dutifully tending the garden that is CLS. I know you are NOT gone, only "on leave", so pop back in from time to time, and "keep me honest" Codepoet and I have worked out the logistics for the next release. I will be publishing a new release soon. NOTICE: new release of CLS is hosted here (could not get editing rights to this thread due to a vBulletin limitation).
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Agreed, there are a few mods out there that use it.... I firmly believe it should stay as its own mod, and be supported as such. I know that codepoet really hoped it would be more widely used, and I'd like to see that happen. I believe the mods that integrate CLS as I know it are: Kerbal Crew Transfer Crew manifest Ship Manifest KeepFit Wetworks Crew tanks Likely others I'm not aware of. To directly answer SumGhai's initial question, there is no real benefit. I modified the interface of CLS awhile back to expose what was needed for pretty much full control by another Mod, so while I might be able to save a few lines of code here or there, It actually works very nicely as an API.
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Hard to tell with all the other errors I'm seeing in the log. with that many mod errors, all bets are off on how SM will behave, especially with the modifications that are being made to the kerbals from the mods noted... With a consistent "steps to reproduce the error" I can look at any mod compatibility issues. Also, it would be helpful to know what version of SM you are using, along with the version of KSP... Okay, after looking closely at the log, I see you are running KSP 1.0.2 and SM 4.2.1.1, so the latest of each... But, you sure have a lengthy list of mods... running an RSS realism game eh? Of course, this means I've very interested in making sure we resolve this.
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4.1.4.4 worked in 1.0, but I updated it when I added additional highlighting features and a few existing bug fixes. I didn't really need to make any change to support the changes in 1.0+ Looking at your log, you are experiencing multiple mod errors. Looks like USI Life Support, and Final Frontier, along with OrbitTargeter. I recommend you install Exception Detector. This will capture and help decipher the errors you are seeing. To perfectly isolate, you will need to start with a clean install and then add mods till you see the errors... ATM, not looking like SM...
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Yes. As with Ship Manifest, there is extensive flexibility in its use. Not everyone will want all features, and some features may well be better served thru another mod. I've no wish to replace other mods, rather I wish to be compatible with and leverage them. There is a ways to go, as I'm just getting the idea fleshed out now. I'll be building this incrementally, and some of what I have here may become "redundant" with other mods. One of the issues with altering the game save involves name changes, and profession management. Since the name is hard-coded to the profession, I have to manage this separately of the game save. Additionally, what if someone wishes to remove my mod from their game. If they do that, it effectively "breaks" their game save and they must start over. Now, it may be that I can "add" to the game save (like MM configs do). I'm going to be exploring that as well, but my main thought with all this is choice. I do not want a player "locked" into my mod. For some, that may not be an issue, for others it may be a "deal breaker".
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Hey Peppie23, I'm integrating RemoteTech into Ship Manifest to support the command computer for queuing RT antenna extend and retract commands. I've gone over the API, and it seems that the command queue method is set up to execute commands by reflecting back to the Mod making the request and invoking a method there. That makes sense. However, what I'm doing is invoking an event from the part's module (of your design), and was wondering if there is a way to "directly" queue that, or will I need to provide a method to receive the command from RemoteTech when the scheduled command is fired (using your api)? I was thinking If I executed the "correct" event (emulating the part's tweakable button press) at the module level, I could allow RemoteTech to "intercept" it natively and queue it, thereby avoiding the creation of a command round trip methodology... Thoughts?
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Thanks. The Kerbal that boarded the lander from EVA, was it moved prior to that? If so, by Stock transfer or by SM transfer? I understand if you don't know the answers to those questions I'll also search the web for any reports of this in KSP in general... Edit: just found confirmation of a bug. This is not SM... Here: http://steamcommunity.com/app/220200/discussions/0/828937979300460540/ and here... http://steamcommunity.com/sharedfiles/filedetails/?id=227956240 Although, most of the posts are 2014... before 0.90 I'll keep an eye out..
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Roster Manager • Roster list - From the Roster list, you can select the kerbal to manage • Personnel File (career file) - This is where all management functions will reside. In the personnel file we can manage: o Salaries - Kerbals don’t work for free, so some cost for each kerbal should exist. We will pay a salary to each kerbal on the roster, on a Biweekly/ Monthly/ yearly basis, (configurable). Salaries can be adjusted for realism and playablility. o Stats Editing - Editing stats. You can change the Primary profession, name, and other properties of your kerbal. o Notes - A simple editor that allows you to add notes to your kerbal o Training - Training is a means to increase your kerbal’s experience through training. Training can consist of time spent away from flight learning specific tasks, or via Simulations such as in HoloDeck mod. - Cross Training (multi Profession) It will be possible to maintain multiple professions. Through training and flights, you can increase a specific profession by selecting that profession for a given flight. o Experience - Experience is gained thru flights. With RM, experience can also be gained thru training on specific tasks and thru Simulator training using HoloDeck. Training will increase the experience level of your Kerbals in the profession for which the training occurs. o Flight / Simulation Log - Flight history and Simulation history will be stored in your Kerbal’s personnel file -Vessel flown -Dates of filght -Results -Accomplishments o Crew Performance - Crews that stay together fly better together. It will be possible to improve the performance of a given crew through training and Simulations performed together. Kerbals with more time together will perform better on a given flight. o Accomplishments/Achievements - using Other addons, accomplishments can be gathered and added to your Kerbal’s personnel file. o Medals - Medals for significant achievements can be earned. o Medical / Psych - Your Kerbal’s abilities can be impacted by their medical condition and “sanityâ€Â. While no “insane†kerbals are possible, (no suicides, sorry), their mental state will impact their skills. Things like time in space alone, traumatic events like crash landings and such can affect their abilities for certain periods of time. • Recruitment/Termination - It will be possible to hire/fire Kerbals. Fired Kerbals will be removed from the game permanently (Will impact the game save). • Scheduling - It will be possible to “schedule†kerbal crews and crew rotations, vacations, have impacts to crew due to illness, and medical issues. • Settings o Reputation/Currency o Realism o Scheduling o Recruitment / Termination • Persistence - This Mod will NOT change the game save, except for terminations. All changes are stored separately of the Game save, and loaded into KSP on save game load. This allows the management of many parts of the kerbal’s experience, profession, and accomplishments. I'll be placing this in a PDF on the GITHUB site I will be creating to make it easier to read.. The Idea behind this mod is to extend the Kerbal experience, provide some control, and provide an ecosystem around them. I intend to leverage the available mods around this theme, and attempt to maintain compatibility as much as possible. At the moment I'm looking at leveraging and compatibility with CrewQueue, HoloDeck, KerbalStats and other mods. Suggestions and comments are welcomed.
