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Everything posted by Papa_Joe
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Without sounding either offended or defensive, I'd be happy to fix it... If I knew what "IT" is... I'm sorry, but "the CLS glitch" doesn't translate into code very well... In any case, I'm reconstructing CLS highlighting as we speak. I've cleaned up the bugs and have a working version, but CLS highlighting is not functional. I can release that alpha, and you can use it with CLS installed or not. I'll post what I have right now in Github and you can download "if you dare". BTW, imho, it is not a bad thing to "need my mod". It actually makes me feel pretty good that I was able to add some value to the community, and that expectations are being placed on me to maintain a higher standard. It is the price of success, so I'll take that as proof of SM's success
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1. Just took a look at Sir Dargon. The mod developer does not implement IScienceDataContainer in his class definitions. To maintain compatibility with other mods, it seems the standard is to implement IScienceDataContainer This exposes the science containers in the module and allows me to add data. You might inquire of the mod developer to make that modification. 2. What do you mean "change crew" You can add and remove individual kerbals, and you can fill/empty the ship... so help me with what you are trying to accomplish. 3. TAC Fuel Load Balancer and SM will coexist nicely. If you prefer the resource features of Tac, turn off resource transfers in SM settings, and you will be left with Crew and Science.
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I took a look at your logs (thanks so much for that!), and it is a known issue with SM and CLS (Connected Living Spaces). you can get rid of the errors by turning off CLS in the settings window. I've posted this as a known issue in my OP. A rework of CLS highlighting is coming. Notice my Signature quote? I'm on the doing it over part Thanks for reporting it!
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I know that I did not comment on this earlier, but I thought it important for folks to consider these musings. At some point in game development Squad will do away with the need for many of the mods we have today. This is a simple fact, given the mod community's involvement from nearly the beginning, to fill the "holes" in KSP as it evolved over time. I'd be surprised if my mod survives to "official" release, as so much will have changed between now and when release finally comes. We are still in alpha, and many features are still being invented and developed. I'm thinking when we reach beta (near feature complete), I will know much more than I do now regarding the "direction" of SM. it may evolve, or it may simply "die" as a consequence of Squads development road map. I'm okay with either. SM is nearing feature complete, with bugs and minor tweaks remaining after Hatches. You folks will let me know what if anything else is needed with time. I'm hoping I get the chance to create something else of value for the community, and my planned checklists plugin may be that project. Thanks for the kind words! I have to agree. I feel everyone should play the game stock, to really learn how its done the kerbal way, and then, when you want to go for production vs learning, install all the mods you desire. Learning the basics is very important for really getting the most from the game. I LOVE the ability to EVA, but is don't want to HAVE to every time I have to go anywhere. I personally play with realism turned on and CLS turned off. I prefer a more open game, but still like some of the realism elements I put into SM. I can turn realism off in settings when I feel the need or desire. MechJeb also has to be mentioned and there are a few "opinions" on that. In keeping with my philosophy of choice, I highly recommend learning the game without MechJeb at first. after learning, I personally feel it is a MUST to be able to "get anything done". Imagine Kethane mining with 20+ vessels, bases on planets and such without it... soooooo teeddddeeeeiiiooouuussss.....
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Yup. that's it. it is an "API". meaning that (unless you already know) that its a programming interface. I can access it from SM and make it do things for me. It saves me the trouble of figuring out all the paths and spaces myself. It "standardizes" it for other mod developers. But at least you can see the living spaces, and it can help you with designing vessels that allow internal movement, saving the need for eva.
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Thanks! Yes that is correct. As an alternative, just turn it off in settings. they will coexist this way, and you can use CLS from the toolbar. Getting CLS right is a high priority for me. I like it. Missed something: "Ok, as an addition, the first time I load a vessel it shows the Manifest button on the default toolbar. Then, the moment I switch to the map view, the ship manifest disappears and never shows up". I noticed in the config.xml that you have blizzy toolbar enabled. The default toolbar is now the KSP one, on the upper right of the screen, and Blizzy's toolbar is configurable for each scene. Now you did not tell me if the SM icon returns when you return to flight view. If it does, and never appears in map view, then you need to add it to Blizzy tool bar in that scene too. I will remember after that.
