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KSP2 Release Notes
Everything posted by Papa_Joe
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Looking at the log, I see 8 null reference exceptions, and none relate to SM. I'd made no changes to protocrewmember. So, I'm not sure what the experiencepoints issue is. the upgrade pipeline did complain about several things. I will admit that I have not tested an old save with the new version. I will do that. Update: Tested with an old save, no issues. Not SM related what ever it is. Hope that helps.
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New version. On Git, SpaceDock and Curse. CKAN will likely follow on their regular update sweep. Version 6.0.5.0 - Release 10 Jan 2022 - KSP 1.12.2 -------------------------------------------------- - New: Added Resizing height to Manifest and Transfer Windows. Persists between saves. This expands the button selection panes only. - Changed: Refactored persistant settings into Separate classes for cleaner code. - Fixed: Add missing suit type "Slim" to Crew suit assignments in Roster. - Fixed: Correct tool tip for Realistic Crew Transfer option in Realism Settings. I'm working on Kerbalism for Science and adding suit changes. Learning how the stock HelmetSuitPicker is implemented. that is taking time. I could build a homegrown version, or just a text based suit selector. but wanted to take some more time on it. These features were ready, so I pushed them to allow for that time to explore the stock picker I'll keep everyone posted. Suggestions are welcome. Enjoy!
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Interesting mod. I'll be looking at this in more detail. I may want to integrate this with Ship Manifest. I'm looking at building my own interface for suit management. There are things I can learn from the code base. I'll see if integration is necessary and if I can leverage it. I do want the capability stand alone, so I'll look at what needs to be done. Iirc, the suit loader system is not compatible with versions of KSP before 1.11.1. Changes were made to the system in KSP around that time... Correct me if I'm wrong...
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Thanks for the feedback. I prefer a minimalist interface myself, so I will be looking over that in my decision making process. In other news, I just finished my move to Guadalajara, have reunited with my wife , and have set up my PC. Looking back into my code to figure out what the h*** I was thinking....
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Request: In-Flight Suit Switcher
Papa_Joe replied to Spaceman.Spiff's topic in KSP1 Mods Discussions
Indeed. Last night I looked over the suit storage file format and built a loader for the Squad SuitCombos config file. There are some UI elements I'm constructing now. Trying to decide if I should display the suits or just provide the suit name and color based on the type. Thoughts as to how this should look in game? I will be adding it to the Roster window of Ship Manifest right next to the suit type selection... I can create a dialog for it or just a list... I like to tend towards simplicity, but I'll be handling texture swaps an such anyway with the Kerbals. -
Indeed. I noted that as I was going over your first request. KSP version 1.10 offers a kerbal suit creator tool. I think there are some mods that are leveraging that. I may be able to build support for suits built using the built in tool. I'll check it out some more. Would be a simple thing to check to see if custom suits exist and then display them as options. No promises yet, but it makes sense to do.
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[1.11] Connected Living Spaces (Adopted) 2.0.0.6 (2020-12-29)
Papa_Joe replied to micha's topic in KSP1 Mod Releases
Just to close this out, there is another way, and I just implemented it in ShipManifest. I do not wish for such as dependency either... I will further refine the blocking code I already have and catch the remaining KSP UI elements that are not yet blocked. -
Thanks! I"ll fix that. Sometimes I forget what parts are automated and what parts aren't. Update. Hmm. I did do it manually. It is actually automated. Looking into what my disconnect is. Thanks for spotting it. Found my error. The build process I use was flawed. I have to perform a final build after merging my Dev code into the Master Branch. I performed the final Build before that step. That prevents the Release package from picking up the new version from the DLL assembly. Noted and fixed. @micha did a great job of automating the release process using msbuild. I've had to "relearn" my original build and release process. New release (no version bump) published to all the usual suspects. This will NOT impact the game in any way, but subsequent downloads will include the fix. There is NO need to download again, unless you really want to.
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Ship Manifest New release Version 6.0.4.0 - Release 12 Dec 2021 - KSP 1.12.2 -------------------------------------------------- - New: Added support to the Roster Window for selecting spacesuits while in Space Center and in Flight for assigned Crew. - New: Added a realism setting for Realistic Crew transfers. you can now disable sounds and delay from Crew Transfers. Previously, you had to disable Realistic Transfers to get similar behavior. Realistic Transfers has been renamed to Realistic Resource Transfers. The Realistic Crew transfers option is found under "Enable SM Crew Transfers" in the Realism Tab of the Settings Window. - Changed: Complete Refactoring of localization strings to improve performance and maintainability. This completes the application wide refactor to make all localization string usage static instead of instanced. Components affected: - Manifest Window - Transfer Window - Roster Window - Settings Window and all tabs - Control Window and remaining tabs - Fixed: Replaced hard coded string in Settings.Config Tab to use localization "(lines)". Updated localization files to include new reference. - Fixed: Restored Input UI screen locks. Some UI elements cannot be blocked, such as the Crew Portraits, and the Control panel at the top of the screen. Click thru will still occur in these areas. - Fixed: incorrect localization string references in Science Tab. Lab Boost should now read Xmit Bonus. Some ToolTips were incorrect. @WhatALovelyNick, this should meet your desires. This thread is done imho...
