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codepoet

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  1. They will only move around if the craft they are in is in orbital, a sub-orbital trajectory, or on an escape trajectory. If they are on the pad, in flight through the atmosphere, spashed down or landed then they will sit tight. They will also not move until at least 10 minutes since the last burn, and they will not have more than one movement in a ten minute period. So they ought to stay where they are during launch and landing, but once they are in orbit they can start moving about. Give it a go, and let me know if it is acceptable for you.
  2. Sure, whatever. If it does not work for RPM players then I am sure they will not use it. It was really written as a test bed for the CLS mod, so maintiners of other more serious mods can read the code to see how to integrate with CLS. Also because it is a bit fun!
  3. That is exactly the solution I came up with for KerbalHotSeats too. I am curious - what are you working on?
  4. CLS was formally released today. Papa_Joe, let me know what you need and we can get this show on the road. The CLS API is documented on the CLS development thread, and I have also released a simple mod that uses CLS to demonstrate how it can be used. I expect this biggest challenge will be if you want to use reflection in order to avoid a hard dependency on CLS. I have never used reflection, but it can't be that hard! Like I say, let me know which direction you want to go, and I will make it happen for you. (In an unrelated note, in writing my simple mod to use CLS i ran into a problem of kerbal portraits which I saw mentioned in this thread. Is it still a problem for ShipManifest? Does ShipManifest still need button to restore the potraits? If so take a look at the code for KerbalHotSeat to see how I got around the problem.
  5. As promised I have formally released ConnectedLivingSpace, and also another mod called KerbalHotSeat that makes use of CLS. Now to get some more exciting mods that use it released, and support for it built into some or the more mainstream offerings.
  6. You will not have to wait for long either. The first mod to make use of CLS has just been released: KerbalHotSeat gives Jeb the fidgets so he keeps changing seat every now and again (obviously within the limitations of the Habitable Space he is in as defined by CLS).
  7. Current download v1.0.3.0 is available from github and kerbalstuff. Introduction Maybe he has ants in this pants, or maybe they did not install that new comfy seat in the pod that he asked for, but for some reason Jeb just can't sit still. Given the opportunity he keeps getting out of his seat and moving around his spaceship, swapping seats with Bill and Bob, moving to the other pod etc etc. With this mod installed your kerbals will occasionally move seats to other seats in the craft. Because this mod uses ConnectedLivingSpace they will only move between seats in the same Living Space. License KerbalHotSeat is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Source code Source code is available here. If you want to raise a bug, please do so on Github. if that is too challenging for you then do so on this thread.
  8. It is essentially an API (mod that can be used by other mods). Other features such as moving kerbals internally are being worked on by other modders and existing mods are being adapted to use CLS. However they can not be released until CLS has been formally released (which it now has). For information about features that have been suggested or are being worked on using CLS read the development thread.
  9. NOTICE to users: further versions of CLS will be found here. Current Version 1.1.2.0 can be downloaded from KerbalStuff You will also need ModuleManager to load the config. You can access the source code here. If you spot a bug please let me know. Ideally bugs should be raised in Github, but if that is too much to ask then post on this thread or the development thread. 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 Introduction This mod 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 pars 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. License ConnectedLivingSpace is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Update Version 1.1.2.0 Fixes a bug. Version 1.1.1.0 makes changes to the way hatches and highlighting work to make is easy to co-operate in these areas with other mods. Version 1.1.0.0 makes CLS work with KSP 0.90 Version 1.0.11.0 fixes a bug with the stock crew transfer integration Version 1.0.10.0 fixes a bug and integrates with the stock crew transfer system Version 1.0.9.0 is to support KSP0.25 and adds more config for various mods. Version 1.0.8.0 is to support KSP0.24.2 and uses the new stock toolbar. A bug in the VAB/SPS descriptions is fixed too. Version 1.0.7.0 fixes a bug in the editor when the root part is deleted, and adds config for FASA Version 1.0.6.0 fixes some problems with the hatches closing themselves across saves, and also allows hatches to be opened for attached rather than docked docking ports. Version 1.0.5.0 provides a scheme for mods using CLS to "loose bind" to it, which means that they can more easily work without CLS. However if you upgrade to 1.0.5.0 you should update other mods such as Ship manifest that use (or do not use!) it. Version 1.0.4.1 fixes bugs, allows for shielded docking ports and is the result of a major rework of the code. Hatches in docking ports have been re-written. There is also config for many more mods, and more options for the configs. Version 1.0.3.0 fixes a few bugs and adds more configs Version 1.0.1.0 is now available. this version adds closable hatches in docking ports, as well as improvements to the GUI, and configuration for more part packs. Here is a deep space transport vessel docked at an LKO transfer station with 3 crew shuttles also attached. Mods using CLS Here is a list of mods that have been released that make use of ConnectedLivingSpace. If you would like to add your mod to this list, send me a PM. KerbalHotSeat Ship Manifest Kerbal Crew Transfer Wetworks crew tanks Mods that provide CLS configuration themselves Science Station (next release) Sum Dum Heavy Industries Modular Kolonization System GingerCorp Station Hubs Lack Luster Labs. (separate link from the forum thread) Fustek Kip Engineering: Low profile structural hub set Mods that CLS provides config files for: 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 2 different stock configurations. and loads more (I loose count!) Roadmap Provide configuration for every part pack anyone has ever heard of. improvements to the GUI hooks that can be used by mods such as Porkjet or wetworkshops to change the passability / habitability of parts in flight. API - of interest to modders using CLS in their own mods. The API is documented on the development thread.