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Whew! First, Thanks so much for the detailed feedback. it makes the task of getting it right much easier. Kudos to you! If you could add one more file, and that is the config.xml file in the plugins\plugindata\shipmanifest folder. Now, to address each question and concern, "if CLS is not a requirement, how does the Crew Transfer work?" Ship Manifest is based on Crew Manifest, as described in my OP. With CLS off (or not installed), crew transfers are possible to any part that can contain a kerbal. No limitation. It does not distinguish contiguous spaces so you can move a kerbal anywhere. With CLS installed and turned ON, the "intention" is to be aware of spaces, and the path thru the vessel so as to simulate a more realistic experience. If your hatches are closed, or there is a non passable part between the source and target, then transfer is not possible. Now the rub. At this time, my implementation of CLS enabled crew transfers sucks. Highlighting is causing me headaches. I'm scrapping my current method as we speak to rethink the process. So that is why I noted in my OP that it was a known issue. My apologies for the "rough" experience. "Is there any benefit to using CLS, even if it is optional and what is it?" The benefit is subjective. If you don't care whether or not it is possible for a kerbal to realistically move internally between parts or you simply choose not to EVA, then running without CLS is the way to go. However, if you want to have to EVA when it is not "realistically" possible to move internally, then CLS will give you a greater sense of where your living spaces are (i like this ins a space station especially), then you really should take a good look at CLS. Again the rub. I need to fix it. This my top priority at this moment. My next feature, hatch management cannot be implemented until I get crew movement right. I'm hard at work now. To work around the issue at this moment, in the settings window, there is an option named "Enable CLS". turn it off, save and restart the game. This will put it in standard mode and the errors should go away. I will update as soon as I have addressed the crew movement issues with CLS enabled. back to work
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Sounds like I'm not properly instantiating something prior to the vessel change event, or I lost the object after the event and I assumed it still existed... Frorm the sound of it I should be able to duplicate. I'm out of town on business at the moment, so it will be Friday night before I can look into it. Ad least it is easier to close that darn debug window now...
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Release! Version 0.24.2_3.3.2 - 28 Sep, 2014 - 0.24.2 and bug fixes edition - New: Ship manifest is now dependency free. You don't need other mods to use Ship Manifest. - New: Blizzy Toolbar is now optional. If you install it, you can enable it. Off by default. - New: Removed auto enable of CLS. CLS is now Off by default. If CLS is installed, can be turned on in Settings. - New: Bug fixes to correct crashing and errors on startup. - New: Added Close button to Debug window. - New: Revised Science transfer code to ensure compatibility with DMagic Parts (i hope). - Other Undocumented changes. I was in the middle of other updates (bug fixes) when 0.24.2 hit. 0.24.2_3.3.2 Is now live. I still have issues with CLS and highlighting. I'm reworking the way I do business there. That and hatches will likely be the last features in Ship manifest. Scream loudly if you feel Ship Manifest needs anything else... make your case. Let me know about any issues. I've added a close button to the debug for convenience. I'm also hoping that science behaves. let me know there. as well. Thanks to all for your patience, for using the plugin, and thanks for the feedback!
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I'm in the midst of rewriting the science transfer and detection. I was using ModuleScienceContainer and ModuleScienceExperiment. I added partial IScienceDataContainer support, but it was incomplete. Correcting that now. Should detect anyting implementing IScienceDataContainer now. DMagic and Tarsier both use that...
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Thanks Pecan. @ jackCY: You are absolutely correct. This mod does nothing you cannot to in game without mods. In fact, you do not need any mods to play KSP. There are some that will NEVER install a mod. EVER. That is the beauty of this game. Play it the way you want. Use it, don't use it, your choice. I on the other hand, have 20+ mods installed, and play a much different game than you. Not better, just different. So, to those that find value in my mod Thanks! For those that don't, Thanks! Finally, it does work with 0.24.2 In other news, Update pending. Verifying DMagic support code is working as intended. I have not merged recently, mainly to get a working version out there. I will dive deeper, once we have a stable version "in the wild" Please note that highlighting in CLS mode is still not right, and will take some work to fix. I'm hoping you don't get any errors, just weird highlighting issues. I did add a close button to the debug window, so at least you can close it right there
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Hey all. Back from my work binge. Just starting to slog thru the posts and my code in light of 0.24.2. I will be posting soon. I'm thinking of getting a quick fix out, that corrects the most glaring issues quickly. after that, I will start on the highlighting nightmare that exists with changing vessels... Thanks for your patience!