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New release: Version 6.0.4.0 - Release 12 Dec 2021 - KSP 1.12.2 -------------------------------------------------- - New: Added support to the Roster Window for selecting spacesuits while in Space Center and in Flight for assigned Crew. - New: Added a realism setting for Realistic Crew transfers. you can now disable sounds and delay from Crew Transfers. Previously, you had to disable Realistic Transfers to get similar behavior. Realistic Transfers has been renamed to Realistic Resource Transfers. The Realistic Crew transfers option is found under "Enable SM Crew Transfers" in the Realism Tab of the Settings Window. - New: Added headers to the Vessels tab to improve readability as well as cleaning up the vessel types editing option buttons look and feel. - Changed: Complete Refactoring of localization strings to improve performance and maintainability. This completes the application wide refactor to make all localization string usage static instead of instanced. Components affected: - Manifest Window - Transfer Window - Roster Window - Settings Window and all tabs - Control Window and remaining tabs - Fixed: Replaced hard coded string in Settings.Config Tab to use localization "(lines)". Updated localization files to include new reference. - Fixed: Restored Input UI screen locks. Some UI elements cannot be blocked, such as the Crew Portraits, and the Control panel at the top of the screen. Click thru will still occur in these areas. - Fixed: incorrect localization string references in Science Tab. Lab Boost should now read Xmit Bonus. Some ToolTips were incorrect. As always, it is available on Git, Spacedock and Curse. CKAN will update as per their normal sweep schedule. Enjoy!
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Follow up. As posted in the ShipManifest topic, I've implemented this feature. Check out the preliminary change log in that topic.
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Ok. I understand what you are envisioning now. Thanks! Update: I've looked into this request, and it is possible to enable right clicking on the ApplicationLauncher object (handler for mod icons). It will require some refactoring, as there is logic in place that "assumes" the presence of the Default Manifest window. Not onerous, but it will take a bit of effort. I'll place this on the Issues list and work it in a future release. I will also add tooltips to the app icon to clarify possible actions.
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OK, so I've taken some time to look over @micha's thread during his support of Ship manifest. There are several issues / questions I will attempt to address. Some are older but still relevant. I will be adding these items to the Issues in Github. d.frison asked about Kerbalism support. I've not looked into this, but I will. adding to my issues list in Github Dirk asked a question about how SM decides how to identify vessels. This is indeed a complicated thing. First, each launch has a Flight ID, which is attached to each part of a launched vessel. It would be nice if you could use this, but if you build a station, then it will likely contain multiple flight IDs. So another means must be used. The docking nodes contain vessel information relating to the vessel names of their parent parts. this is a good starting point, but you need to traverse up the path to a command pod of some kind to consider it a separate vessel. Typically, each vessel contains only one command pod, (certainly not a requirement, but there will be only one parent part and the Command pod will be that part (the first part you place in the VAB when you start your ship design). While this works pretty well, it is not perfect. Therefore, Using the docking node as the start, I treat all parts connected behind a docking module that contain a command pod as a separate vessel. If someone can find a better method, I'm all ears. Let me know if you have issues with the vessel identification system. I'm very interested in improving this feature to be more robust and more efficient. Tokamak found an issue with lost Kerbals when transferring to a full part. I recall issues with that in the past. I will review the code. Added to the Issue list. Resizing of windows has been a recurring request. It is not a simple matter. there are a lot of dynamic tabs to address. There is an issue in Github already for this. I would appreciate any feedback on how you want that resizing to behave. I put effort into making the window as compact as possible, as back when the mod was created (2013), huge monitors were not the norm. As I stated, I've done window resizing for BDA, so I can leverage some of the code there to simplify the process. I will not work on this until I have some feedback on desired behavior. Does it need to resize both vertically and horizontally? do buttons need to be bigger, etc. Flart requested Crew transfers without sound and delay. I talked about this one before, I think. I'm working on that for the next release. It will have a realism switch, as that simulates the time it takes to move from one module to another. Instantaneous Transfers are not realistic... If I've missed any, please go to the issues tab in Github and enter an issue for your particular need. That is where I will be tracking bugs going forward. Reading thru the forums is great, but things can get lost there. If you want it to be addressed, open an issue. Issues · PapaJoesSoup/ShipManifest (github.com) Here is the preliminary Change log for the upcoming 6.0.4.0 release: These items have been completed. -------------------------------------------------- - New: Added support to the Roster Window for selecting spacesuits while in Space Center and in Flight for assigned Crew. - Changed: Complete Refactoring of localization strings to improve performance and maintainability. This completes the application wide refactor to make all localization string usage static instead of instanced. Components affected: - Manifest Window - Transfer Window - Roster Window - Settings Window and all tabs - Control Window and remaining tabs - Fixed: Replaced hard coded string in Settings.Config Tab to use localization "(lines)". Updated localization files to include new reference. - Fixed: Restored Input UI screen locks. Some UI elements cannot be blocked, such as the Crew Portraits, and the Control panel at the top of the screen. Click thru will still occur in these areas. - Fixed: incorrect localization string references in Science Tab. Lab Boost should now read Xmit Bonus. Some ToolTips were incorrect. ----------------------------------------------------------- Thanks!
