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Papa_Joe

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Everything posted by Papa_Joe

  1. Yup, and that would explain it, and be beyond the scope of this mod. But, I do not know the conditions of ATG's testing, so I did not want to presume. I know when I transfer crew into a part with command capabilities, portraits seem to work fine (at least on my machine).
  2. This can be done. I'll add that to realism mode. I didn't notice any issues with crew portraits... if you can describe the problem (steps to reproduce, maybe with images), that would be helpful. Crew limit is indeed a bug. I missed that. Get right on it. (sometimes the most obvious things... ;P ) Edit: Does this happen only when transferring from target to source? I found a cause for that... BTW, next update will include Science, and that is nearing completion. Will release both the fixes and science next.
  3. Interesting you said this, as I had just completed including crew transfers. I had not added the roster feature yet, as I want to get an update out soon. Bug fixes, reduced sound files, configurable source/target highlighting, and crew transfers are in for this update. Expect it within hours.
  4. Mod updates are COMPLETELY at the mercy of the Modder. When a modder goes MIA for awhile, another Modder MAY pick it up, but with Parts, the models and such are proprietary (generally), so you are really at the mercy of the Original Modder. However, B9 works fine with .23. a few of my ship designs have depended on it since .19...
  5. After reading that thread, and following the posts, I've decided to incorporate Science into Ship Manifest. The OP of that thread is MIA, so the feature needs some love. I will not be forking that mod, I will simply be "doing it my way" so to speak. Thanks for pointing me in that direction.
  6. Since the OP has not responded, I'm going to look at incorporating this feature into Ship Manifest. This functionality fits nicely into the theme of my mod (also based on Kerbal Crew Manifest). If there are no objections, I will add this to my planned features.
  7. Well then, it seems that Checklists is going to be a good fit for Ship Manifest. Realism huh... hmmm... With that said, I'm planning a small update to correct known bugs, shrink sound files, and add the configuration for source and target part colors. Expect it in the next couple of days. This way, all known issues are addressed before I deep dive into Checklists. This will be a major update.
  8. Update: I have discussed the checklist feature with agises, and I have been encouraged to continue with my plans. Therefore, checklists are in.
  9. Thank you very much agises! I will do my best to make it a worthy addition. Off to share the news in the Ship manifest thread. ¡salud!
  10. Based on reading the thread, I think What diomeda found was that you should suggest users remove the previous version before installing. this will "correct" issues with the changes to your folder structure. New users will not experience this issue, as they do not have a previous installation. Is that right diomedea? Also, I was getting ready to add Checklists to Ship Manifest until I discovered this Mod. I saw a request in the suggestions forum for a checklist, and it seemed like a good fit for Ship Manifest. But it seems a solution is already available. I have mentioned your mod in my thread. Good work!
  11. I think it is a good idea, but have you used TAC Fuel Balancer? It offers more advanced resource management, including Center of Mass balancing. While it appears to have a larger learning curve (so I've been told), it is a great mod. as I said in my OP, I've no wish to compete with that Mod. Given that, simple balancing between 2 parts would seen to be in line with my tool (lightweight and easy), and would be an easy add. @Horman: I just noticed another mod that provides notes/checklists: http://forum.kerbalspaceprogram.com/threads/55625 Check this out and see if it meets your Checklist needs. If I offer a checklist feature, I will need to make it an alternative method to support the need and not step on the efforts of agises
  12. Yay! Feedback! I was getting lonely here... I had originally released Crew Manifest as part of Ship Manifest, as it was not being supported, but Sarbian released an update to Crew Manifest before I released Ship Manifest. So, I removed Crew Manifest as I thought I would simply be duplicating effort. I then offered to continue support of Crew Manifest, as Sarbian was also supporting many other important mods and I felt I could "relieve some pressure" from him. He declined, stating that he would welcome a change of pace from all the math he has been doing. Sorry for the long explanation, but I'm just trying to be respectful to the modding community as I get my feet wet. However, the license on Crew Manifest is "do what you want", so there is no "reason" that I couldn't incorporate that functionality into Ship Manifest. Of course, this would then present users with a couple of choices for Crew Manifest, and I suppose that is not necessarily a bad thing, but I also do not wish to offend any modders. I will consider resurrecting my code and enhancing it with suggestions made in the Crew manifest thread if enough people express an interest. I do have some ideas to add as well... Edit: The "Extra" toolbar is because of NavyFish's docking alignment tool. He included a copy of the Toolbar folder in his folder. Remove that one and all will be well. Hi Horman, Yes indeed I thought it was a great idea. I have posted some of my ideas for this feature in the OP under Planned Features. Mainly I'm thinking a persistent checklist per vessel, with some templates for common flight profiles, and the ability to add and remove whatever you wish, with CheckBoxes to mark completion. LOL. Yes, with all the effort to reduce memory... 4 mb sounds. Hey, it was .wav and it was quick. I'll convert to .ogg on the next release. That should reduce it to respectable levels. However, if you are that concerned about 4 mb (and I understand that that "could" make a difference), you can convert them your self and replace the files there. Note that KSP does NOT care about the extension, so you can replace the files with .ogg easily. You can also change the file names in the settings window, so you are not limited to what I provided. Hope that helps in the short term. Yes, I found that error a week ago, but have not released a "fixed" version yet. My bad, sorry. I am glad you reported it tho! As far as the colors, I have to agree. I debated changing that, but at the time I was being consistent with Crew Manifest. I can add a configuration to allow you to change the colors for source and target. I'll include that in the next release as well. Again, to everyone, thanks so much for the feedback. It is very important to me.
