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micha

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Everything posted by micha

  1. That's odd - the version file marks Corvus_CF compatible up to 1.9.99. Ah, but CKAN uses Spacedock for the metadata. Let me update it (Spacedock can't be told that a mod is compatible with future versions of KSP). I might change that... Should be good as soon as CKAN updates.
  2. Connected Living Space und Ship Manifest sind jetzt (bald) auf Deutsch uebersetzt.
  3. Awesome, and yes I saw the email notification! Sorry for not replying earlier, but I'm in GMT+9 currently. Will review and merge later today, thank you so much @knifelight!
  4. And it's on CKAN now - I was waiting a few fays to give the keenest people a chance to download manually, install, and test it first before letting it loose on everybody. Hence also the (about to be removed) warning on the download link..
  5. If anybody is interested in having this mod in another language, I'd love some help with translations! I just opened a request in the Addon Localisation thread:
  6. [EDITED] - changed to be a meta-post for all the mods I maintain. Hi, I'd love some more translations for the following mods. If anybody is keen, please post in the actual forum threads for each mod so that people don't work on the same language.. Corvus CF Done: [Deutsch] Remaining: [Русский] [Español] [中文] [日本語] [Português] [Italiano] [Français] GitHub: Please see the feature/localisation Branch for current localisation work. Effort: ~23 lines / 400 words Kerbal Dust EXperiment Done: [Deutsch] Remaining: [Русский] [Español] [中文] [日本語] [Português] [Italiano] [Français] GitHub: Please see the feature/localisation Branch for current localisation work. Effort: ~100 lines / 800 words (mostly the science results strings; base mod is ~50 words) Connected Living Space Done: [Русский] [Español] [中文] [Deutsch] [Italiano] Remaining: [日本語] [Português] [Français] GitHub: Please see the features/localisation branch for translation work. Effort: ~37 lines / 150 words Ship Manifest Done: [Español] [Deutsch] Remaining: [Русский] [中文] [日本語] [Português] [Italiano] [Français] GitHub: Please see the features/localisation branch for translation work. Effort: ~350 lines / 3000 words
  7. So I just merged in a pull request from someone into a GitHub repo, and at first it all showed up as expected - the commits from the other author, and the merge commit. Keeping a nice history in the git repository. But now the commits from the other author have disappeared and my repo is only showing the final merge commit. I'm very unhappy about this as it removes the contribution from the other author from the commit log. It seems that this is standard practise for GitHub as my own pull requests into other repos have similarly lost "my" commits (I wasn't sure whether the other authors did something on purpose to do that or not). Does anyone know if there is any way to force GitHub to keep the individual commits from the other authors in the git history? I've tried searching online but haven't found anything relevant. ----- EDIT: hmm, so looking through the web history, the commits are showing up. And using "git log" they also show up. But they're not showing up in "Git Extensions" anymore, and I can't find a setting to show them again. So looks like it's an oddity in Git Extensions rather than GitHub... Move along, nothing to see here after all. ---- EDIT2: Git Extensions now has a "Show First Parents" option in the View menu, with a hot-key combination. Looks like I might have accidentally triggered that.
  8. Hey CP, awesome! Guess the email reached you then I'll close my repo and update the official one; much neater. Also, if you can add me to the Spacedock project that'd be great! Thanks for popping by
  9. So it's taken a bit longer since I discovered this mod has a (soft) dependency on ShipManifest ConnectedLivingSpaces, which is also maintained by @Papa_Joe! So I've gone ahead and taken that on as well... I've finally made a new thread as well as an initial release. Please see the new SM thread here: @MODS: Please lock this thread to further comments.
  10. So I know I didn't give much notice here but I think most things were already discussed in the ShipManifest thread. I've gone ahead and made a new thread as well as an initial release. Please see the new CLS thread here: @MODS: Please lock this thread to further comments.
