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KSP2 Release Notes
Everything posted by Papa_Joe
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Ok, so I need to test in a career mode game to determine if my fix works. I've been attempting to test in Sandbox. I was loading crew from the VAB, so there is a scene change before I get to preflight... As for the permadeath. That should be doable. Once gone from the game save, they are gone... Thanks for the feedback!
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Interesting. Let me look at my cleanup code for removing and adding kerbals. I know I do an onVesselChange event (this should clean up stuff like that) for Crew transfers, but maybe I'm not doing it for activities in pre-flight. Thanks for describing it for me. Edit: I found that the Remove Kerbal method did not trigger the onVesselChange event. However, I'm having difficulting testing. Forgive my ignorance, but I'm a sandbox player, so I'm not sure if I understand the issue correctly. When you say no SAS, are you referring to no control of the vessel on launch, or no ability to use SAS ([f] key), or what? I'm in sandbox, and it seems with any combination of crew, I can control the vessel. I do not have a separate SAS part installed (using stock KerbalX vessel).. Do I need to be in career mode? Can you enlighten me?
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Very interesting. Based on what you are saying, you are performing a stock transfer in the midst of an SM transfer. Is that correct? If so, then I can see where the problem is, as I do not interfere with the stock transfer when the Override switch is off. However, I can see that I will need to, as the potential for issues is there. I can resolve this by preventing a stock transfer during the SM transfer process. I set a flag when the SM transfer begins, (as I do when a stock transfer begins with override on). So I can check for an active transfer in progress and prevent the transfer from occurring. With realism off, the problem would not occur, as the SM Transfer would be immediate. No problem. I knew with the release of KSP 1.0 and the increase in my downloads that a wiki would now be important. It has already saved me a LOT of typing . As for KerbalStats, I understand where you are at. It really is an APi for other modders to use, much like Connected Living Space, Rasterpropmonitor and some other fine extension mods out there. Not really useful for the end user, but can really save other modders some time and provide a good framework to store data and provide mod interoperability.. I intend to use Kerbalstats as part of Roster Manager. It also offers some tools and features that may actually allow me to create the feature you are describing. It will take some work for me to figure out a way to "manage" it, but others have expressed an interest in multi classing, especially if you think about it, in real life, an engineer can also be a scientist, or a pilot... Just need a way to store the data, and then select the profession choice. May add a cost for adding multi class (cor career) and that kind of thing... I like it. It may be doable.
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Gratz on the new release. Already installed. I LOVE the icons. Very nice.
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Ok, so I understand correctly, 1. Xfer Crewmember from one part to another part using SM. CLS installed and enabled or disabled or not installed? 2. Xfer Crewmember via stock tweakable with Override Stock transfer Off. Same direction? If so this indicates the first xfer did not go as planned.... if in the reverse direction, then kerbal moved from original destination part back to original source part? 3. Undocking causes the "ghost" kerbal to appear, or is it there prior to undocking? Thanks for any clarification you can provide.
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CKAN was incorrectly reporting version 4.1.4.4 for awhile. It recently updated to show 4.2.0.2. So I wonder if you had a version where there were issues with kerbal moves via stock transfers. I made some changes based on feedback between 4.1.4.4 and 4.2 after 1.0 came out. While 4.1.4.4 was working under KSP 1.0, I wonder if it had latent issues... So, I'll be interested in seeing if you can reproduce while using 4.2.0.2.
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Go here and check out my wiki: https://github.com/PapaJoesSoup/ShipManifest/wiki/1.5---Roster-Window your kerbalina must be in available stats to be edited (cannot be in a current flight). Also, read this one about changing professions: https://github.com/PapaJoesSoup/ShipManifest/wiki/1.4.5-Config-Tab Edit: I noticed you posted over in KerbalStats. If you are using KerbalStats, my profession management will conflict. I do plan on supporting KerbalStats with the release of Roster Manager. At that time I will be removing the Roster features in SM. All Roster window features that exist in SM will be ported over, and greatly expanded on. You will not lose anything, and can still perform a revert of your game save if you begin to use KarbalStats after using the profession features of SM.
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Sounds good. Pics. Blizzy installed, Blizzy active | Blizzy installed, Stock active | Blizzy not installed. Config: PART_WIZARD_SETTINGS { toolbarIsStock = True toolbarActiveIcon = PartWizard/Icons/partwizard_active_toolbar_38_icon toolbarInactiveIcon = PartWizard/Icons/partwizard_inactive_toolbar_38_icon PART_WIZARD_WINDOW { x = 1522 y = 633 width = 300 height = 400 } } PR submitted. For the Stock icon Images, I just resized the canvas for the images to 38x38. Linked here if you want them. https://github.com/PapaJoesSoup/PartWizard/releases/tag/1.2.0.0x
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I agree, it did seem a bit awkward there. I thought about putting it at the bottom after the status display, but wasn't sure, hence the pics for your review. I can still remove the option if you wish, or if you make a settings window you can move it there then. Your choice.
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I'll rescind my pull request, and make the changes. As for the behavior, it is currently set to automatically use Toolbar by default. if toolbar is not present, it reverts to stock. So that is what you are asking for I believe. I added the option for those that may have toolbar and "still" want to use stock. I'll change the the option to toolbarIsStock and if you like I can change to language in the toggle to "Use Stock Toolbar" and have it Off by default.