  10. Ooops: double post. Editied to say that the idea about prefered seating is obviously beyion dthe scope of CLS, but could be included into other mods - KerbalHotSeats would be a good place for it.
  11. Yes I have been writing a proof of concert random seat swapping mod. I was up late last night trying to solve the problem of portraits disappearing, but I think I have cracked it now. That means I am in a position to make a formal release of that proof of concept mod which I am calling "KerbalHotSeats". Because it is dependent on CLS this means that I will be making a first formal release of CLS as well (once I have a spare moment, probably this evenign at the earliest.) Writting a proof of concept mod was definately the right thing to do - I have a made a few changes to CLS having seen how a 3rd party mod would go about using it and what would be helpful. The next step I think will be to add more features (open and closable hatches, and configurable support for radially attached parts, GUI hooks for 3rd party mods), and to get some sort of crew transfer functionaily available that uses it (either via one of the well known mods - the maintainer of ShipManifest has stated on its thread that he hopes to lok into adding support, or via a stand alone lightweight mod that does just that.) On an unreleated note - I know that lots of people have downloaded this mod in pre-release (probably around 100). I would love to hear (see) what you have been doing to play around with it. Has it changed your approach to ship design. I found the first time I played with it installed, by experience in the VAB was dramatically changed, as a whole new set of considerations came into play.
  12. 0/10 - I am afraid I don't have much of a memory for faces!
  13. I think that we would have to say that undocking implies closong the hatch. However a potential pressurisation mod may want to change that! But for now, and for CLS there is not much point worrying about what happens if you undock with the hatch open, while there ids not concept of pressurasion available!
  14. I have had another thought - I would welcome feedback. Would it be helpful for CLS itself to impliment and "open hatch / close hatch" functionality for docking ports? The idea is that you could dock two craft together, but the docking ports would remain impassable until you rightclicked and chose "open hatch". Obviously you could repeart this and choose "close hatch" at which point the Habitable living spaces would become joined. The reason that this can up was that I am writing the crew random movement mod, as a way of testing is CLD provides what it needs to, and I realise that there is the chance of two kerbals randomly swapping seat just before you undock, which would be really annoying. This way you can "close the hatch" and then you know who is on which side of the hatch before you undock. It could also be useful for other features that might use CLS, such as dealing with a hull breach in a pressuriation mod, or locking a kerbal "in the brig" if his goes crazy in a sanity mod to stop him from driving everyone else nuts. Helpful?
  15. I think you ought to talk to nothke based on what he just said. That is what CLS can do.
  16. I have been having a think about where to go with this mod now. There are a few things that need to be done: 1) Configs 2) Improve the GUI 3) Do something with radial attachments However I also feel that I need to prove that this mod is providing what it claims to which is an API to make life for other modders easier. I do not want to start writting lots of mods that use it as I do not want to discourage the maintainers of existing mods form using CLS. Therefore I have decided to write a mod to uses CLS as a "proof of concept" providing a feature that no other mods are trying to provide. Taking an idea that was suggested on this thread a while back, that will be to make the kerbals in a Habitable Space occasionally swap seats, or move to empty seats. This would test all the things I am interested in, and provide a little fun too. Once it is working I intend to make a formal release of both mods (CLS and seperately KerbalHotSeats or whatever I call it). I am hoping that some time soon there wil be a mod using CLS that allows for kerbal movement between parts.
