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Papa_Joe

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Everything posted by Papa_Joe

  1. Never worked with KAS toolboxes. I'll check them out and see what is what. No promises... The latest version of CLS has hatches. If 2 parts are docked, and the hatches are closed, then you cannot transfer. I don't know if that is the issue, but it is the only thing I can think of. I use CLS as the means to determine the internal navagability, and hatches play a part. you can right click on the docking ports, and there will be a hatch open/close button. The hatches need to be open on both docking ports. I have noticed the same behavior after a crew transfer as well... the highlighting goes away, but when you mouse over, it returns... you have to switch scenes, or select another ship and go back to that ship to get the highlighting to go away. So, I have some more work to do on highlighting That will be my highest priority, as it is bugging me....
  2. Update. codepoet has released CLS version 1.0.6.0. I've tested and it works with SM, no changes. I have updated the OP.
  3. I will remember that if others experience the same issue. 0.25.5.3.2x and earlier versions will NOT work with the latest version of CLS. We no longer talk to CLS "directly", but rather, thru an interface.. Previous version will fail when attempting to use CLS 1.0.5.0 or later.
  4. I'm just glad to know it is working for you now. Update: The very first request on my thread, when Ship manifest very first came out, was to see the vessel a kerbal belonged to in the Roster Window. This was the very first response to my very first release. Well, at long last, after much time has past, and after MaHuJa likely has given up, I've added the requested feature. Coming soon.
  5. Highlighting issues are not a conflict. I have one known issue where highlighting remains when CLS is active, and Crew is selected in the Manifest Window, and you send someone EVA. Other than that, I am not aware of any highlighting issues. If highlighting in SM is behaving badly (other than that one case), please describe the issue and what you do to reproduce the issue.
  6. It does sound like a conflict with something else... I suggest a painful but proven approach. Remove all mods but cls and sm, then, one by one, add the mods in until it breaks. Time consuming, tedious, but proven. Or, if you say you have it working now, then add the ones that are missing one by one. The upside, is that the error is occurring during the first initialization of the mods, so you don't need to wait for the game to completely load...
  7. Thanks, my data is a bit out of date, and I've not really looked at Module manager since 2.1.0. So, If the OP of the issue would be so kind as to provide a screenie of the error or the log, I can attempt to reproduce the error.
  8. I'm going to check this out. This is certainly much easier than Ship Manifest, when the parts are easy to click on, and in a low part count scene, as you don't have to search for the right part, you can just click on it. I will definitely use it for that, along with Ship Manifest. I had no plans to include this type of functionality. Nicely done. I second codepoet's question. Are you looking into support for CLS? That would make it a win win for me.
  9. I have not tested with Module Manager 2.1.5. I know with the release of 2.1.0, there were some "compatibility" issues with existing saves. I don't know if that is the culprit or not, but I do know that CLS uses it, and the error indicates a failure to load CLS. I don't know if codepoet has tested CLS with MM 2.1.5. I know that 2.0.7 works. Versions tested are shown in the OP. try 2.0.7 of Module Manager and see if the error goes away. Also, when is the error occurring? what scene are you in when it appears?
  10. I read about that. Well, available hatches it is. Better than flying blind .
  11. This is an old post, but I did see one screen shot after that that showed that you could open and close hatches by tweakable. Did you by any chance remove that tweakable? I think it makes sense for me to add a Hatch Control Panel to Ship Manifest. If you are handling Open and closed via tweakable, I can add control from a central location. "Close all the air tight doors!" That way the player can get a green board look at a vessel or station.
  12. Yes, yes you can. However, it is NOT unintentional. I simply enable it by default. For the realism purists, loading resources in PreFlight can be disabled in the settings window by disabling "Enable Resources in PreFlight". This will turn it off and prevent loading "free" resources. As far as the waste water, waste, & co2, etc., well, there is no way for me to distinguish between "good" resources and "bad" resources. That is what Dump resources is for.... Edit: I was just perusing the CLS development thread, and I remembered that codepoet added support for hatches. I think Ship Manifest screams for a Hatch Control panel.... Going to add that to the Feature list. Green means Open Red means Closed, or reverse 'em, your choice...
  13. There is a known issue where when you eva, the crew highlighting remains on. it will return when you mouse over of one of the crew parts, even when you switch away from crew. This happens only when using CLS. does this describe your issue? If not, please describe steps to reproduce. Thanks!
