-
Posts
1,939 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Papa_Joe
-
I've followed up with this issue, and I cannot seem to duplicate it. The sliders work fine for me, and I'm able to move 1 or more units of a resource at a time, in either direction. There is a known issue with trying to type in decimals... you have to paste in the desired number (not sure why, but may be a unity issue with textboxes). The textbox works fine with whole numbers tho. In any case, I have an update coming, with some other fixes and tweaks to the behavior of SM. I'll post the change log soon.
-
Based on earlier feedback, the "job" of each kerbal is tied to their name at creation. You cannot directly change the job of a kerbal, and further, changing the name will cause the job to change (beyond my control). So, until Squad exposes this portion of the kerbal skill ecosystem in their API, or someone discovers the arcane magic used to do this, I'm out of luck. I've gone over the object model since 0.90 came out, but haven't been very successful in seeing how they work names and skills... I'm by no means an expert tho, so If anyone out there has better insight, I'd happily learn from their efforts... Thanks. It may be a bug in my transfer code then, as I spin up the motor sounds... if it is below a certain amount, it may be too short for the routine to properly handle... Try it with realism turned off and see if it moves 1 unit... I'll test here as well..
-
I'd be happy to. Let me check out what I have and make the necessary changes. Ok, I've updated the change log and sent a request to the admins at KerbalStuff to update the title. Not sure where it is parsing from, as I've not dug into the code, but I'm hoping that will correct it. Further, when I update the plugin (soon), I'll be sure to be more consistent with the version data. Thanks for the feedback!
-
Nasa is considering a Manned Mission to Venus before Mars!
Papa_Joe replied to AngelLestat's topic in Science & Spaceflight
In actual fact, I did at the end. I'm for both the Venus mission (in concept) and for a manned mission to Mars. I firmly believe that we as human beings have a need to "go where we have never gone before". Politics, economics, and the current (sad) state of the human condition on our planet aside, it is a must to have a manned presence. Robotics are great, and teach us a lot, but there is not yet a replacement for "boots on the ground" (or in the atmosphere, heh), and what we can learn well beyond what a machine can to by actually being there. We learn so much from our surroundings by being there and this as yet cannot be replaced. -
Nasa is considering a Manned Mission to Venus before Mars!
Papa_Joe replied to AngelLestat's topic in Science & Spaceflight
Wow, what a thread. I'm not going to take a side one way or another. It is both self defeating and unproductive. I will however make a few observations from the responses I've read here. From a conceptual point of view, a Venus mission is very possible. There are technical challenges to be sure, but we have some amazing human beings living all over the world today and I've no doubt that the issues could be solved. Mars presents a different set of challenges, and it would also have the talent applied to those challenges as well. So, if we then consider that all the responses bring up valid points, and we also consider that this thread is actually a microcosm of life on our small planet, then I have this to say: 1. It is a simple fact that EVERY human being on this planet is both unique and inextricably dependent on each other. We simply cannot survive alone. Yes, you can live in the wild, and feed off the land, but in the end, without another human being (more specifically one of the opposite ...), then survival is a guaranteed fail. 2. Given then, that we are all interdependent (especially in today's world), we cannot "ignore" the opinions of others. Wars are fought for precisely that reason. As this thread demonstrates, opinions are as numerous as the number of people living on this planet. How do we resolve this fundamental "conflict" that exists with so many opinions competing for attention? This is the problem we as a people face existentially, as well as a nation, state, city, and family. 3. To do great things is hard. It takes a large number of people coming together for a common goal, and the resolve to "see it through". This is especially difficult to achieve in a democracy, for the very reasons stated in 2, above. In a "totalitarian" state, more "control" is exerted and people are "forced" into a common goal. The reasons may well be altruistic, and "righteous" in the minds of the leaders, but in the end it is a small number dictating to a large number. Even though "great things" can be achieved, there will be a cost in terms of our humanity. So with this said, Who is the boss? Great things require a leader, someone to move the vision forward to completion, and to "motivate" the group to work together to achieve it. Great leaders change the minds and hearts of the people. As we get more and more interconnected, this problem will increase in scope. Even now, we see "mob rules" in our daily lives with twitter and other social media platforms. We see nation states using this same technology to control their populations. Such a dilemma... Who among us is willing to take on the astronomical challenge of "changing the hearts and minds" of the worlds people? 4. NASA is well aware of the "flighty nature" of United States politics. At this moment in our history we have a roughly 50% split between 2 competing ideologies, and this is also present across the word. As we as a species become inevitably more interdependent, we must learn to better coexist, or we will perish of our own hand. NASA has a difficult challenge to address in "igniting" the minds and hearts of the people to "see the vision" of what space exploration can provide man for its benefit and ultimate survival. 5. Whether or not we go to Venus or Mars is not in the hands of the engineers and scientists. They push the boundaries, and explore what is "possible" and have little say in what "humanity" will chose to do. It is my great hope that we can, through dialogs such as this all over the world, come to a consensus on what is "important" to our survival, and work towards realizing those dreams. I dream of a future society where human dignity is respected and revered, and the opinions of those I would spend a lifetime opposing are considered on their merits just as I would hope mine are by those would spend a lifetime opposing me. 6. Finally, all the real science discussed here warms me, as I'm a geek at heart, and I simply cannot understand why anyone would NOT want to learn all there is to learn in the universe. So much to learn and so little time. 1 lifetime is NOT enough, and I hope we solve that problem too -
CKAN has a bot that attempts to keep the configs updated. it may not have had a chance to complete when the user tried to download. I noted when I updated my mod that it does pick it up. So, for the benefit of those using CKAN, be patient, and I'm willing to bet it does pick it up fairly quickly (hours?)