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Since this temporary DLL has been in the wild for awhile and seems to be working just fine, I've gone ahead and updated my release file on github. I've repackaged it to include the new icons, and the replacement DLL, in their proper folder locations. Release here: https://github.com/PapaJoesSoup/ConnectedLivingSpace/releases/tag/1.1.3.0 Be sure to keep your existing CLS install in place, Open your GameData Folder and overwrite the ConnectedLivingSpace folder with the contents of this archive.
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I just tested the release from a copy downloaded from Kerbalstuff. I'm getting no errors, and no issues. I turned Off and On edge highlighting in SM and then also turned off and on edge highlighting in KSP's settings and still no issues... everything seems to work.. Can you describe some steps to reproduce the error? Also, what is CSM highlighting? If that is CLS highlighting, then Connected Living Space must be installed for that option to be available. Edit: After saying that CLS must be installed for the option to be available, I decided to remove CLS and test. I did discover that the buttons after Enable CLS highlighting become disabled if you turn Highlighting off and back on. you can only close the window from the upper right corner. This will also occur if you have CLS installed and Disable CLS in Settings, although you can turn Enable CLS back on and the problem goes away. I'll correct this and issue an update. No crashes tho... Is this your issue?
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[1.0.x] HoloDeck - Sandboxed Flight Simulations
Papa_Joe replied to enneract's topic in KSP1 Mod Releases
I saw this and realized it would fit nicely into Roster manager as a compatible mod. I'm looking at cross training and training in general, and simulations would fit the training bill nicely, giving reasons for simulations and value to be gained for using them in career. I'm going to look this over and see what will be needed to interact with HoloDeck to satisfy one of the training activities in Roster manager. -
Hey all, I'm compiling the list of features and putting together a requirements doc now. Should be out in a day or so. From there, I'll start working on a mock up of what I think the layout needs to be, based on what I'm planning on doing. Could be one window or a few depending on what makes sense. I'm thinking this is something that could be available in the Astronaut complex and in the Space center. Don't think we will need it in flight, except maybe for the notes section. I'll work that out as I start to get my head around what works. I'll post those things here and then we can begin discussions on the final product.
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It is exactly that (getting up to date with 1.0.2), and the experimental really does work, and is what I submitted to the author for updating to 1.0.2. He has used the last 3 pull requests I've made as the "Official" release each time. As I said, I've had no issues with CLS since I've updated the code and released the experimental. I think it would be safe to use, as it has been in the wild for over a week now. As for codepoet getting a new release out, well, that is totally dependent on his very limited time. Real Life always comes first
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Just an Update: New release coming today. Version 4.2.1.0 - Release 13 May, 2015 - Highlighting Updates Edition. - New: Added mouseover part highlighting on Transfer Window part Selection buttons. - New: Revised mousover highlighting to use new edge highlighting methods introduced in KSP 0.90. Improves visibility of highlighted parts. - New: Added configuration switch to enable/disable mouseover edge highlighting, if performance is affected or behavior is not desired. - Fixed: When using Mod Admin, SM generates and error, and SMSettings file is not created, as PluginData folder is deleted (compatability issue). - Fixed: When in Preflight or Flight and Realism Off, Selecting a single fluid/gaseous resource causes Transfer Window display issues (Found during Wiki creation). Bug introduced in 4.2.0.0 - Fixed: When performing a Crew Transfer in SM with Realism on, it is possible to perform a stock transfer during the Crew transfer process if Override is off, and potentially create a ghost kerbal. - Fixed: When removing/adding crew to a vessel in pre-flight, vessel "remembers" professions available when scene loads. A scene change causes correct professions to be initialized. Possible exploit. The last item for crew movements in and out of the vessel is in test now. With or without that fix, I will be releasing what I have today. The new edge highlighting is very cool. I've added it to all mouseover highlighting (control Tabs as well as Transfer Window parts) It makes finding parts on a busy vessel very easy. If you don't like the edge highlighting, you can turn it off. Edit. Removing/Adding crew now properly updates vessel capabilities. Update: 4.2.1.0 Released.