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Everything posted by Papa_Joe
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I'm not certain this is true. I also am experiencing the same issue. I was testing crew manifest side by side with ship manifest, and noticed the 2 Crew Manifest buttons. I also noticed that one of the Crew manifest buttons was in a separate toolbar, which would suggest exactly what blizzy78 stated. I at first thought I may have left some residual vestiges of Crew Manifest in my code, and verified that was not the case. I then checked the Crew Manifest folder and found no additional copies of the toolbar DLL. Additionally, when I installed crew Manifest, I only copied the crew manifest folder, as I had a more recent copy of toolbar installed with Ship Manifest. So, while it certainly seems that there are 2 instances running, I'm not sure how it would be possible... Now it MAY be possible that Sarbian "embedded" the toolbar dll into his when compiling, but I think that is unlikely. With Crew manifest removed, I have only 1 bar, and all works as expected. Hope that helps in some way...
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I actually do this in Ship Manifest, which is based on Crew manifest. Crew manifest experiences an issue where a highlighted part will become "de-highlighted" after you mouse over it and move away. So, I also added mouse exit event handlers to deal with mouse overs in the scene, so that parts don't end up de-highlighted. very clean and very visual. easy to find parts that way, especially on space stations. Docking port illumination would indeed be a very nice feature.
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This is the problem I'm attempting to solve. Each part will be highlighted to show it contains a selected resource. when you mouse over the part, KSP takes over and clears the highlighting. I want to capture the mouse exit event and revert the highlighting correctly. This way the experience is seamless. SO I need to capture the part's mouse exit event. I'm not sure how Unity/KSP has implement event handling. I'm certain I can attach a listener to the gui, and figur out from there... how to captuer the gui, and pass it to my controller. Edit: I think I just solved my problem. I get a collection of parts that contain a given resource. I "should" be able to attach a handler to it.... Gonna go implement ant test... Looks like it worked! Release imminent...
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Update: Release version here: http://forum.kerbalspaceprogram.com/threads/62270-0-23-Ship-Manifest-%28Crew-Manifest-style-Ship-s-Resource-Manager%29 Current activities: Working out mouse over detection. I've researched the Unity and c# libraries, and I'm familiar with C# and event handling. I'm struggling with finding the right place to add an event hanlder for on mouse Exit. anybody that can point me in the right direction? I'm using Tool bar, and I;m managing singleton instances for the controller for each vessel. Any mod out that that have implemented on mou exit this way?
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Just an update. @diomedea: Thanks so much for the offer, but I'd already created new icons for Ship Manager. I will include them with the next release. I'm currently working on part highlighting. I want it to be rock solid, and useful. When you select a resource, the parts that contain that resource will highlight in yellow. When you select a source, it goes green, when you select a target the target goes red. when you select some other source or target, the original parts revert to yellow, and the newly selected parts will now be green and/or red. When you change a resource, all previously highlighted parts will clear and the new list will now show in yellow. Cleaning up the logic now, so it behaves correctly with mouse overs.....
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[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
Papa_Joe replied to PolecatEZ's topic in KSP1 Mod Releases
Tested in .23 all work. I was able to import my game save as well. Everything looks good. -
Thanks for the feedback. Good, bad, or otherwise, feedback is always welcome. It is indeed alpha, so much remains to be done. I expect it to get easier to use, and take up smaller real estate. I also felt the interface was too wide, so I'd already planned on cleaning that up. I simply felt that since it works and it adds value now, go ahead and get it out there and see what sticks. It is indeed overlap with other tools. I make no bones about that in my OP. It is intended for those that do not wish to use the other tools, so I don't expect it to replace anything. I feel it fits a niche like mine. I have a truck load of mods, and I do not desire all the functionality of TAC Fuel Balancer. If you prefer that, please by all means, use that. It is a great mod, and I've no desire to compete with it. I used to use dock align. I'll check it out and see what the issue is. Yes, I've tested it in .23 (along with a whole host of other mods that seem to work just fine in .23) I'll be happy to provide a list of installed mods in .23. Edit. Sorry I missed this. I will add that to the list! That sounds like an interesting feature! Edit. one of the responses helped me discover a distribution issue. I left the configuration.xml file in the plugindata folder of SHipManifest. I run 1920 x 1080 resolution, so deleting that file will correct issues with window positions on lower resolution monitors. OP has been updated. I have an update pending to correct this, the resource window sizes and clean up the interface a bit. I'll be including the latest toolbar as well.. [update] I think I will remove support for Crew Manifest. Sarbian is continuing support for Crew Manifest, and it just seems redundant at this time. If I have something to contribute to Crew Manifest, I'll cross that bridge then. So, let's look at Ship Manifest just handling resources instead... Besides, Crew manifest is a small plugin, just like this.
