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Papa_Joe

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Everything posted by Papa_Joe

  1. I've updated toe OP. - I added some clarifications, - a bit of info about CLS (to help those that are unfamiliar with the plugin), - updated the download location to CurseForge, and - a few typo corrections.
  2. Hi Motokid600, The difference in them for your purposes is simple. Crew manifest does crew only. Period. It does this, pure and simple, no frills, no "realism" modes, no dependencies . If that is all you need, I highly suggest you use Kerbal Crew Manifest. Ship Manifest is a different direction, and while it is based on Kerbal Crew Manifest, and has the same simple crew movement feature if you want, it has a lot more (Science and resource movements, realism features, lots of configurability). However, it does come with the CLS "requirement". I intend to make CLS a soft dependency soon, and SM will no longer "require" CLS after that. I believe there is room for both plugins in the KSP community, and I look forward to what sarbian may/may not decide to do with KCM.
  3. Thanks! codepoet and i discussed it on the SM thread, and it turns out the be an assembly version issue. New Version of SM out. Hot fix. to make it compatible with CLS 1.0.4.1.
  4. New version out - 0.23.5.3.2.2a, 9 May 14 CLS Hot fix Edition. - Recompiled for CLS 1.0.4.1 - No other changes I'm still working the next update. Just wanted to be sure we addressed this as soon as possible.
  5. I considered the assembly numbering issue by setting the version restrictions to false when building, but maybe I missed it after rebuilding references, not yet sure. I'll begin testing in an hour or so, and have more data then. Thanks for all your hard work. I will be overcoming this obstacle as well as others in the mean time. Edit: I just confirmed that a rebuild with the new version works correctly. I will release an immediate Hot Fix. Give me 30 min.
  6. Thanks! any additional info is always appreciated. I will peruse it tonite after work.
  7. Ran into an incompatability last night. loading SM without recompiling and it fails miserably with the new version of CLS. I recompiled with the new dll referenced, and lost one of my test game saves (20 + ships) similar behavior to the last "event"... docking ports? anyway, I had to revert to get it working. Right now the button does not show up in the latest release version, and in the compiled version under test, I cannot see a ship when I load it to the launch pad... very weird.. not sure if it is me or CLS... I will do some more testing tonite, to determine if I can find the root cause.
  8. Yup, I was testing late last night, and lost one of my Dev save games (20+ ships). It appears, that SM is not tolerant of CLS DLL updates. May be in my Build configuration, but not sure. I backed out CLS and all worked again. Now what I have not done is test CLS on it's own to see if it is causing problems in general or if it is simply an incompatability with my tool. More testing tonite...
  9. Just an update: As per the Pending section of my OP, the following bugs have been resolved. x- Bug: SM generating an Error when attempting to transfer to a part with no internal model - 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=1140559&viewfull=1#post1140559 x- Bug: SM still allowing negative numbers in resource transfers. - 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 working the habitat issue now. Release soon folks.
  10. Perhaps I wasn't clear. I was responding to codepoet's post about a default iva. I was thinking in terms of if a person desired that. I have already implemented a fix for the internal model issue. crew can be moved as normal. there will simply not be a portrait for the crew member in the non Internal Model part. I completed testing that fix last night (CDT), and it will be in the next release. Btw, the config looks like it should work. that would allow for people to have an internal view if they wish, and SM would like it just fine. thanks for the effort on that. I'm sure it would add value for some.
  11. There is a state change on the crew capacity. I don't know if an event is being fired or not. if not, then I need to refresh my parts list more often to capture the changes. testing various options now.
  12. Ok, you got me. I just realized the error of my thinking. My code currently requires seats for the internal mode to support portrait updates, but I guess you really do not need the seats, if you don't care about portraits. Since there is no internal model, we have no portraits. So skip the portrait redraw and we are good. Thanks! I'll go add that and test now.
  13. As a follow up to the settings revisions, I have some images of the new settings window. Now to make sure that when you switch settings, things change behavior as expected...