  13. I was scanning the mod requests thread and found this: http://forum.kerbalspaceprogram.com/threads/65916 This is a good idea, and I'm going to add it to Ship Manifest. Seems like a good fit for this Mod's role. I got some ideas I'm going to run with, but I welcome thoughts on how to make it really useful. Off to code...
  14. It really does sound like memory. However, what I found on my Windows 7 machine, was that when I ran into this error, if I rebooted, then it would load just fine. I'm thinking that there is a memory leak somewhere and that the system runs out of available ram. It comes and goes, but the reboot seems to always "get me back". Maybe that might help.
  15. For me, I include it because it is a dependency. However, in my instructions, I clearly state the version, and provide instructions for properly installing, depending on the installation status of Toobar. I understand that it may seem pointless, but consider the people that faithfully download the add on, only to find it doesn't work without another addon and they have to "find" it. So, I'll err on the side of convenience for those that may not yet be "savvy" enough to "know" what to do.
  16. LOL. I really don't expect you will get lost... I noted with my testing on your latest release, that if you mouse over a highlighted part, you will lose that highlighting, and have to reselect the part to regain the highlighting. I had the same issue with Ship Manifest, and corrected it there.
  17. No problem! I certainly don't want to duplicate effort. I do have some fixes already working in my copy. Window management and highlighting, which addresses mouse over events in scene. . PM me and I'll be happy to pass the code changes I made. Use or don't use, your choice.
  18. @Sarbian, given the important work you are doing with other mods, and that fact that I have become very familiar with crew manifest, would you like for me to take over support? ShipManifest is a derivative work I've released, and I've incorporated some of the features being requested. I would be pleased to continue support and add the requested new features. Your choice.
  19. New Version out. Added realism mode with pump sounds and real time resource transfer. This is the beginnings of more feature rich realism mode versions to come.
  20. For the OP, I'm currently adding partless (plugin based) sound support into Ship Manifest as part of my Realism Mode. Pumps and electrical sounds as resources are being transferred. Sound is already implemented in my development copy. I found some excellent sounds on freesound.org. Working out the resource flow in real time now... Ship Manifest
  21. It is a bit of brute force approach, but this snippet collects all the parts and organizes them by Resource. the end result is a Dictionary object that can be interrogated by PartsByResource.Keys.Contains(resource.info.name), that provides a list of parts that contain the desired resource. // Provides a list of resources and the parts that contain that resource. private Dictionary<string, List<Part>> _partsByResource; private Dictionary<string, List<Part>> PartsByResource { get { if (_partsByResource == null) _partsByResource = new Dictionary<string, List<Part>>(); else _partsByResource.Clear(); foreach (Part part in Vessel.Parts) { // Part has Resources, now where to put them... (may be more than one place... foreach (PartResource resource in part.Resources) { bool vFound = false; // is resource in the list yet?. if (_partsByResource.Keys.Contains(resource.info.name)) { vFound = true; List<Part> eParts = _partsByResource[resource.info.name]; eParts.Add(part); } if (!vFound) { // found a new resource. lets add it to the list of resources. List<Part> nParts = new List<Part>(); nParts.Add(part); _partsByResource.Add(resource.info.name, nParts); } } } return _partsByResource; } }
  22. I'm new to unity and KSP modding, but not new to coding. I'm just beginning to grapple with these very questions as I try to implement a "realistic" resource transfer from part to part in Ship Manifest. I want a realism mode that would simulate the time, flow characteristics and mechanical sounds for moving resources that can be moved, based on flow modes, flowstate and connected path. My concerns are how to best handle the duration based on amount to move and some flow rate, and have it sync with whatever sound(s) I'm choosing for that resource. I'm thinking it probably needs to be an event on the part, but, not sure how to sync it to a second based duration. I'm now perusing various mods to learn how all this is currently being accomplished. A library is exactly what is needed for the community. I would contribute.
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