  11. Connected Living Space (CLS) (currently maintained by Micha) Version 2.0.0.6 - Released 2020-12-29 Compatible with KSP 1.11.x [ ] NOTICE TO CLS USERS @Papa_Joe hasn't updated this mod in some time and I wasn't able to reach him. So I've taken over maintenance of this mod until such a time as he returns. His CLS thread is here. @codepoet is the original author of this mod, and he has kindly given his blessings and added me as a maintainer on the original GitHub repository. His original CLS thread is here. Translations: Connected Living Space is actively looking for more translations! If you can help, that would be great There is some good information to help in this thread. If you're looking to translate, please post in this thread so that nobody else picks up the same language! Done: [Русский] [Español] [Deutsch] [中文] [Italiano] Remaining: [日本語] [Português] [Français] GitHub: Please see the features/localisation branch for translation work. Effort: ~37 lines / 150 words ABOUT Connected Living Space identifies areas within a vessel that can be crewed by Kerbals and through which Kerbals can pass internally to reach other parts that can be crewed. It is provided to make the concept of connected living spaces easily available to other mod developers and so to provide a single consistent understanding of which parts connect to each other, bringing together both multiple features via plugins and multiple part pack via configurations. CLS itself has a simple GUI to show the player which parts are connected to which. It also has an optional feature that conforms the stock crew transfer system to CLS's view of internal connectivity. [TODO : UPDATED IMAGE ] Wiki: CLS API WIKI - of interest to modders using CLS in their own mods. While CLS is primarily an API, it will operate in standalone mode, and does offer a few features. Check out Acessing CLS and CLS Features in the Wiki for details. DOWNLOADS via CKAN - automatic updates and dependencies (recommended) GitHub - Always the latest release! Also includes pre-releases, the source code, bug-tracker, and the Wiki. SpaceDock CurseForge Dependencies: ModuleManager is required to load the configuration files for CLS to work. CLS supports KSP-AVC, an addon version checker. If you have KSP-AVC installed, it will detect when CLS needs to be updated. SUPPORT No Logs, No Support! If you spot a bug please let me know. Ideally bugs should be raised in Github. More helpful than raising a bug report is to raise a bug report with lots of information about how to reproduce the problem, and with logs files, save files, craft files etc. Even more helpful is to fork the code, write a fix, and submit a pull request. Here is a Guide on good bug reporting CHANGELOG The full changelog is here. MODS USING CLS Mods using the CLS API: Here is a list of mods that have been released that make use of CLS. If you would like to add your mod to this list, send me a PM. KerbalHotSeat Ship Manifest Kerbal Crew Transfer Wetworks crew tanks KeepFit Recoupler (thanks to @Booots!) AirLock Plus (thanks to @cakepie!) These mods provide CLS configurations: Mods that provide CLS configuration themselves. This list is by no means complete. If you would like to add your mod to this list, send me a PM. Civilian Population Fustek GingerCorp Station Hubs Kip Engineering: Low profile structural hub set Lack Luster Labs. (separate link from the forum thread) MRS Near Future Spacecraft Nehemiah Engineering Orbital Science Space Station Parts Expansion Sum Dum Heavy Industries USI Modular Kolonization System These mods configurations provided by CLS: Here is a list of mods that CLS provides configuration files for. If you would like to add your mod to this list, send me a PM. FASA Novapunch B9 Home Grown Rockets KSOS LSSC ASET Stack-able inlight lights Kosmos KW Rocketry Porkjet's Habitat Pack Restock+ 2 different stock configurations. and loads more (I loose count!) These mods are supported by community configuration files: Mods that the community has provided config files for: Taurus HCV. Contributed by: ModZero ROADMAP Provide configuration for every part pack anyone has ever heard of. improvements to the GUI (added in v12.5.0) hooks that can be used by mods such as Porkjet or wetworkshops to change the passability / habitability of parts in flight. CONTRIBUTORS The (mostly) full list of Contributors is here. Most notable @codepoet, for the original ConnectedLivingSpace. Thanks for a great idea and your support. @Papa_Joe, for keeping the mod going. @JPLRepo, for many nights of helping me better understand KSP and reflection. @Kerbas_ad_astra, for contributions to config files @cakepie, for contributions to enable Airlock Plus compatibility and bug fixes @Booots, for contributions to enable Recoupler compatibility. @linuxgurugamer, for helping keep the mod going in Papa_Joe's absence! and many others. I will continue to add as I go back and review my change logs. This section was long overdue. LICENSE Connected Living Space by codepoet / Papa_Joe / many others is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0).