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Thanks. I'll still take a look. Who knows? Also, I've implemented the suit type switching. both in Space Center for crew in flight and for in flight. It is unaffected by realism as changing suits is something any astronaut should be able to do, but it is limited to only those that have the expansion to support it. I have other things I'm working on for this next release so it will be a little while before I'll be ready to publish.
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I was notified by this thread that the ability to change suits in flight was desirable: So, I'll be adding that to the Roster Window as a column and an edit button for suits. Next release you will be able to change suits in flight. Any comments as to the kind of restrictions I should/could place on this feature for Realism, etc.? Are there any suit mods I should be aware of for integration (given my hiatus)?
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Interesting. I've been looking into the suits thing. I have access to that data in flight, so it then becomes only an issue of where to put it in the UI. Since the Roster window is available for the active crew, it makes sense to add it there. I can add a Change suit button to the crew member line and include the currently worn suit as a data item. click change suit, select an available suit, and click save. Will that work? I will look at adding that to the next release of ShipManifest
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[1.11] Connected Living Spaces (Adopted) 2.0.0.6 (2020-12-29)
Papa_Joe replied to micha's topic in KSP1 Mod Releases
Wonderful to hear from you! I do hope life is treating you and yours well! I've buried a wife, overcome some strife, built a new life, and am embarking on a new adventure in Mexico, with a woman willing to give it a go! Indeed, an assembly loading bug in KSP 1.12, caused an issue with duplicate DLL file names. It is not consistent, and according to @Gotmachine depends on the mix of mods loaded. Renaming the File embedded with each mod seems to correct the issue. @HebaruSan at CKAN can rename the files for other mods on the fly at his end, but that does not solve the problem for everyone, and renders the renamed file inaccessable, as CLSInterfaces.dll is referenced in the mod assembly's dependencies. It seems the least painful path is for modders to simply rename the file using their modname/acronym as a prefix or suffix for CLSInterfaces.dll, and rebind the dependency in their next release to that local file. Your mod is alive and well, supported by this fine community! Iirc, it is a *must* for Real Solar System enthusiasts. Don't be a stranger! -
New version! Available on Git, SpaceDock and Curse. As for CKAN, file should update normally. @HebaruSan I have renamed the CLSInterfaces.dll file to SM_CLSInterface.dll. it is a required file for SM. Just a heads up as you will no longer need to rename in this or future releases for SM. Version 6.0.3.1 - Release 27 Nov 2021 - KSP 1.12.2 ------------------------------------------------- - New: Added support for changing vessel types in Vessel Control panel - Changed: Refactored Vessel Control Panel localization strings to improve performance. This is the start of an application wide refactor to make all localization string usage static instead of instanced - Fixed: Corrected potential dll conflict error with CLS. Changed name of CLSInterfaces.dll to SM_CLSInterface.dll. Do not remove this file, it is required. - Updated SM_CLSInterface.dll to version 2.0.1.0 (latest CLS released version for KSP 1.12.x). I've not resolved the fuel transfer issue, as I've not been able to duplicate. I'm sure that is because I've not properly set up the test, but I don't want to be drawing straws to figure it out. @Gordon Dry, if you encounter the error, provide me a screen shot of the transfer window. It should help me to characterize the issue. There are fair number of moving parts in that code (multi resource, multi part, vessel to vessel, etc), so I do need to see the conditions under which the error occurs. I will also look into the Science data request for the next release. Enjoy!