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Papa_Joe

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Everything posted by Papa_Joe

  1. Hi. thanks for the feedback. I was just thinking about that. I will do so. I've been adding tooltips (per the discussion a few posts ago), so it makes good sense. I'll see what room I have, and make it happen. Plan on it being in the next update, which should be in a few days. Just waiting on CLS to be updated and polishing the plugin some more.
  2. Hey all, I, in no way wish to steal customers from Sarbian (who IS a god btw). But, I do wish to at least "set the record straight". The settings window contains many options. In particular, to address those mentioned above: - You can turn off Science and Resource transfers. Poof, gone. now it moves crew only. - Turn off realism, and you can now add remove, and all the other stuff in the Roster with ease and in pre-flight too. Realism restricts these to satisfy those that desire more "realism" in their gameplay. - Crew manifest is awesome. Why do you think I started with it?. I encourage you to use it. SM is simply an alternative viewpoint on "ease of use" in game. - When was the last time you used SM? Much has changed I suspect. However, I agree, more is not necessarily better Sorry for the short hijack... Now Back to your regularly scheduled Crew Manifest discussion @Sarbian, Keep up the awe inspiring work!
  3. Just a small clarification. The pull request is to add CLS (ConnectedLivingSpace) Hatch management functionality to SM (Ship Manifest). I've implemented the pull request on CLS. The Mod owner (codepoet) will need to release a new version to implement the needed API features before I will release my next version. The updates for supporting SETI-BalanceMod are already in place in my code, and will be included with the next release of SM, along with the new Hatch Management features. Thanks so much for recommending SM!
  4. Update: I've communicated with codepoet, and he will be reviewing my changes to CLS soon. Here are the projected Change Notes for the upcoming 0.90.0_3.4.0 version of Ship Manifest: Version 0.90.0_3.4.0 - Release TBD - CLS Hatches, CLS Highlighting, Mod Tweaks and More Edition. - New: Added support for CLS Hatches. Now features a hatch dashboard. Takes advantage of changes made to CLS to support third party Hatch control. Open/close individual/all hatches in a vessel. - New: Revised highlighting to allow for CLS enabled highlighting. Added a switch to turn on/off CLS highlighting. Takes advantage of changes made to CLS highlighting. - New: Added Kerbal Title and Status to Roster Window - New: Added support for dataIsCollectable = false in Realism Mode. Now you cannot Xfer science data where dataIsCollectable=False for that module. - New: Added KSP-AVC support http://forum.kerbalspaceprogram.com/threads/79745 - New: Internal architectural changes to prepare for refactoring plugin. Changed windows into separate classes. Prepare for a base window class. Add Window based tooltip support. - New: Added tool tips for certain buttons. Added ToolTip display switch in settings. - 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.
  5. Thanks. I know that you are very busy, so take your time. I'm still putting the polish on my next release.
  6. Hey codepoet, I've published a pull request for the changes I've made to CLS to support hatch management and highlighting. I commented on the changes in the pull request, but PM me if you have any questions or want a compiled version for testing before the merge. My testing shows it works very well, so I'm confident in the code. Thanks!
  7. Great Idea. I was just looking at the roster to see what I might improve. Since I just added ToolTip support in Dev, I was thinking of adding Tool Tips for the various buttons... Professions would be a good idea, and I also thought that those kerbals not assigned to a vessel should show their status... Outstanding! It has always been my desire for Ship Manifest to be a valuable tool for the "Realism" folks as well... I'll take a look at what I'm missing and make it happen. I just committed my most recent changes to GitHub, so I'll look at that now! Also an update for everyone else, I just completed the CLS hatch integration, and it works great. If you use CLS with Ship Manifest, expect the next update to give you great power over your hatch positions. Update: I've incorporated Kerbal titles in the Roster, and for those kerbals that are not assigned to a vessel, I show their status. Also, I've added support for "dataIsCollectable" in Science transfers. If realism Mode is on, you will not be able to Xfer Science from those modules that have dataIsCollectable set to False. With Realism Off, you can Xfer the science. These changes will be included in the next release.
  8. SM is sneaky that way... There is a LOT of functionality and configuration built in, but much of it is hidden by the realism mode switch, which is set to on by default... You can fill a vessel with crew, remove crew members, dump or fill a resource vessel wide or for a particular part, etc.. the list goes on... I probably should build a proper wiki, as a lot of the functionality is lost in the spoilers in the OP...
