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Everything posted by Papa_Joe
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Wow... Interesting. I just made some changes to support WuphonsReach's suggestion, and made a startling discovery... I swore I tested name changes earlier today and verified that they changed the profession. I just know I did... I'm not getting that now. It may be due to my new method for creating a Kerbal, but edits seem to work too... very strange. Anyway, here is what I know now and have working in SM. 1. When i create a kerbal, I cycle thru the random kerbal generator to come up with the profession desired. 2. I then present this kerbal to the user for editing. I've enabled renaming, and removed the hack. 3. When I change the name and hit apply, It now works... 4. If I edit an existing kerbal, and rename it, it works... No hack. 5. I then went into my save game, removed the ascii 1s for each Kerbal where I had added the hack and saved the changes. 6. I brought up the game, reloaded my save game and opened the Roster window... All names were correct, and professions were as well... 7. So I made some more changes, and professions stayed the same... very strange... 8. Closed the game gracefully, and restarted (Ensures a game save between restarts). Same results. Going to do some more testing. But, we may now have the best of both worlds, and no hack.... I wonder if 0.90 fixed kerbal naming... Weird thing is I see nothing in the save to support maintaining the profession... (ExperienceTrait)
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In theory, this would work, but you would have to go thru possibly many names to achieve the desired results. Based on testing described above it seems we may have a hack that will work. I'm going to test it a lot, but based on what I'm seeing in terms of the object model, It may well work just fine. I will however, take a look at your method. I had been thinking of that, but felt is was possibly annoying, based on the sheer number of kerbals you may have to go thru. It is a solution that does NOT require a hack, so it has value.
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Ok, so preliminary testing shows that it WORKS! I created a pilot, and renamed it to my desired name. I then automatically append an ascii 1 to the name. Apply the change, and voila! Renamed Kerbal... I wonder what affects that may have.... interesting... I'm testing Editing of an existing Kerbal now... Editing works! Way cool! @ 5thHorseman: Nicely done! I'll spend some time working with it, but I think I'll post an updated DLL for you all to test... Not ready for release yet, as I think this needs some "playtesting" to be sure it has no adverse affects. Anyone brave enough, just replace the existing ShipManifest DLL with the revised one when I post it. Of course, as with any experimental, please backup your save game! Screen shot:
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Interesting... I did not touch the highlighting with this update... however, try turning off CLS Highlighing in Settnigs. CLS is NOT required for use, and I thought I had a flag check for if CLS is enabled... I'll do some testing at my end. Thanks for the feedback and let me know if that works for you... Also, are you seeing any errors in the Debugger Window? Edit. Based on my testing, it seems to work... Is Enable CLS on in your settings (even if it is grayed out)? - - - Updated - - - Okay, with my testing I see the following behavior: 1. If I remove CLS and have CLS enabled, the plugin properly detects this and turns off Enable CLS. CLS Highlighting is still on, but disabled. (correct behavior). 2. If I have Crew Selected, and then change the Highlight setting to Only Source and target, CLS Highlighting switch turns off (correct), but the standard highlighting stays on the vessel (incorrect). 3. If I deselect Crew and then reselect crew, highlighting turns off and then back on in the correct Source and target only mode (correct, except for having to deselect and reselect Crew) I also noted that the above behavior for 2 and 3 with CLS installed. I will correct that behavior in the next release, but simply reselecting Crew corrects it, so not urgent. Does that describe your issue?
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Thanks! I thought it would be with the new emphasis on kerbals and experience. I wish I could claim some wizardry, but I used a brute force approach. Since the profession changes when you change the name, you really cannot choose the name (you could have to go thru quite a few names).. BUT... I can randomly create any number of kerbals before I add them to the game, so I simply run a random kerbal generation loop until I create one with the desired profession. I then present that to you for characteristics editing. when you hit apply it then gets added to the game. For those that care about such things... Professions are found in the Epxerience.ExperienceTrait object. I tried to assign an existing Experience Trait to a Kerbal of my choosing, but it does not seem to take. Obviously, I still have more to learn, and there may yet be a way to also choose the name... I've not given up.
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New version. Version 0.90.0_4.0.1 - Release 08 Feb, 2015 - CLS Hatches, CLS Highlighting, Mod Refactoring and More Edition. - New: 4.0.1 - Added Create specific Kerbal Type in Roster Window: Now you can choose Pilot, Engineer or Scientist! - New: 4.0.1 - Bug fix for unneeded debug log entry from tooltips - New: 4.0.1 - Bug Fix for Non reset Window positions in Config.xml
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Worked like a charm. I can now create a kerbal on demand. Want a pilot? you got it... want an Engineer or Scientist? done. Will be in the next release. BTW, I found a bug in my debug code, that causes tootips to generate debug log entries. It is benign, but I'll issue an update very soon with corrections to the config.xml (for my window positioning error), the bugfix for the tooltip log entry issue, and to add the ability to create a specific Kerbal. I'm also going to remove the ability to rename a kerbal on creation, as it makes no sense to have it now. Coming soon. 0.90.0_4.0.1
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Testing update. So far, I've not been able to control the profession on creation. I'm still exploring the object model, and there is still much to learn and test, but I have confirmed that changing the name definitely changes the profession. I'm guessing here, but it would make sense that Squad chose to make names immutable. If you change the name, you are effectively making it a different kerbal. Squad has a random kerbal generator (That I've been using all along), so I'm also thinking you have no control over the recruitment, other than selection of the candidates you wish to hire, but I've not played with the Progression part of the game much (I'm mostly sandbox myself). Also it seems you can generate tourists, so creating "passengers" looks like a possibility. Virgin galactic and space tourism contracts anyone? I'll report back when I have more, but I did want to let you know what I've learned so far. Edit: I just realized, that there may be a way to manage what we want to accomplish. I can randomly generate any number of kerbals I desire. All I have to do is interrogate what profession is created, and repeat the process until the desired profession is created.... let me play with that.... Be back soon....