  14. Update: I've just released Ship Manifest 0.23.5.3.3. This version of SM is now CLS optional. if you wish to use CLS with SM 0.23.5.3.3 or later, be sure to use CLS version 1.0.5.0 or later. If you do not wish to use CLS, remove it from your gamedata folder. Let me know what you think! codepoet will be announcing the release of version 1.0.5.0 soon, but it is available now from his Github site. check out his op for the download details after he announces.
  15. Update: I've just released Ship Manifest 0.23.5.3.3. This version of SM is now CLS optional. if you wish to use CLS with SM 0.23.5.3.3 or later, be sure to use CLS version 1.0.5.0 or later. If you do not wish to use CLS, remove it from your gamedata folder. Let me know what you think! codepoet will be announcing the release of version 1.0.5.0 soon, but it is available now from his Github site. check out my op for all details.
  16. The feature already exists. it is a standard mode feature. Turn off realism and you can dump. Please be sure you are running CLS version 1.0.4.1. any other version will cause issues. I thought about the thrust component, but I've spent no time working out the mechanics. For this to be a realism feature, that would be a necessity. However, just quickly thinking about it, you would need some sort of dumping port part, as I would not want to "assume" a certain point on a part or parts, and throw the mass balance off and get weird results. I'd want to know which direction I'm dumping, relation to COM, and other such boring details...
  17. If you are referring to Blizzy78's toolbar, and you are missing the SM button, then you are using an earlier version of CLS. current version is 1.0.4.1. If you are simply mising xfer buttons in the Transfer window, then you need to turn off CLS, as your source and target parts are NOT connected to eachother via one single living space. CLS will limit your transfers to only parts that can be reached "internally". If you want to move to any part, simply turn off CLS in the settings window.
  18. Thanks for the work you did there, and to those supporting the solution. Everyone will benefit from your efforts!
  19. thanks for the feedback. The issue is mine. I'll address it with the next release. sorry for the inconvenience!
  20. Thanks! That means I'm not managing my Scenes well. Ship Manifest is present in every scene. One of the changes I made was to revert to having the ship objects refresh at the frame rate. I was migrating to a new event handling system (to improve performance). While promising, it was simply not getting it done yet. So, I will need to add some checks for scene to prevent accidental firing of the subroutine. The error is harmless, but annoying. I'll include that in the issues list and resolve it with the next release. Edit: Correction. I reread the issue and realised you were in the Flight scene. Oops. So, I have to look at whether the vessel is a Kerbal or not. Thanks!
  21. Your question is somewhat vague. can you provide a bit more detail? For example, can you provide maybe a picture of the issue, and describe how to repeat? Also, please be sure you are using the latest version of SM and CLS. SM current version is 0.23.5.3.2.3, and CLS is 1.0.4.1 Also, if you can provide a screenshot of the settings window. The window as it is first opened is just fine, as the settings I need are at the top, so no need to scroll. I will do my best to determine the cause and or resolution!
  22. Initial testing complete. We have soft dependencies! I've got some minor highlighting bugs to work out, but we have a solution. The next version of SM will not "require" CLS. If you install it, SM will use it and enable CLS by default. If you dont install it, SM will detect that and turn CLS off, disabling the button so you can't change it. Coming soon folks!
  23. I would like to announce that I have tested codepoet's proposed solution to soft dependencies, and it works. We had one small tweak to the client class, but other than that... looks great! Interface based, and only a reflection call when a resource is changed or vessel changes. I'm working out some bugs as a result of some problems with my highlighting scheme (it needed work anyway), but we should be seeing a soft dependency release of SM very soon. Thanks to all, and to codepoet who "made it work"!
  24. Update: (I'm testing new code from codepoet to make CLS optional. I will let you know more as we get finished testing, and updates for both are made available. Soon Ship Manifest will NOT require CLS (or by extension, Moduloe Manager). If you want to use it, install CLS. Ship Manifest will detect, and enable CLS mode. If you do not install CLS, Ship Manifest will detect that and turn off CLS Mode.
  25. In an earlier post, codepoet released version 1.0.4.1 it has support for surface attached parts. I'm thinking that is what you are requesting. If so, then you might look at the parts being used to attach radially, and see if they have appropriate passable flags set up in an MM config. Thea may be the source of your issue, IF you are using the latest version...
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