Papa_Joe Posted June 12, 2017 Author Share Posted June 12, 2017 Update: New version out. Version 0.2.5.0 12 Jun 2017 - Changes to re-compile for KSP 1.3 - Added localiztion based on KSP 1.3 localization. English included to start. Assistance welcome for other lanaguages. - Code style cleanup. standardized strings using string interpolation. - Added some more tool tips where needed. Cleaned up Tooltip display code. - Regorganized settings window to support tabbed sections. - Rebuilt List management to improve performance, and revised filtering and sorting. - Revised Rosterlist headers to display active sort field & sort direction. Enjoy! Quote Link to comment Share on other sites More sharing options...
klgraham1013 Posted June 12, 2017 Share Posted June 12, 2017 3 hours ago, Papa_Joe said: Update: New version out. Version 0.2.5.0 12 Jun 2017 - Changes to re-compile for KSP 1.3 - Added localiztion based on KSP 1.3 localization. English included to start. Assistance welcome for other lanaguages. - Code style cleanup. standardized strings using string interpolation. - Added some more tool tips where needed. Cleaned up Tooltip display code. - Regorganized settings window to support tabbed sections. - Rebuilt List management to improve performance, and revised filtering and sorting. - Revised Rosterlist headers to display active sort field & sort direction. Enjoy! Thanks for your work! Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted June 14, 2017 Share Posted June 14, 2017 just checking back with this mod as I see it is now out for 1.3 I will install it in my 1.3 save and give it a go. but I just had one question. as I have used Final Frontier in every career save I have ever played. Will this replace Final Frontier in the ribbons and medals department? or work along side it, and still require FF for the actual awarding of medals or ribbons? Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted June 14, 2017 Author Share Posted June 14, 2017 (edited) 2 hours ago, Bit Fiddler said: just checking back with this mod as I see it is now out for 1.3 I will install it in my 1.3 save and give it a go. but I just had one question. as I have used Final Frontier in every career save I have ever played. Will this replace Final Frontier in the ribbons and medals department? or work along side it, and still require FF for the actual awarding of medals or ribbons? There are plans to integrate with Final Frontier. However, as this is still apha, those plans have not yet been realized. Please continue to use Final Frontier. This mod will add other features that you may find useful. Even when we do integrate with Final Frontier, RM will work along side FF, not replace it. Edited June 14, 2017 by Papa_Joe Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted June 14, 2017 Share Posted June 14, 2017 (edited) also looking at design note I see some cross over to things like Keep fit, Kerbal health etc. will this again work along side this sort of mod? or replace them? I have used things like Keep Fit, Kerbal health, and kabin krazy etc. on and off in my various saves. and also USI-LS which does some of the same thing. and I liked the idea of cramped quarters affecting Kerbals mentally and physically. so again just wondering will this replace these sorts of mods or just work along side? I know... alpha stage... no real answers ... wait and see. but just in general did you plan to work along side mods or replace mods? either is fine with me and both have their merits, I am just curious as to your leanings. Edited June 14, 2017 by Bit Fiddler Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted June 14, 2017 Author Share Posted June 14, 2017 (edited) 8 hours ago, Bit Fiddler said: also looking at design note I see some cross over to things like Keep fit, Kerbal health etc. will this again work along side this sort of mod? or replace them? I have used things like Keep Fit, Kerbal health, and kabin krazy etc. on and off in my various saves. and also USI-LS which does some of the same thing. and I liked the idea of cramped quarters affecting Kerbals mentally and physically. so again just wondering will this replace these sorts of mods or just work along side? I know... alpha stage... no real answers ... wait and see. but just in general did you plan to work along side mods or replace mods? either is fine with me and both have their merits, I am just curious as to your leanings. The current plan is not to replace those mods but to integrate. What we plan to provide is a single interface to many of the features that these mods provide. So, you will have an "integrated" dashboard so to speak that combine the features of several mods into one control panel. Now that is not to say that if we decide to "do it our way" that we might not create our own way of doing performing a given function. In those cases, you can choose through the interface to either use our method, or use the integrated mod's method. I've always been about choice, so I prefer to let the player decide what is best for them. Edited June 14, 2017 by Papa_Joe Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted June 14, 2017 Share Posted June 14, 2017 ah ok sounds like a good method. will be checking back on this as time goes on as all your mods have always been on my mod list when they are available for my game version. so I am always looking at new things you make. other than BDArmory I guess... lol I make many "fighter plane" or "attack helicopter" looking things to fly around but I have never actually armed them... Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted June 14, 2017 Author Share Posted June 14, 2017 49 minutes ago, Bit Fiddler said: ah ok sounds like a good method. will be checking back on this as time goes on as all your mods have always been on my mod list when they are available for my game version. so I am always looking at new things you make. other than BDArmory I guess... lol I make many "fighter plane" or "attack helicopter" looking things to fly around but I have never actually armed them... I'm wasn't really into blowing things up either (except accidentally). However, the mod needed someone to support it after Bahamuto left for "bigger things". Fortunately, I surrounded myself with a great team, and they have done great things with BDAc. I didn't have time for a while over the past year or so (after my first wife died), so I am grateful to them for the continuity they provided while I was MIA. They are the heroes of that mod. That period of inactivity affected this mod as well... so progress has been slow. However, it is a good concept, and there are a lot of things we can do with this. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted June 18, 2017 Share Posted June 18, 2017 @Papa_Joe my condolences on the loss of your wife! I had no idea. Thanks for being the spearhead on the BD stuff. Quote Link to comment Share on other sites More sharing options...