  17. Is it just me, or is there a problem with the normals on the top and bottom edges of the cylinder parts? In the picture of zamp's retexture (which look awesome BTW) the top part of the side is lighter than the bottom, and this is the case with the original textures too - not zamp's problem, but an issue for the actual model?
  18. I know, I know! I need to get back to this. CLS is starting to gain some traction now, so hopefully I will soon be able to get back to this and add the fairings and make it look pretty. I don't think that it will be a huge challenge now I have started to figure out how to do meshes procedurally. Sorry to keep you waiting. So many fun projects - too little time!
  19. OK. Well you might have your arms crossed for a while, as the feature you describe a beyond the scope of this mod, and will not be implimented as a part of CLS. . . . However, there is nothing to stop other modders from implimenting the feature you describe, and using CLS to decide which parts and attachments are passable and which are not. There may even be someone working on it as we speak - I am sure it would be well received.
  20. I am really curious as to what you have been working on in the last month. Perhaps it has been announced and I have missed it, or perhaps I just have to be patient for a bit longer!
  21. I am intersted in what people think about this. Enablking radial attachments requires a code change (not a complex one, but a change all the same). So should it be allowed? I can see that the only stock part that you would realistically use it for would the be radial adapter thing, but then you could attach other passible / habitable parts to that. However I can see there is an arguement that it is not on to just radiallt attach a big corridor into the side ot a command pod. Folk go to LOADS of effort to carefully design their command pod parts - it just seems rude to cut a great big hole in the side where the mod designer had not intended it! But then on the other hand - why not?! I suppose for some parts it makes sense more than others: To radially attach a corridor to half way along a structural fusilage part makes sense, but to dothe same to the side of a Mk1 lander can seems a bit daft. Perhaps is would be possible to prvide config that says that a part will allow an attachment node into a surface attached part to be passable, withthe default setting being to disallow it. That way it can not be abused, but will be allowed in certain circumstances. What do you all think?
  22. A new pre-release (v0.3) that includes the CLSKerbal class is now available to download from the link on the first page of this thread.
  23. I think that this problem was fixed with the latest download. It now sinks the OnFlightReady event to rebuild the spaces and that seems to be working. I am really grateful to Papa_Joe, both for understanding the spirit of what CLS is trying to do and expressing that on this thread. Just to back up what he has said - CLS is not about providing features, it is about allowing different mods to use the same framework for deciding what is connected and what is not. So far four different modders have got in touch with me to say that they are interested in using CLS from their mods (of which Papa_Joe is one). This is really good because it means that there may soon be several different features that use this concept of conected habitable spaces that will all be compatable. I think that the worst possible outcome would be for there to be four different mods each of them doing thier own work to figure out if the science lab is connected to the hitchhiker pod, based on whether or not kerbal can fit through a shielded docking port, and reach different conclusions about this question. If such mods are encouraged to use CLS then any required config only needs to be provided once, and such incompatabilities will not occur. It is for this reason that I do not intend to add any features such as crew transfer, presurisation, sanity or kerbal relationships to CLS itself, as I do not want to discourage other modders who might want to provide such features in their own mods from using CLS. Having said all of that, I am really excitied about the interest that folks have shown in CLS and the encouagement I have recieved both on this thread, and also from those who have contacted me off the forums. There have also been some really good suggestions, and there is nothing to stop anyone from writing mods to implement those ideas, using CLS as part of their work. Two ideas that I particularly like are the suggestion on this thread for Alt+rightclick crew transfer, and also some of the discussions here about options for sanity, Kerbals interacting socially, and for Kerbals interacting in a "chain of command" sort of way. I am really tempted to start working on some of those ideas myself, but I want to wait a while to see what others come up with. If I did do any work on those ideas, they would be released as seperate mods, not as part of CLS itself. If you are intested in any of this stuff, then encourage your friendly local modder to write a mod that does it, and tell him or her to use CLS
  24. The intention is not to be "better than crew manifest" but rather that crew manifest and other mods will have the opportunity to be improved in a compatible way, that means there will be consensus on the question of what is connected and what is not.
  25. I have started to write a roadmap for this mod on the first post, for the benefit of modders who are interested in contributing to its development.
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