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KSP2 Release Notes
Everything posted by Papa_Joe
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Sorry for the continued absense folks. Work has been a continuing challenge. Lots of opportunities for success! Anyway, I've updated the release to comply with the Forum rules. Toolbar has been removed from the distribution. It is still required with this version. No other changes. I will be releasing a revision with fixes soon.
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My apologoes all for the absense. I've been very busy with work, and haven't had much time to spend on SM. Thanks to those who have stepped up to go thru the code and offer fixes. I will be reviewing that code as well. I'd merged in some changes from DMagic (i think) to address the science issue and also merged in the fix for optional toolbar However, I might not have, as I may have simply integrated his changes into my local dev copy. I hadn't released yet as I still had serious issues with getting CLS to play nice with highlighting. I did comment on the issue in this thread ( I believe the source on Github (unreleased) should compile fine and work. I've no problems with anyone doing that and releasing an "interim" build for the community. As ImTheMinion said, the license certainly allows for it. I will be getting back to SM very soon. Thanks for your patience, and more importanly, thanks for your feedback and support!
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Ship Checklists is an idea presented by a forum member. I opened a Dev thread awhile back... I will resurrect it. as I do intend to complete it. Thread is: http://forum.kerbalspaceprogram.com/threads/71817 This will give you an idea of what I have in mind, and You can carry on the dicussion there. Thanks for the interest! I agree with your point except for this condition. Sometimes I find myself without enough mono propellent. I'm not using fuel balancers and I don't want to fill the entire ship as I'm eye balling the deltaV needed for a particular shot with a particular vehicle... I wanna see if I have enough propellent, but still want more maneuvering fuel. Comes up a lot for me ... I like to play by feel... weigh the variables in my head and build and design based on the mental picture. I admire Jeb's (and Mr. Miagi's) ability to do that... Leave the math for homework... So, if I can move 1 resource, then I can move any. It is a list. Use it, don't use it, your choice. However, After reflection, I've realized I've given you the ability to turn off Crew Transfers and Science, but not Resources. I'll add that. There, it's gone. You don't have to look at it. And finally, made it back safe and sound. Good pilot who managed a few thunderstorms artfully. I'll get back to finishing SM...
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My apologies for the long hiatus. Much has happened in the meantime. Ship Manifest is reaching feature complete, and this will be my next project. I will be posting soon with some plans and hope to begin a feature discussion. Stay tuned.
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Hey all, I'm travelling on business this week, so I'm unable to work on SM. I will be back home Friday evening (CDT), and will resume bug fixes and get a release out. CLS Highlighting, and the stuff broken from the 0.24 update will be my top priorities. I also am aware of the problem with science after I added support for DMagic. After that, I'm focusing on the last major feature for SM: Hatch management Panel. This feature is to be used with CLS, so if you don't use CLS, then you won't have hatches to manage, and this window will not be available. After that, I think that SM is now pretty much feature complete. I had originally planned on adding multi part transfers, but after reviewing, I'm not certain that should be part of SM. I know I've bounced back and forth on this, but it just runs counter to the existing interface design, and the "simplicity" of use. Some would argue it is not so simple anymore (mainly due to the flexible configuration), and I've been constantly weighing the merits of more features against what some would call "bloat". I also considered multi resource transfers (for example fuel and oxidizer), but that is a bigger departure from the current interface, so that will not be included. If you really need those features, I'm sure that TAC Fuel Balancer will do the trick for you. I'm not a beliver in saying I'll never add anyting, but at this point it would take a fairly large group requesting it before I would consider. So, with that, I will then focus on maintenance and squashing various annoying bugs and bahavioural issues. Basically, polish it and clean up the code to be better organized and less prone to error. Next project will be ShipChecklists. I've not forgotten it. I'll be dusting off the Dev thread and start on that after I get SM behaving as it should.