-
Thanks for the feedback. Given that the class is tied to the name, it may be best if I remove the ability to change the name. At the very least, make it an option with an appropriate warning. @KateTheAwesome: My apologies for the "damage" to your save. in the future, I do suggest you make backups of your save games when you try new mods. Since KSP is a work in progress and changes often, it is not possible for any modder to foresee *all* potential issues. Let me know what you think of removing the ability to change names, or adding an option in settings with an appropriate warning. Speaking of adding options, It became apparent to me after adding a setting to turn off highlighting, that it might be nice to "limit" highlighting to the source and target parts. This way you can "see" what parts are being affected WITHOUT having to look at a "sea of yellow"... I will include this in the next release. It will work as follows: - If highlighting is turned off, no highlighting will occur and the option to use only the source and target will be disabled. - If highlighting is turned on, the option to limit it to the source and target will be enabled. - - When enabled, only the source and target parts will be highlighted. - - When disabled, all parts in the selected group will be highlighted as in the past.
-
Hey all, With codepoet busy and since I'm familiar with his code, I've made some corrections to allow operation in 0.90. Note this is not backwards compatible with earlier versions of KSP, as Squad broke the old method of highlighting with the release of 0.90.0 I've released an interim build of the DLL here: https://github.com/PapaJoesSoup/ConnectedLivingSpace/releases/tag/1.0.11.0_PJS. This is not a complete plugin, so do not delete your current install... Simply replace the existing DLL with this one in GameData\ConnectedLivingSpace\Plugins I've also created a pull request on codepoet's github repository for his review. He may or may not use what I've done. Use at your own risk, but seems to be working fine for me.
-
Hey codepoet, I just released a new version of ShipManifest. I found that the highlighting has changed. In particular, as mentioned earlier, part.SetHighlight has changed. more importantly, the SetHighightDefault behaves a bit different, and you must also use the new HighlightType. (always, disabled, and mouseover) you can set this to always on, and when turning off a part, you can set it to on mouse over to revert to normal stock behavior in flight. I also removed my external delegate function for the part onMouseOver event and am currently using an OnUpdate refresh method. take a look at the source and that may aid you in reworking highlighting. It will be fun to use the new methods... I've got to play with them some more... looks like there is some power there now... I may be able to remove my OnUpdate call to UpdateHighlighting.
-
Update out. Version 0.90.0.3.3.3 - 19 Dec, 2014 - 0.90 Compatibility Edition. - Update to correct highlighting errors due to KSP 0.90 changes. - Added a Highlighting switch. If you don't want highlighting at all, turn it off! - Other under the hood changes to improve overall highlighting behavior. Works very nice now. Note: CLS is currently broken in .90, so do not use CLS until it's updated. Enjoy. Let me know if you find issues.
-
You can disable the opening of the debug window by changing the "Enable SM Debug Window On Error" setting. Disable this and you will not see the debug window pop up. Thanks for that update. The spamming of the debug log is likely what causes that. Squad did indeed change the highlighting. They added a parameter to one of the function calls. Sorting thru now. I've added a highlighting switch in settings (to turn highlighting off / on in general) earlier per a previous request, so that will be part of the update. Thanks for the feedback!
-
thanks for the report. I had seen that behavior also. Agreed. Not working as intended. I'm working on a complete revision of the highlighting methodology. What I now have working is much more reliable and not prone to weird behavior as before. I'm going thru end to end testing/debug now and making sure I have it licked.
-
While not the same anlogy, Falcon 4.0 was an example of chasing technology (like the OP's thought) and never releasing a finished product. The community ended up heavily modding it to the point of greatness .
-
New version released. Stock Toolbar button woes fixed! Version 0.25.0_3.3.2b - 0.25.0 Interim Release with stock toolbar fix. CLS Highlighting still ini work. - Bug: When switching vessels in map mode, the stock toolbar would disappear, never to return. Note: while you may have experienced this issue elsewhere, the bug report above was easily reproducible. the root cause could have been manifested elsewhere during gameplay. See my OP. Released to Github, Curse, Kerbalstuff. Enjoy. Still working CLS highlighting.
-
Fair enough, and I'll stick to coding. I seem to do it marginally better With that said, Version 0.25.0_3.3.2a - Interim Release with bug fixes and removal of CLS Highlighting - New: Added Resource Fill button when Realism is off. - New: Added Part Fill and Dump of a resource when Realism is off. - Improvement: error handling on frame based errors are now trapped for first occurance. Subsequent errors will not produce a log entry. - Bug: When crew is selected, and ONLY the Source part OR the Target part is selected, clicking on a move kerbal (>>) button produces an error. - Bug: When changing vessesls with the manifest window open, ClearResourceHighlighting causes an error. - http://forum.kerbalspaceprogram.com/threads/62270-0-25-0-Ship-Manifest-(Crew-Science-Resources)-v0-24-2_3-3-2-28-Sep-14?p=1481125&viewfull=1#post1481125 I'm packaging now. I may as well release, as it is at the very least better than the previous release, but with no CLS highlighting. I am working on that...