  14. Point well taken, and my apologies for the confusion with this release. It was a big decision to go forward with CLS, but I felt it was important for what it can bring to the game. Unfortunately I did not make it as user friendly as I usually do. I try to make the default settings the most popular ones, and that has worked well so far, but with the release of the CLS enabled version, my default settings failed for most. As a result I have since released another version with most settings exposed in the Settings Window. If you like, I can think of 4 options: - you can go to spaceport and download the latest version, or - you can simply wait for the next release, with an even better settings window, and some reported bug fixes (including a resolution to the inflatable hab).. or - you can download the latest release of SM that is NOT CLS dependent, which is version 0.23.3.1.5, at my Github repository (found in the OP). my understanding is this version works with the inflatable habs. - Or, simply use Crew manifest. There is certainly many who do, and for good reason, I'm sure. I'm all about choice.
  15. Sweet! I really think that once people get used to CLS, and start to design around it, their enjoyment will increase. I personally like it and plan to exploit CLS some more in the future. For example, I know that codepoet is expanding support for hatches. I'm thinking a hatch dashboard, where you can manage the ships hatches from a single interface. Makes sense in the scheme of things... I'll be looking into that... Like Titanic's Watertight doors.. only SM airtight doors...
  16. Hey codepoet, I have a good one. I just corrected a bug in SM with the Stock Mobile Processing Lab. When people tried to transfer, I would get an error. Turns out the lab has no internal Model. as a result, there is no seat, and no place to put a kerbal. So, it should not be listed as crewable. However, since the CrewCapacity is set to 2, we see it. I added a "part.InternalModel == null" check to filter out parts with no internal Models. you may want to force it as passable and not crewable, so it highlights appropriately. Edit: Nevermind. I realized that I can still move kerbals to the part, I just cannot refresh the portraits. I'll skip that and all is well.
  17. Thanks for that. I will examine the part to see what may be the issue. Stock part, correct? Edit: Looking at the Lab (Large_Crewed_Lab), forgive my ignorance but I have a question. Does it actually have any seats? I'm gonna be looking at that... Resolution: Ok, that part has no internal model. as a result, I cannot place a kerbal in a seat, as there is no seat to place them. So, I've added a check for the internal model, and in the next release the Lab (and any other parts without an internal model) will no longer be contained in the list of source or target parts for crew transfers.
  18. CLS manages passibility for each part. It does this using Module Manager config files that get merged with the ship at run time. If you have parts that are not currently passable, it may be that there is a config pack for that parts pack, either with the Mod developer, or with CLS. on my OP, you will see a link to CLS. go there and you will see what part packs are currently supported, and how to create your own configs to make your experience exactly what you wish.
  19. Thanks for thinking of that, however, the issue was not double clicking, it was a lack of boundary checking on the min and max amounts of the source and target parts. I have since added boundary checking. That will come as part of the next release. Also, I'm cleaning up the Settings Menu some more to make it more intuitive, and easier to use. I've also added a settings lock (replacing LockRealismMode) in the window, that locks the settings. If you set it and save it will lock out any changes to realism mode, Enable Crew, Enable CLS, Enable Science, and Enable PFResources. To clear the lock you must go into the config file. I will explain the logic of the Settings when I get close to release.
  20. To further clarify this, there is a display bug in the verbose logging results of the Debug Window, so it appears that EnableCrew is turned off when you turn off Realism Mode. However, you can tell this is not true by the fact you will have a crew resource button and parts in the transfer window. Also, EnableScience and EnablePFResources are independent as well, and also can be changed when Realism Mode is turned on. They will also retain their settings after you turn off Realism mode. I'm thinking it makes sense to move them out from under Realism Mode, and still have them disable changing when realism Lock is set. maybe change the name of the lock to Settings Lock. I think I will also give you the ability to Lock the settings "in-game". Once locked, it can only be unlocked from the config file. That way you can tweak the SM settings, test and then and then lock it, without having to go out of the game.
  21. It actually is independent, but I wanted it to be linked to the realism switch so you couldn't change it once set if you lock realism mode. To change, turn on realism mode, set the crew transfer switch and turn off Realism mode. sorry for the confusion, but I did say I needed to work on realism options more. Version 0.23.3.1.5, which can be found on my github source control link and here: https://github.com/PapaJoesSoup/ShipManifest/releases, is not CLS dependent. That version was released on February 27th 2014.
  22. thanks for the feedback. The pictures help loads as well. I'll take a look. Weird. Question. can you post your config settings as well? Thanks!
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