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Ship Manifest Current Version: 6.0.8.0, 28 Apr 2023 -- Download: SpaceDock | CurseForge | GitHub (all releases). Also supports CKAN and KSP-AVC for your convenience in updating. NOTE: This version of SM is KSP version 1.11.0+ Ship Manifest is a tool to manage your ship's "things". I originally started with Crew Manifest as a basis for this work. My great thanks go out to vXSovereignXv for creating Crew Manifest, and Sarbian for contributions to and continuing maintenance of Crew Manifest. I've now re-imagined it into Ship Manifest, Crew transfers are now only a small part of what SM can do. Ship Manifest moves crew, Science and Resources around from part to part within your ship or station. It also manages docked vessel refueling, hatches, deployable Solar Panels, antennas and lights. Kinda like your Ship's bridge... Ship Manifest has a LOT of flexibility and a lot of Options. So much is available that is NOT seen in a default installation (Realism mode set ON by default) that you may be missing a lot of what SM has to offer. Please go to the Settings Window to see what options are available, and play with them. You will be surprised at the number of features that exist in this tool. I believe in choice, so you can configure SM to be pretty much exactly what you want. You want a "realistic" experience? Check. You want to be a god and chafe at realism mode restrictions? Check. I also invite suggestions for things you would like to see. License: CC BY-NC-SA 4.0. Original license on Crew Manifest was do as you want. I felt the original and contributing authors deserve due attribution, since this is a derivative work. Source code (and all releases): http://github.com/PapaJoesSoup/ShipManifest Ship Manifest WIKI: http://github.com/PapaJoesSoup/ShipManifest/wiki No Mod Dependencies!: Ship Manifest is mod independent. You don't need any other mods to use Ship Manifest. However, if you install the mods below, Ship Manifest provides specific support for their features. Toolbar, by blizzy78. This mod is the "original" and a great alternative to the stock toolbar. Connected Living Spaces (CLS) by codepoet. This mod provides the player with graphical information on livable spaces in a ship. It shows you where you could go internally on your ship. Module Manager. This mod allows you to extend the configurations on your parts. Used by CLS. RemoteTech. This mod overhauls the unmanned space program and makes antennas much more important. Very powerful mod. DeepFreeze. This mod provides part(s) for cryogenic freezing of kerbals for long duration flights. JPLRepo has taken over maintenance of this mod. USI Kolonization System (MKS/OKS) Inflatable Modules. Very cool mod for compacting your trips and station builds. KSP-AVC. This mod checks your installed mod versions against the mod's latest version. Let's you know when you need to update. CKAN. The Comprehensive Kerbal Archive Network (CKAN) Package Manager (CKAN) is a multi-platform app that manages nearly all your mods from one clean executable. Performs installs, updates, and uninstalls of your mods automatically. NOTE TO CKAN USERS: don't expect support for installs via CKAN. if the CKAN install fails, contact the CKAN folks, NOT me. Acknoledgements: Special thanks to @micha for his support the past few years. For continuity, a link to his thread is here: Ship Manifest What's New: Version 6.0.8.0 - Release 28 Apr 2023 - KSP 1.12.5 -------------------------------------------------- - New: Added horizontal window resizing to all windows. SM will remember these settings between saves. - Fixed: Correct window scaling issue where other mods were affected by SM when changing the KSP Scale. This was caused by GUI.skin issues as SM was altering the built in skins. SM now uses a custom skin constructed dynamically from the selected built-in scales, so only SM windows are affected. Issue: Forum post https://forum.kerbalspaceprogram.com/index.php?/topic/56643-112x-ship-manifest-crew-science-resources-v-6070-25-apr-23/&do=findComment&comment=4277051 - Changed: adjusted window heights for the Unity skin and the KSP skin. This makes window resizing more reliable. Version 6.0.7.0 - Release 25 Apr 2023 - KSP 1.12.5 -------------------------------------------------- - Fixed: Correct error in Manifest window with the vessel name. Was using a nonlocalized name. Now properly localized. - Fixed: Rate Modifier field in Science window was displaying incorrect value. Now properly displays the value. - Fixed: Correct resource display error when RealXfers setting is changed and Saved in Realism settings. Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/63 - Fixed: Memory leak on SM destruction. One handler was not being removed. Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/64 - New: Refactored mod to support KSP UI scaling. You folks with the 4k monitors should be able to see the text now. - New: Localized Screen messages in Crew transfers. Note: Many localizations are machine translations. Any help in improving them is appreciated. - New: Added a Settings button to the Roster window when in the Space Center. This button appears if you disable the Settings icon on the toolbar. This setting is in the Config Tab. - Changed: Refactored remaining windows and tabs to clean up display code. Moved a lot of redundant code into GUI utility methods. - Changed: Refactored all windows to cache all localization strings and object size values. Object size values only recalculate if the screen resolution is changed. Hopefully this helps a bit with performance. Installation: 1. Remove the ShipManifest folder from your GameData folder before installing any new version.. 2. Overwrite your GameData folder with the contents of the archive. Ship Manifest is KSP-AVC aware and is CKAN indexed Support: If you expect me to provide support for issues with this mod, I will expect that you have read and will follow these instructions. Change History: This work was originally based in large part on Crew manifest 0.5.6.0 by xxSovereignxx as modified by Sarbian to work with 0.22. It has since been completely reworked and massively expanded. Videos: - Kottabos did a fine review here: (Feb 28th, 2014). It was very educational for me . I've long since fixed the bugs and added much more... Screenshots: Donations: I wrote and support SM (and other mods) as it is an opportunity to give back to the community I love in some small way. But, some folks have asked me how they could donate. It completely blew my mind. So, I've added a donation button. It is Completely voluntary, absolutely amazing, and I very much appreciate the gesture!
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Update. Been busy with work, had a new website that had to be completed this week. Now I can spend a bit of time getting a beta out. Maybe before .23 comes out.
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I was aware of TAC Fuel balancer, but I viewed this tool as more of a COM type of tool, where I'm really more concerned with moving resources prior to staging, moving resources around a space station, loading vessels prior to undocking, etc... I do agree tho that I will have to be sure to keep this mod's role distinct in the scheme of the current modscape. In reference to Unrelated. you are correct. While the mod I referenced is indeed a fine mod, it is NOT the one I was thinking of. The Mod I'm thinking of had several fuel and attachable parts that provided for resource routing and action group control. It looked to be a great mod for managing a complex vessel without having to pull your hair out. I wish I could remember it's name. It had a host of parts.
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And that is the beauty of this game. You can play it any way you like. To promote the most fun, I will include the ability to configure it for more realism, disable cheats, etc. One of the things I'm thinking about is a configurable pump speed. at the moment the transfer is instantaneous. I could make it transfer per a flow calculation of some sort, and smoothly move the resource, over a given period of time. maybe a whirr sound for the mechanics... anyway....
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Love the feedback. Looks like this one may be a keeper. Actually it does not affect resource flow in any way. It only "simulates" transfers of resources by adding to the target and subtracting from the source. Ah. in actual fact it is possible. Currently I could transfer any or all resources from one part to another or between groups of parts where matching resources exist. Just need to think thru the interface to make it both intuitive and easy. For a realism mode, I could see the issue with solids. for casual play, I'm not going to "sweat the details" of how moving that resource might occur. If I add a config switch... done. In fact, this capability exists, on the tweakable in the context menu for the part. Crossfeed capable. turn it off. also there is a flow switch for each resource on the tweakable as well. you think I should add that capability to the tool to save trying to click the **** part? Sounds like it makes sense. BTW, cant wait to see what tweakables brings ihn .23, and how I may be able to leverage it... I like the idea of consuming electricity. just need to figure out where to draw current from... (from all could be a long calculation, but also possible) There is already a fine new mod out that provides the resource switching and control you seek and also provides for action group control. PDCWolf has created Perfectrons. Link: http://forum.kerbalspaceprogram.com/threads/37138-Wolf-Aerospace-Perfectrons-L-E-S-Pack I'm not going to compete with that. Ship Manifest will simply be another option for control. **EDIT** On second thought, there may be some things I can do along these lines that will be complementary... Agreed. Plan is to create a slider control to allow easy tuning of the amount. My code is already plumbed for it. License will be the same as Crew manifest (do what you want). I'll be uploading to Git and releasing soon. Still a few tweaks, before presentable. I've never done a Spaceport addition before... It actually does that. Look in the first image on the left side of the ship. Green for source, Red for target. Same as Crew manifest. I'm working on highlighting all parts Yellow that contain the selected resource in the Resource manifest window.