Commissar Posted October 22, 2017 Share Posted October 22, 2017 need to update metadata. minor detail, but ckan is saying it's latest version is 0.2.0... for ksp 1.1 Quote Link to comment Share on other sites More sharing options...
HooHungLow Posted February 18, 2018 Share Posted February 18, 2018 Is this mod compatible with 1.3.1? Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted March 18, 2018 Author Share Posted March 18, 2018 New Release Version 0.2.5.1 17 Mar 2018 - Recompiled for KSP 1.4.1 - Fixed: ApplicationLauncher textures no longer render correctly. Increased image size to 128 x 128 to support Unity 2017 compression. - Fixed bug with creating Tourist profession kerbals. Caused endless loop. Quote Link to comment Share on other sites More sharing options...
Apollo13 Posted March 28, 2018 Share Posted March 28, 2018 (edited) RM shows applicant Kerbals as available. I remember this being a problem a few years ago, and it was corrected: Spoiler In these cases, the State is Available. However, that needs to be compared to the Type as well. KERBAL { name = Aldbur Kerman gender = Male type = Applicant trait = Engineer brave = 0.357538462 dumb = 0.125975147 badS = False veteran = False tour = False state = Available inactive = False inactiveTimeEnd = 0 gExperienced = 0 outDueToG = False ToD = 7032814.3299391931 idx = -1 extraXP = 0 suit = Default hero = False CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } KERBAL { name = Anming Kerman gender = Female type = Applicant trait = Engineer brave = 0.699629664 dumb = 0.101308584 badS = False veteran = False tour = False state = Available inactive = False inactiveTimeEnd = 0 gExperienced = 0 outDueToG = False ToD = 7211326.795193309 idx = -1 extraXP = 0 suit = Default hero = False CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } Edited March 28, 2018 by Apollo13 Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted September 11, 2018 Author Share Posted September 11, 2018 On 3/28/2018 at 4:29 AM, Apollo13 said: RM shows applicant Kerbals as available. I remember this being a problem a few years ago, and it was corrected: Reveal hidden contents In these cases, the State is Available. However, that needs to be compared to the Type as well. KERBAL { name = Aldbur Kerman gender = Male type = Applicant trait = Engineer brave = 0.357538462 dumb = 0.125975147 badS = False veteran = False tour = False state = Available inactive = False inactiveTimeEnd = 0 gExperienced = 0 outDueToG = False ToD = 7032814.3299391931 idx = -1 extraXP = 0 suit = Default hero = False CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } KERBAL { name = Anming Kerman gender = Female type = Applicant trait = Engineer brave = 0.699629664 dumb = 0.101308584 badS = False veteran = False tour = False state = Available inactive = False inactiveTimeEnd = 0 gExperienced = 0 outDueToG = False ToD = 7211326.795193309 idx = -1 extraXP = 0 suit = Default hero = False CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } Thanks for that. I'll look into what is happening. Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted December 14, 2019 Share Posted December 14, 2019 Hey there @Papa_Joe, any chance the Roster Manager might be updated for 1.8.x ? Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted February 7, 2022 Author Share Posted February 7, 2022 (edited) Necroing an old thread. Now that I'm back, I'll bring this up to date with a new version soon. Edited February 7, 2022 by Papa_Joe Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted February 10, 2022 Author Share Posted February 10, 2022 (edited) New release out on Github and Space Dock: @HebaruSan let me know if there is anything I need to do to support updates to CKAN. Version 0.3.0.0, 09 Feb 2022 - New: Recompiled for KSP 1.12.x - New: Added window resizing to all windows - New: Added kerbal suit selection - New: Added Click through blocking - New: Addded default window position (Persisted) Sets initial window position to a default of 50px from upper left of screen. Enjoy. Let me know of any bugs or issues. Edited February 10, 2022 by Papa_Joe Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted February 10, 2022 Share Posted February 10, 2022 (edited) 1 hour ago, Papa_Joe said: @HebaruSan let me know if there is anything I need to do to support updates to CKAN. Thanks for the heads-up. It was taken off the list of active mods in December 2020, but I just reactivated it. Edited February 10, 2022 by HebaruSan Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted February 14, 2022 Author Share Posted February 14, 2022 Found a bug with window resizing when in the Editor. The scroll box resizes, but not the window. Fixed with release 0.3.0.1 On Git, and SpaceDock. CKAN will update with normal sweep. Version 0.3.0.1 13 Feb 2022 - Fixed bug with Roster Window resizing when in editor. Scrollbox resized, but window did not. - Changed: Refactored loaded scene checking logic to simplify. - Changed: Trimmed Installation notes. Removed version and What's new sections. Redundant with Change Log. Quote Link to comment Share on other sites More sharing options...