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Thanks!. And thank you for your efforts. CLS has made lots of good things possible! At this time, from what I understand, the profession is dependent on the name. I've not tested this and am relying on others that have stated this fact. Once created, a kerbal's profession is tied to the name. Change the name and the profession changes. This is why I removed the rename capability from the Roster Window in version 0.90.0_3.3.4 I will test this in my dev copy and report back what I find. If there is a way to manipulate names and professions, I'll add it.
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New Release! This marks a major milestone for me. I've been wanting to add hatches for several months. Finally, it's here, and I've also made significant changes under the hood. Highlighting is fantastic now and I love it. Tooltips really make a difference I think, especially for those lesser known features like moving kerbals and Roster features. Tool tips are state sensitive, meaning when more than one reason exists for a condition, the tool tip will describe it. Take a peek. If you don't need them, turn them off in settings! Enjoy and PLEASE, let me know if ANYTHING does not work right. This should be the best version of SM yet. Version 0.90.0_4.0.0 - Release 06 Feb 2015 - CLS Hatches & Highlighting, Mod Refactoring and More Edition. - New: Added support for CLS Hatches. Now features a hatch dashboard. Mouseover a hatch and it is highlighted on the vessel. Takes advantage of changes made to CLS 1.1.1.0 to support third party Hatch control. Open/close individual/all hatches in a vessel. - New: Revised highlighting to reintroduce CLS enabled highlighting. Added a switch to turn on/off CLS highlighting. Takes advantage of recent changes made to CLS highlighting. - New: Many internal architectural changes and refactoring of plugin. Changed windows into separate classes. Prepare for a base window class. Added tooltip support. - New: Added tool tips for many buttons across entire plugin. Added ToolTip display switch in settings for those that don't want Tool tips to show, including granularity to the window level. - New: Major Roster Window enhancements. Altered action button dislay behaviors to be more clear. Added conditional tooltips to aid in use of little known features. Added Kerbal Title and Status to Kerbal info display. - New: Enabling/Disabling Blizzy Toolbar no longer requires a game restart. Turn it on or off in settings and it will take effect immediately. - New: Added SETI compatibility support for dataIsCollectable = false in Realism Mode. Now you cannot Xfer science data where dataIsCollectable = false for the source module. - New: Added vessel resource totals (quick reference) to Manifest Window resource buttons and Transfer Window Resource Title. - New: Added KSP-AVC support http://forum.kerbalspaceprogram.com/threads/79745 - Bug: When when transferring a resource in realism mode, sometimes the source part ends up negative and causes issues (moves resources 1 unit at a time, backwards. KerbalStuff updated. Updating Curse and OP now. Update Note: I just realized I released my config with my current window positions. if you run into issues, simply set all window position numbers to 0. that is what I do when I release a revised cconfig.xml... Here is the xml: <rect name="ManifestPosition"> <xmin>0</xmin> <xmax>0</xmax> <ymin>0</ymin> <ymax>0</ymax> </rect> <rect name="TransferPosition"> <xmin>0</xmin> <xmax>0</xmax> <ymin>0</ymin> <ymax>0</ymax> </rect> <rect name="RosterPosition"> <xmin>0</xmin> <xmax>0</xmax> <ymin>0</ymin> <ymax>0</ymax> </rect> <rect name="SettingsPosition"> <xmin>0</xmin> <xmax>0</xmax> <ymin>0</ymin> <ymax>0</ymax> </rect> <rect name="HatchPosition"> <xmin>0</xmin> <xmax>0</xmax> <ymin>0</ymin> <ymax>0</ymax> </rect> <rect name="DebuggerPosition"> <xmin>0</xmin> <xmax>0</xmax> <ymin>0</ymin> <ymax>0</ymax> </rect> sorry for the inconvenience!
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Papa_Joe replied to Yemo's topic in KSP1 Mod Releases
Just curious, with planet scaling, would that number need to be scaled as well? With support for mods like RSS that change the scale, space will be a different altitude, yes? I don't claim any knowledge, but just voicing concern at a seemingly simple fix...- 2,515 replies
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Interesting Idea. I can see the value in that. Thoughts on implementation? I might add this as a tooltip over the resource buttons in the manifest window... for example: Crew: Tooltip shows total crew on board / total spaces in vessel. Science: Shows total science count vessel wide. Resources. Total resource count / Total possible when filled. (launch value) Or, I could add a tooltip for the title bar that shows all these in one tooltip.... Or, I could simply place the total in the bar itself in parenthses... "Recource (count/total)" Or, I can show it in the details section of the Manifest window Above the part list. I already do it for each part there, so may make the best sense. However I like the idea of being able to see all resources at that same time.... maybe I combine some of these (err on the side of TMI... ) Ideas?
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Just a couple of teaser imiages for some of the upcoming features. THis one shows tooltips in the roster window, along with the Kerbal's professions in both the Roster and the Transfer window. Note also that CLS highlighting reappears in this version and is much more robust and error free in it's use. Of course you can turn off tooltips and CLS highlighting... This one shows the new hatch panel. mouse over a hatch in the panel, and the part is highlighted in green for open and red for closed hatches on the vessel... makes it easy to locate hatches. Finally, this one shows the Setting window where highlighting and tooltips can be turned on and off. Coming soon!
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Papa_Joe replied to Yemo's topic in KSP1 Mod Releases
Interesting. Upon reading this, I wonder if the altitude is an "addition error"? 18k + 70k = 88k... very close to the "magic" number you hit? maybe an altitude setting is not getting cleared, so the delta ends up lower than it should be? Just a thought...- 2,515 replies