  9. This feature already exists. If you will note, in the transfer window with crew selected, to the left of the kerbal's name, there is a ">>" button. That button moves your kerbals around within the same part. No need to edit the SFS... go ahead and swap seats! What this does tell me though, is that some tool tips may help with the lesser known features (that feature has been there for about a year)...
  10. Hey all, I'm working on an update to SM to create a Hatch management Window (dashboard). To accomplish this, I'm extending CLS to add an interface for codepoet's ModuleDockingHatch Class. I've forked the code and have most of the changes already working. In addition, I'm updating the highlighting mechanism to make it more friendly to outside mod control. When I complete this I will be creating a pull request for codepoet's review. We have been discussing this for awhile, so I'm hoping to have this completed very soon. This should NOT affect any existing mods that use CLS, as none of the changes affect existing interfaces. It will, however, allow modders to now directly manage CLS highlighting and hatches from their mods.
  11. Just a progress report: I've made good progress on adding CLS aware hatch support. The next version of SM will require an update to CLS (IF you use CLS). I've forked CLS, and am working with codepoet to update CLS to expose an interface for his ModuleDockingHatch class. I'm also implementing a new highlighting methodology to remove existing issues with third party highlighting in CLS. When done I'll be submitting a Pull request to integrate the changes. These changes should NOT affect any existing Mod implementations, and will NOT require other mods to update their code (unless they wish to take advantage of the new interface and highlighting features). The Hatch Window feature (imho) is very cool. All hatches are in one place (dashboard), and one click opens / closes a hatch. You also have an "Open all" and a "Close all" button. When opening all hatches, only those that "Can" be opened are opened, just as it is with the CLS tweakable on the part itself. I'm not going to let you open a hatch to open space Of course, you can still open or close hatches via the part's tweakable menu, and it will be reflected in the hatch window. If you chose not to use CLS the hatch Window button will not be enabled. Version 0.90.0_3.4.0 - Release TBD - CLS Hatches, Mod Tweaks and More Edition. - New: Added support for CLS Hatches. Now features a hatch dashboard - - Open/close individual/all hatches in a vessel/space/part. Only those hatches that can be safely opened are enabled. - - Part containing hatch is highlighted when you mouse over the control in the window. Open hatch is highlighted Green, Closed hatch is highlighted Red, Colors can be configured. - - Part containing hatch is named in Window for easy reference. - 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. I will keep you all updated as I get closer to release.
  12. CKAN meta has been updated. Ship Manifest 0.90.0_3.3.4 is now showing as latest version.
  13. Yup, I've noticed that as well... I keep checking daily for an update, as I've setup CKAN on a test installation of KSP. I'll check in with them and see what's what. maybe I need to enter a pull request to delete the offending meta... Update: I found an open issue on CKAN addressing an error that is generated when attempting to download ShipManifest. This error was caused by my removal of version ShipManifest.90.0.3.3.3 from KerbalStuff. I have commented in that issue (#762). I have also created a pull request to remove the offending .ckan file, so that 0.90.0_3.3.4 shows up properly. Should be merged and released soon I hope. BTW, if you really want that removed version (I can't imagine why), you can still get it on GitHub.
  14. Thanks. I personally have never seen this error in my testing. I do a lot of docking as I like to build space stations above each planet . Others have experienced the same issue as you though, so I've taken a close look at the code. As mentioned in posts before this, I have identified a potential issue in code. I've corrected it, and it will be included with the next release (3.3.5).
  15. thanks for that feedback. Question. was SM open at the time of docking? Also did the amount in the text box ahow -1?
  16. Ok, I've contacted the makers of CKAN. they have agreed to remove version ShipManifest.90.0.3.3.3 from their meta. Please be advised that you will need to follow the note below to rectify it at your end. My apologies for the error and the inconvenience! NOTE: If you are using CKAN and you have version ShipManifest.90.0.3.3.3 installed, please remove the addon using CKAN. I have contacted the Admins of CKAN and they are removing the meta for this version. This will allow 0.90.0_3.3.4 to properly appear in the list. It may take a bit for the mod managers to update the meta... Hope this helps!