JoeSheridan Posted August 13, 2022 Share Posted August 13, 2022 Wow, this is a great idea, how is it possible that i did not know about this mod? Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted August 13, 2022 Author Share Posted August 13, 2022 16 hours ago, JoeSheridan said: Wow, this is a great idea, how is it possible that i did not know about this mod? Ya, JPLRepo and I were working on this, but it has languished for a while. Brought it up to date, but could use some more love. A lot has changed with KSP and there are more things we could do... Quote Link to comment Share on other sites More sharing options...
JoeSheridan Posted August 18, 2022 Share Posted August 18, 2022 On 8/13/2022 at 6:32 PM, Papa_Joe said: A lot has changed with KSP and there are more things we could do... Yes, KSP isn´t what it once was and in this case that´s a really good thing. KSP was a nice idea from the start but i am shure it wouldn´t have stayed this popular for such a long time without the many changes (and the many many mod ideas they transitioned to be included in the game in their own versions). It´s just great to see mods like this to be brought back online after years. Not everyone likes to make KSP into a space project manager, but i love the realism on the management side. I love mods like Tantares and BDB and i couldn´t play this game without any life support mods anymore but the same goes for such things like Kerbal Construction Time and other things that bring in some more need to plan out my career path. I just love the idea that Kerbals go out of the Astronaut Corps or that they need time and money to get trained for their missions and that you have crew rotations. This can do a lot of things i am just trying to include into my long term careers with the help of Excel. I just hope this works out with my save files. Just a couple of days before i found out about this mod, I had started a new career game that i am using to make Youtube-Videos. Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted January 16, 2024 Share Posted January 16, 2024 On 8/18/2022 at 5:49 AM, JoeSheridan said: Yes, KSP isn´t what it once was and in this case that´s a really good thing. KSP was a nice idea from the start but i am shure it wouldn´t have stayed this popular for such a long time without the many changes (and the many many mod ideas they transitioned to be included in the game in their own versions). It´s just great to see mods like this to be brought back online after years. Not everyone likes to make KSP into a space project manager, but i love the realism on the management side. I love mods like Tantares and BDB and i couldn´t play this game without any life support mods anymore but the same goes for such things like Kerbal Construction Time and other things that bring in some more need to plan out my career path. I just love the idea that Kerbals go out of the Astronaut Corps or that they need time and money to get trained for their missions and that you have crew rotations. This can do a lot of things i am just trying to include into my long term careers with the help of Excel. I just hope this works out with my save files. Just a couple of days before i found out about this mod, I had started a new career game that i am using to make Youtube-Videos. I agree. I only recently discovered KSP1. The Vanilla game was a bit too complex at first but through perseverance i fell in LOVE with the space management side. I have always been drawn to physics games and resource management. Those elements combined.. OMG. I quickly delved into the world of mods and am truly amazed at how large this 'niche' community is. It saddens me to know end to see the elements that i love abandoned in KSP2. Particularly the procedurally generated missions and ability for mod packs / community contract aspects.. and resource management. I only hope that there will be enough malleability in the basic game core design to allow for the modding of these elements i love. I will play KSP2 and likely enjoy much of what it has to offer while i lament the features it abandoned or failed to fully capture.. but i think i will continue to play KSP1 to get my fix. Recently ran across this mod and am excited to try. PS i cannot get final frontier to work with a manual install. Am i missing something in the required placement of various subfolders or do they all dump into gamedata as a finalfrontier subfolder? I havent really started to troubleshoot the issue, but seen mention of some on here using FF and didnt know if there were special config or modifications to certain txt files thats needed. Kuddos on the mmodding community of this game and people that continue to bring the beloved changes to the game that elevate into something else greater than the sum of its parts. Quote Link to comment Share on other sites More sharing options...
iLikeGothMommys Posted November 14, 2024 Share Posted November 14, 2024 (edited) Would it be possible to create a setting or disable it so recruits do not appear in my "available" section? In your other mod Ship Manifest recruits have a separate tab. Edited November 14, 2024 by iLikeGothMommys Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted November 21, 2024 Author Share Posted November 21, 2024 (edited) On 11/13/2024 at 9:10 PM, iLikeGothMommys said: Would it be possible to create a setting or disable it so recruits do not appear in my "available" section? In your other mod Ship Manifest recruits have a separate tab. Been a while since I've looked at this. I" will take a look and see. should be doable. Also with the demise of KSP2, might be a good idea to revisit my mods. looks like KSP will be around for a while. Edited November 21, 2024 by Papa_Joe additional thoughts Quote Link to comment Share on other sites More sharing options...
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