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Well. I'm so thrilled to see KSP 0.24.0 out! Way cool! However, it broke Ship Manifest. Squad reworked the kerbal and vessel.CrewRoster namespaces and classes. Enums and method names changed as well. Got it working again. Release imminent. NOTE: I have a known issue with highlighting when using CLS. I'm working the issue, but use CLS at your own risk. you may get a repeating error in the SM debug window... Therefore, I have disabled CLS by default in the config included with the release. You can have CLS installed, this will not cause a problem in and of itself. The problem is in my code, so just disable CLS when you use this new version. I will be working hard to get this highlighting issue resolved once and for all... Pending Release Notes: Version 0.24.0.3.3.1 - 17 Jul, 2014 - 0.24.0 Edition. - New: Now compatible with KSP 0.24.0. supports x64. Squad reworked crew objects and namespaces this version. - New: Roster Window now shows vessel to which a kerbal is assigned. - New: Add support for DMagic Science parts (IDataScienceContainer) - Bug: SM Still doubling LS resource amounts. - http://forum.kerbalspaceprogram.com/threads/62270-0-23-5-Ship-Manifest-%28Crew-Science-Resources%29-v0-23-5-3-2-2-2-May-14?p=1136419&viewfull=1#post1136419 - Known Issue: SM & CLS Highlighting still problematic. So far tested with Toolbar 1.7.4 and Module Manager 2.2.0. Final testing and packaging now. Usability Note: I made a change to the way the Manifest & Transfer windows behave. Old Behaviour: 1. When clicking on a Resource, the resource stayed selected, and you could only move from resource to resource. 2. To open the Transfer Window you clicked "Transfer" at the bottom of the Manifest Window. New Behaviour: 1. When clicking on a Resource, the resource stays selected AND the transfer window is automatically opened. No Transfer Button. 2. To close the transfer window, just click on the same resource again. It is now a toggle. Sounds complicated, but it is actually more intuitive than the old behavior, fewer clicks, and gives me room for the Hatches button, to be added soon in place of the Transfer button.
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No problem at all. I want nothing more than to give you a great experience using SM. . I've made the necessary changes and am testing now. As a reminder to anyone that is using SM and is reading this thread, please do not hesitate to report problems. My crude testing skills (and limited mod list) will not catch everything and I cannot fix what I do not know is broken.
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Hey codepoet! Yes I have observed that same. However, What I discovered was that when I invoke CLSVessel.Highlight(false) during a vessel change event, it does not seem to work. Specifically, I'm cleaning up the vessel highlighting and reverting everything on a vessel change event. So I'm turning off any highlighting BEFORE the vessel actually changes. This way when you eva, it properly handles the highlighting. This also seemed to affect the crew moves as they use the same handler. I'm thinking it may be a race condition, where you are updating your vessel info before I invoke the change But, when I replaced all CLSVessel.Highlight calls with a CLSPart.Highlight loop to turn them off, it worked. I have a working fix in my dev version, but have been working on Hatches feature at the moment. I could release a bug fix edition with the hatch features disabled for the moment. Thoughts?
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Hmm... New one to me. Try a quick eva and board back into the vessel. That will force a close of the window. Let me know if that works. What version of SM? So this is occurring when you switch vessels or scenes, and back again, correct? It sounds like I may need to refresh the vessel after the transfer, but that should be managed by KSP... I'll take a closer look. Anyone else experiencing this?
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Well, this is both a surprise, and an opportunity. I wish you the best with what happens next. As far as CLS, well, I think it is important to keep it alive. I will be forking CLS and adding support for Hatches thru the client interface. Ship Manifest will beneifit as a result. I'm working out a Hatch Panel, (like a ship's watertight doors), and I don't want to "reinvent the wheel" with your efforts with hatches. Again the best of everything, and I hope you return to our community very soon.
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Thanks for the kind words, and you are most welcome of a response. If hatches are open, then it may be a lack of Module Manager Config files for that mod. codepoet includes configs for some of the major mods, and some mod authors are now distributing MM configs for CLS. Check out my op for the link to the CLS thriead and see if the mods in question have configs created. However you indicated that CLS showed contiguous spaces, so... hmm...