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Awesome. Definite add to my collection of parts. Props to you and to Nova!
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In my case, I've incorporated Monopropellant into my fairing adapters. You can't click on them no matter what you do, until the fairings pop off... Not sure I understand the question.
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Hey all, I've been lurking the development forums for neigh on 2 years now, tried my hand at a website to manage persistence files and manage parts on vessels. It was gobbled up in the great forum wipe of April. Since then, I've been searching for something of value to contribute. I think I've found something. Ship Manifest is a blatant rip off of Crew Manifest. Given that vXSovereignXv has been too busy, and is looking for someone to support Crew Manifest, I started looking at the code. Just as I had updated it for .22, Sarbian released an updated version!!!! So, I thought oh well. I can use it to learn. Well I did. One of the biggest "holes" in my flight experience was an easy way to manage resources within a given vessel. Oh there are tools out there to do it, as part of a larger toolset, or you can use Hyper edit and others to simply fill your tanks, so to speak. I didn't want to do that. I wanted to have a bit more realism and control over where resources are stored. So, Ship Manifest was born. Ship Manifest takes Crew manifest to it's logical extention. If we can move kerbals around our ship, why not resources? First, I've incorporated Crew manifest into this Plugin. More correctly, I've used Crew Manifest as a basis for this work. I would be happy to take over support for Crew Manifest as part of this plug in going forward. Ive been around for a couple of years and plan on being around for awhile longer. Sarbian indicated that while he brought it up to date, he was not going to entertain feature enhancements. (correct me if I'm wrong). I've then added a Resource Manifest, a tool for moving resources between parts in your ship, using the same easy to navigate system that vXSovereignXv used for Crew Manifest. It is a second button, using Toolbar as Sarbian has incorporated. Toolbar will be included with the distribution. With that said, I will plan on releasing Ship manifest when it is ready, (week or so...) Here are some screen shots. Much is already done... Crew manifest you have already seen so I won't bore you with redundant shots. I'd love to hear of any ideas for enhancements.
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I would tend to agree. Maybe if you tied it to a function of the body's max air density and velocity (or maybe some percentage of Q) and disable course correction when exceeding that level. not sure how that might work, but seems like a consistent "hook" for the decision logic. given the complexities of "fly-ability" in atmosphere, I would recommend making the parameters used be configurable in the module config. That way it can be tailored for a particular mission.
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[WIP] Apollo-like crew module (Updated download 17.2.2014)
Papa_Joe replied to Ledenko's topic in KSP1 Mod Development
And there is the downside of modding. Once you make something, expectations follow. I mean no offense to DasBananenbrot, as many of us (including me) both look forward to and enjoy the modding communities contributions. However, given that all this effort is both "free" and "requires no effort" on the part of the recipients, it seems to me that we haven't "earned" the right to have these "expectations". That said, I do agree that if you make the choice to create a mod and publish it, then you also realize the consequences of that act, and therefore have created a sort of "contract" with the community. Though modders are under no obligation to produce or maintain any mods they create, with proper licensing, the community is free to "improve" on the submission and share those "improvements" with the rest of the community. I also realize that not everyone can create or edit mods. so for those that must simply "wait", I feel for you, but waiting is all we have paid for Sorry for the off topic departure. This mod is pretty nice. New choices for command modules are always welcome. I really like the work you have put into the texturing, knowing what goes into that. As your time allows, I look forward to what ever you decide to produce.