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Interesting, back several pages ago, there was a report where some station parts that were not up to dat that seemed to exhibit this behavior. Not sure if it is related. I've not been able to duplicate the issue, so I will pay attention, and see if it crops up... Link to discussion: http://forum.kerbalspaceprogram.com/threads/62270-1-0-2-Ship-Manifest-%28Crew-Science-Resources%29-v-4-2-0-2-05-May-15?p=1851819&viewfull=1#post1851819 Also a note: It seems it may be related to the stock override in SM. if you can duplicate the issue, try turning off the override in settings to see if the issue goes away... may give me a starting point if SM is causing it.
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With regard to the profession module, I recently added a "revert" feature to Roster of Ship Manifest for those that previously used the profession tools in SM and now wish to use KerbalStats. The wiki describes it, but essentially it removes the non printing characters so that KerbalStats does not "break" when reading a game save altered by Ship Manifest. This gives the user a graceful way to begin using your mod without losing their game save or resorting to "hacking" it for compatibility.
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Hey Wildcarjoker. The NetKanbot for CKAN does go through Kerbalstuff and adds mods to it's repository autonomously. For example, my mod was added without my knowledge, and I discovered it after a user came to me asking about an issue with it. I do know that the bot "sweeps" on a periodic basis for updates, so it is not instantly aware of changes. they may take a day or more to show up. Now, with that said, if the version naming system for a mod changes (as it did in mine), CKAN can become confused and not report the correct version as the latest. I suggest you give it a bit more time, and if a given mod still does not show to be properly updated, then take a look at the NETKAN version files, and see if there is some issue with it. The whole idea of CKAN is to allow some version checking and mod update automation without the mod authors really having to become involved. However, I've learned it is not an exact science and sometimes requires care and feeding ;P There is some documentation on the CKAN site, and they welcome pull requests to correct version issues when found...
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Ok, before I submit the pull request, I have a bit of re-factoring to do, but I also wanted to post a couple of screenshots so you can see what I did. If you are good with it, I'll clean up and submit the PR. Blizzy: Switched to stock: Note where I placed the option. It persists to the config just like the icon strings do. PART_WIZARD_SETTINGS { toolbarIsBlizzy = True toolbarActiveIcon = PartWizard/Icons/partwizard_active_toolbar_24_icon toolbarInactiveIcon = PartWizard/Icons/partwizard_inactive_toolbar_24_icon PART_WIZARD_WINDOW { x = 1388 y = 677 width = 300 height = 400 } }
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I'm with you. Blizzy's toolbar is FAR superior in every respect. But I believe in choices for the community. I'll get right on it. Also, I will make Blizzy a soft dependency, so that the user is not forced to install blizzy if they choose not to use it.
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Interesting. I did not get that from the question. The statements "I've never really used CLS" and "Now that SM requires CLS" led me to believe he was worried about a potential "new" dependency. But, to answer the question you bring up, the short answer is: SM does not require CLS, but will work with the outdated version of CLS. The CLS window will be inaccessible (toolbar icon is missing) and there may be times when CLS will be out of sync with the active vessel (around debris or other vessels when they come in range), but nothing will crash, and it will work. However, with the experimental .DLL I posted several posts back, those problems go away.
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That is correct. As stated in my OP and my Wiki, SM is mod independent. No additional mods are required. When SM starts up, it will check to see if you have CLS installed, and if so will enable it by default. You can then disable it if you desire.. If CLS is not installed, it will automatically update its settings to disable CLS support. @OpenWorldAddict: But, my question is: why not use CLS?. I firmly believe it enriches your experience with EVA versus internal transfers. having to make that choice is kinda fun imho. The stock transfer, out of the box for KSP allows transfers anywhere. With CLS, even the stock transfer can then respect the living space limitations, and you would then have to EVA if you want to go to a part that cannot be reached internally. I believe it improves the "immersion" effect of the game. It is if course your choice, and I respect that. I just didn't want you to miss out on the experience if you have never used CLS before. For more info, check out my wiki. Crew transfers are here. https://github.com/PapaJoesSoup/ShipManifest/wiki/2.1---Crew-Transfers
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If you might be interested, I could fork your mod and submit a pull request to add support for both Stock and Blizzy toolbar, with hot switching. I do this In Ship Manifest. I'm sure you could do it your self tho just by looking at my spagetti code.
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Take a look at the link in my signature line for Roster Manager. I have a WIP thread going there. I'm planning on removing the Roster window features contained in SM, and expanding them to include the entire roster and fleet of ships. I will have a realism mode for it as well, but I expect that the god features are going to be very popular. Ideas / suggestions are most welcome. I do know there are other mods doing parts of what I plan, so I'll be looking over those mods as well, and attempting to ensure compatibility with them.
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LOL! I know just how you feel. I find that I have very little time to play as well... I spend most of my time adding features, and fixing bugs as they come up. I really only get to play when I'm testing the Mod before release... But, with 1.0, I have to build a whole new Space station network, bases, and such. I'm hoping to get to play some more now that SM is nearing maturation. I'm pretty happy with how the Wiki turned out and hope that will help the users a lot. I know it will save me a lot of typing to answer questions that continuously come up as new users discover SM. Alas, with Roster manager now in my sights, I may be speaking too soon
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Funny. I've included a ShipManifest Subfolder and a config.xml under Plugindata for every version of Ship manifest UNTIL the most recent couple of versions. Since I now have the ability to create the default Settings file "on the fly", I've been deleting the existing one, to ensure I don't leave stupid things like window positions off the screen or incorrect default settings from my test builds. Guess I'll have to add a step to delete the file and run the game once to build the correct default. Alternatively I can check for the existence of the folder and add it on the fly if needed... One of those things that pops up you never knew about until.... I'll correct it on the next release. Thanks for tracking it down! Update. Added code to check for folder and recreate if needed. Works great! Will include in next release.