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codepoet

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Everything posted by codepoet

  1. A radially attached docking will be considered to be attached if the part it is radially attached to allows this. This is by design. I believe that the stock fuselage part allows radial connected parts to be passable, along with a couple of size adapters. If you want to know more read up on the surfaceAttachmentsPassable and passableWhenSurfaceAttached config options in the config documentation
  2. I would love to have a new release of this, but I afraid my real life just does not allow be the time at the moment. I have a day off coming up on Thursday - perhaps I will be able to put a couple of hours in then. Sorry for those folks who enjoy using this and would like to see it updated quicker.
  3. Thanks to Papa-Joe's efforts and the advice of others CLS 1.1.0.0 which is compatible with KSP0.90 is now available. Although I have had to take a less active role in maintaining CLS because of real life commitments I am really thrilled that lots of different folks in the community have contributed keep CLS uptodate - be it coding, testing, writing CKAN stuff for it, pulling it into Realism Overhaul etc. This community to just grand - thanks guys.
  4. CLS does not even compile against 0.90, so obviously some fixes are needed. I made a few changes last night that resulted in a few steps forward. In particular the changes to the editor in 0.90 have resulted in some work needed to CLS. I will flush the rest of the problems out when I get a moment, but it is the week before Christmas, so it might have to wait until 26th December. Edited to add - thanks for the bug reports ev0, that is really helpful.
  5. It is a setting that say whether it is possible to use the stock crew transfer mechanism to move kerbals between parts that are not "connected" in the CLS understanding of things.
  6. This mod - KerbalHotSeat does not have a GUI. If you leave your craft alone for a while without using the engines or RCS for a while then the kerbals might swap seats or move about. I think it is reasonable for this to happen every ten minutes or so, but it will not happen for a while after a burn, as your kerbals will still be strapped in. The "Allow Crew Unrestricted Transfers" is nothing to do with this mod, it s a config option for Connected Living Space, (a different mod) Phill
  7. This is interesting. How is this different from CrewFiles?
  8. Thanks for this. In reply to your points: CLS did originally use Blizzy's toolbar, but when the stock toolbar came out I perceived that was the direction of travel, so I moved to support it instead. I support I could add support for both as you describe, but it will not be an urgent change, and I do not have much time at all to spend on CLS. Be patient, and hopefully it will happen. In terms of transfers, CLS was originally supposed to be a very lightweight framework that other mods could use to achieve things. There are several other mods that use CLS to do transfers (Kerbal Crew Transfer and Ship Manifest are the ones I am aware of). However when crew transfer was added to stock I chose to make the stock system compatible with CLS - but only reluctantly. I do not want to start adding features to CLS - I would prefer to keep it as a framework that provides information to other mods that ant to use it. I particular I am hoping that someone will use CLS in a mod that simulates aspects of the environmental / social / psychological dynamics, but although I have had ideas myself neither I nor anyone else has managed to get anything to release stage yet.
  9. To provide some hope for anyone interested - I have been doing some work on this mod. I have fixed the key repeat problem when setting the CoM or toggling the target CoM display. I have also added a GUI which will be used to0 manually set the target CoM position. I also hope to make it possible to store more than one target CoM. Obviously this is all for 0.25 at the moment. No release yet, but it is coming together.
  10. Thanks for the support. I know it needs some attention, I just never have time. But I have not forgotten about it, do not worry!
  11. Thanks for catching this! It goes to show how much time I have for testing!! I will get a formal release out once I have finished writing my sermon for tomorrow.
  12. I can't remember it is included, but have you checked out the "alternative stock configuration"? It is in a zip file in the CLS/plugin folder. There is a text file that describes the thoughts behind the two configs. If it is not included let me know, but you can always modify the config yourself - it si not hard - look at the Config HOWTO file.
  13. Release v1.0.10.0 which has a bug fix that should make CLS work with more unconfigured parts. Also added support for stock crew transfers (thanks KevinCathCart)
  14. Why is it necessary to subscribe really early. CLS is all uptight about how it starts up (something to do with hatches in the docking ports) and so I starts up every scene, and uses a custom KSPAddon attribute (although I am not sure if this is still needed.) Is your transfer abort code going to not work if I do not use Startup.Immediate?
  15. OK. I am persuaded. I have integrated this into CLS itself, and it seems to be working. I will add a config option to the GUI and then release it.
  16. You are awesome! Thanks for doing this. Next time I have a day off (Friday perhaps, or on a couple of weeks time) I will have a look and play with it.
  17. CLS itself is not necessarily related to moving crew around, it just provides a framework to know what is connected to what. Therefore it has not interaction with the stock crew transfer system.
  18. Thanks for letting me know, I will take it out. Part packs adding their own config is the preferred way forward, but in the meantime I am happy to add any configs that the community provide.
  19. Just checking in to say that I am aware of this mod and that some folks would like CLS support for it. To make this possible I need to add a little hook to CLS first, which I am looking into doing at the moment.
  20. I have only recently started playing outside sandbox mode, and so the techtree is all new to me. I know when science was first released there was lots of talk of alternative tech trees, and I rather like the idea of having to fly probes before you can do manned flight. Is there a mod that rearranges the tech tree in this way. I have seen Better than Starting Manned, but is seems to do lots of other things as well such as adding life support and I am quite happy with TAC lifesupport as it is. Is there a simple mode that just redoes the tech tree?
  21. I am building it against 0.25 now. Hopefully I will have a release for you all soon.
  22. On the other hand you could argue that CLS is not necessarily about transferring crew. I know that other uses of it have not born fruit yet (a great disappointment to me) but it could be used for a sanity mod for example, and a player might want to do sanity stuff, but only use stock crew transfers. Is there any word on how easy / slick it is to disable the stock transfer functionality? I think my current plans for CLS - if I get to do anything much with it are: 1) Rebuild against 0.25 2) Add a hook that can be used for inflatable habs or wetworkshops to let CLS that they have changed their capacity. After this I will see how the dust has settled and if there is a need to fiddle with the stock transfers. I think the main reason for disabling stock transfers would be to stop people asking support questions such as "why do I need your cr*ppy mod when I can transfer in stock" which will get really annoying! If the truth be told I am sufficiently busy in my real life that I do not quite have the capacity to maintain my mods enough to keep up with releases of the actual game. No sooner that I settle down to rebuild everything and test with a new version than another release is being talked about ansd so I put off starting on new features.
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