  17. Please do not worry, I never consider feedback a waste of time. Even if the issue may not be my plugin, I may be able to assist.
  18. If you are willing to do so, it will greatly aid me in my understanding of the failure. Additionally, you can do a dump of the debug log (Alt + F12 to get to the KSP debugger). that may also shed some light on the issue. Finally, if you can tell me if you are running the 32 bit or 64 bit version of KSP and your OS that may help as well. thanks!
  19. Interesting. I do not do anything with fuel flow, air flow, etc, other than to enable / disable flow by part (at your request). By default nothing is changed. also, if you simply had Ship Manifest installed (and the window not actually open), then there would be no affect on the craft at all. Can you give me some specifics on your issue? Did you reinstall the previous version and did it work? Were you using any other plugins (Connected living space, Module Manager, parts backs etc?)? Also, did you check the debug window in SM to see if there were any errors? Thanks for any info you can provide. I have not seen the issues you have raised, so I will need assistance in attempting to duplicate.
  20. Ok, after closely examining my code, I do indeed have a check for a negative number. I used a -1 check for a condition and it should have really been a < 0 check. I've altered the code to properly account for that. In addition, I did not have proper boundary checking on the max amount, which likely accounted for others reporting the number jumping to tank values after transfers (that one was awhile back but I could not duplicate). Finally, due to the fact that I took a closer look at old code, I was able to resolve the issues with entering decimals and zeros to the right of the decimal place in the text entry field. The next update will include these fixes. Thanks so much for the feedback!
  21. strange, as in all my testing, I've NEVER seen that. Can you maybe provide more detail? does it happen all the time, or just under certain conditions? Also, check the debug window and see if there are any errors. If so save the log and post what you find. Thanks for the update. I cannot. it is set in stone on Kerbalstuff once it has been submitted. I made a request and was denied (with good reason as it is version control after all). So just go to version 3.3.4 (it is named correctly on Kerbalstuff), which has been released. CKan should have picked it up by now. I'll also inquire into CKan to see if i can alter the meta file. Thanks for that... I'll check the logic and see... That could be possible...
  22. Thanks! I use KW as well. My tests were also included procedural parts... those seemed to work fine as well. - - - Updated - - - Just an update for those that may be interested. with the new release of SM, CLS now works with SM again. I've updated the space detection methodology, and SM again respects CLS internal paths. If you install(ed) CLS, just enable it in the settings, and you will be good to go. Highlighting behave a bit differently, as I now continue the stock behavior of highlighting the crewable parts (albeit with configurable colors for CLS in settings as before). However, if you want to see passable parts, you will need to open the CLS window from CLS and select the space you wish to view. Next release will include support for hatch management on your vessel, to make it easier to open and close hatches. I plan to include highlighting of hatches as they are moused over in the hatch window. I'll share more after I have a working prototype and can provide some images.
  23. very strange... I could not duplicate, and did almost exactly the same thing. If you can tell me if the parts were from a particular addon, I can try to duplicate using the same parts.... Update: New release imminent. Change log below: Version 0.90.0_3.3.4 - 15 Jan, 2015 - Bugs, Mod Tweaks and More Edition. - New: Added a Limited Highlighting switch. When on, highlights only source and target parts. Highlighting switch must be enabled to use. - New: Added close buttons to upper right of most windows. Cleaned up App launcher toggle button behavior, and synced with close buttons. - New: Added detection for IVA. Hide Ship Manifest Window when in IVA. - New: CLS highlightng returns. Previous method replaced with new model. Livable parts only will be highlighted by SM. To view passable parts, select the space from the CLS plugin menu. - Bug: Due to KSP 0.90.0 changes, when using Roster, changes to Kerbal names causes the role to change (bad). - Removed ability to edit name of existing Kerbals. Packaging the release now. Code has been uploaded to Github. Update. Released!
  24. Hey acc, I tried to duplicate the crew transfer issue and the resources issue. I could not. I used a 3 man capsule and a 2 man landing can... no issues... 3rd crew member swapped with another in the landing can as I expected... All done with realism on. I also emptied mono-propellent cans and filled cans with no issues. If you can let me know which parts you are using when the crew xfer and negative balance issues occurs, I'll attempt to duplicate.
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