  12. Ship Manifest (SM) (maintained by Micha) Version 6.0.2.0 - Released 2020-11-29 Compatible with KSP 1.11.x [ ] NOTICES TO SM USERS @Papa_Joe hasn't updated this mod in some time and I wasn't able to reach him. So I've decided to take over maintenance of this mod until such a time as he returns. Papa_Joe's SM thread is here. Please note that since I was unable to reach @Papa_Joe at this time, the repository has changed. Translations: Ship Manifest is actively looking for more translations! If you can help, that would be great There is some good information to help in this thread. If you're looking to translate, please post in this thread so that nobody else picks up the same language! Done: [中文] [Español] [Deutsch] In Progress: Remaining: [Русский] [日本語] [Português] [Italiano] [Français] ABOUT Ship Manifest is a tool to manage your ship's "things". @Papa_Joe originally started with Crew Manifest as a basis for this work. Great thanks go out to @vXSovereignXv for creating Crew Manifest, and @sarbian for contributions to and continuing maintenance of Crew Manifest. Crew management and transfers are now only a small part of what Ship Manifest can do. It can transfer Crew, Science, and Resources between parts 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. By default it is set to "Realism" mode which means transfers cost energy, take time, and honour crossfeed rules. If Connected Living Space is installed, Crew transfers are limited by living spaces. So much more is available that is NOT seen in the default configuration that you may be missing out on a lot of what Ship Manifest has to offer. Go to the Settings Window to see the plethora of options that are available and play around with them. You will be surprised at the number of features that exist in this tool. 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. Even so there's bound to be something missing, so please raise a feature request for anything you'd like to see in this mod! DOWNLOADS via CKAN - automatic updates and dependencies (recommended) GitHub - Always the latest release! Also includes pre-releases, the source-code, the bug-tracker, and the Wiki. SpaceDock CurseForge Manual Installation: Remove the "ShipManifest" folder from your KSP "GameData" folder before installing any new version. Extract the contents of the "GameData" folder in the Ship Manifest archive into your KSP "GameData" folder. Dependencies: None! 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 / @linuxgurugamer. This mod is the "original" and a great alternative to the stock toolbar. Connected Living Spaces (CLS) by @codepoet / @Papa_Joe / @micha. 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. SM crew transfer will honour CLS if active. Module Manager by @sarbian. This mod allows you to extend the configurations on your parts. Used by CLS. RemoteTech by @Peppie23 / @tomek.piotrowski. This mod overhauls the unmanned space program and makes antennas much more important. Very powerful mod. DeepFreeze by @JPLRepo. This mod provides part(s) for cryogenic freezing of kerbals for long duration flights. USI Modular Kolonization System by @RoverDude. Inflatable Modules. Very cool mod for compacting your trips and station builds. SUPPORT If you spot a bug please let me know. Ideally bugs should be raised in Github. More helpful than raising a bug report is to raise a bug report with lots of information about how to reproduce the problem, and with logs files, save files, craft files etc. Even more helpful is to write a fix by forking the code in Github, and then generating a pull request. Here is a Guide on good bug reporting CHANGELOG The full changelog is here. REVIEWS - @Kottabos did a fine review here (Feb 28th, 2014). It was very educational - bugs have been squashed and more features have been added since then... : CONTRIBUTORS The list of Contributors can always be found here. Most notably: @Papa_Joe - the original creator of this mod. @vXSovereignXv / @sarbian - creator and developer of Crew Manifest, from which this mod was inspired and originally derived. LICENSE Ship Manifest by @Papa_Joe and Contributors is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0). The Original license on Crew Manifest was "do as you want". Papa_Joe felt the original and contributing authors deserve due attribution, since this is a derivative work, and hence chose this license.
  13. I'm about to take over ShipManifest as @Papa_Joe seems to be MIA. I've tried to reach him without success. Since SM has a dependency on this mod, I'm considering also taking over maintenance of CLS for the time being. Before I step on any toes, any other takers?
  14. Hi Banidtsan, and thanks for playing with NEOS Feel free to mod it if you feel that's how it should work. @N3h3mia's premise for Kemini was to be a set of experiments for the early space program mimicking the actual experiments performed during the US Gemini missions. Thus it's restricted to 1-2 Kerbal orbital capsules. To be completely true-to-form it would have to be restricted to 2-Kerbal capsules, but those weren't available in stock when this mod was first released, so it works with the Mercury-analogue capsules as well. In fact there's some argument to restrict Kemini further to just Low and High space around Kerbin.. Or perhaps, open it up to more capsules once a certain level of the Space Centre has been upgraded. Hmm, something to consider. Cheers, - Micha.
  15. https://github.com/KSP-CKAN/NetKAN/issues/7742 (Great minds and all that..?)
  16. No real changes (as yet) - just updated project files (dotnet4.5) and recompile. So trying to figure out best way to release without stepping on any toes. So not sure how making PRs would help the (CKAN) users here..
  17. So I haven't heard back from @Papa_Joe and his email address is bouncing. I'm very hesitant to just up and fork this mod without the authors' express permission, but the license does allow it and I guess there's been a reasonable amount of time since the last update. Any other takers (@linuxgurugamer) and/or comments/concerns?
  18. Sorry for the delay (was off diving), will review it this week But just as a quick note - I have held off localising this mod before as that would break compatibility with pre-1.6 (I think) versions of KSP. So until/unless people contribute languages other than english I'm reluctant to actually go ahead with that. That said: Who wants to help and provide some translations?
  19. Would be nice, but beyond the remit of this mod. You can always add spotlights to your ship pointing forward.. With this mod I can dock without looking at anything other than the DPAI window (once close enough). Yes, but unfortunately I don't "own" the thread so @NavyFish has to do that..
  20. No Worries And apologies about lack of updates.. RL and deep in the middle of a rewrite of the UI handling. AFAIK the current version should (somewhat surprisingly) still work and there's a beta which should definitely still work in 1.9.
  21. Yes, depending on what features were used to create the KSPedia entries they will need to be redone or at least regenerated. From the changelog, KSPedia entries now load on demand rather than being preloaded. Accordingly, there's an updated Part Tools.
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