Robotengineer Posted August 28, 2015 Share Posted August 28, 2015 I have that bug but I don't have AGE, could it be something else? Link to comment Share on other sites More sharing options...
Diazo Posted August 31, 2015 Share Posted August 31, 2015 AGE dev here, the issue people are seeing with this mod not activating with AGE installed has been identified and so should be fixed soon.However, it is not limited to AGE, any mod that locks any inputs with the stock InputLockManager in KSP will cause this mod to not work.I presume this is what has happened to you Robotengineer but without seeing your mod list I can not be sure.D. Link to comment Share on other sites More sharing options...
seanmcdougall Posted August 31, 2015 Author Share Posted August 31, 2015 Yeah, I'll be diving back into updating my KSP mods this week so I hope to have this one fixed up soon :-) Link to comment Share on other sites More sharing options...
seanmcdougall Posted September 4, 2015 Author Share Posted September 4, 2015 Version 1.2 is now up, which should fix the compatibility problem with Action Groups Extended (and likely other mods as well). Link to comment Share on other sites More sharing options...
Godit Posted September 12, 2015 Share Posted September 12, 2015 I'm new to CKAN so I apologize if this is user error, but I can't seem to get Take Command to install with it. First of all, it seems to be stuck on v1.1.3 no mater what I do. And when I attempt to install I get this:"Failed to download "https://kerbalstuff.com/mod/776/Take Command/download/1.1.3" - error: The remote server returned an error: (404) Not Found." Link to comment Share on other sites More sharing options...
seanmcdougall Posted September 13, 2015 Author Share Posted September 13, 2015 I'm new to CKAN so I apologize if this is user error, but I can't seem to get Take Command to install with it. First of all, it seems to be stuck on v1.1.3 no mater what I do. And when I attempt to install I get this:"Failed to download "https://kerbalstuff.com/mod/776/Take Command/download/1.1.3" - error: The remote server returned an error: (404) Not Found."Hi Godit. I can think of two possible issues that might be causing this.#1 - Your CKAN metadata is out of date. Make sure you're running the latest version of CKAN, then click the "Refresh" button in the toolbar to update it.#2 - You're running an old version of KSP. TakeCommand 1.1.3 was the last version compiled for KSP 1.0.2. More recent versions were compiled against KSP 1.0.4. So if you were still on KSP 1.0.2 for some reason, then CKAN would try to install 1.1.3 instead of grabbing the most recent version (1.2). However 1.1.3 is no longer available for download through KerbalStuff because I don't want new users grabbing old, buggy versions. If you're unable/don't wish to upgrade to KSP 1.0.4 then you can try installing TakeCommand manually. I haven't tried 1.2 with 1.0.2 myself, but I don't see any reason why it shouldn't work. Link to comment Share on other sites More sharing options...
MalfunctionM1Ke Posted September 13, 2015 Share Posted September 13, 2015 This has to be stock Link to comment Share on other sites More sharing options...
ThatGuyWithALongUsername Posted September 27, 2015 Share Posted September 27, 2015 I made a better core config that makes this mod compatible with other mods that have command chairs.@PART[*]:HAS[@MODULE[KerbalSeat]]{ CrewCapacity = 1 MODULE { name = TakeCommand minimumCrew = 1 } INTERNAL { name = GenericSpace1 }} Link to comment Share on other sites More sharing options...
Godit Posted September 28, 2015 Share Posted September 28, 2015 #2 - You're running an old version of KSP. So thanks for your advice, otherwise I may never have noticed Steam failed to up date me to 1.04. I've been running 1.02 this whole time. All good now that I forced an update! Link to comment Share on other sites More sharing options...
seanmcdougall Posted November 14, 2015 Author Share Posted November 14, 2015 Looks like this isn't working properly with 1.05... I'll see if I can track down the problem and get a new version up sometime this week. Link to comment Share on other sites More sharing options...
Azimech Posted November 14, 2015 Share Posted November 14, 2015 I didn't have any problems actually. But I'm happy with the update, thank you! Link to comment Share on other sites More sharing options...
seanmcdougall Posted November 14, 2015 Author Share Posted November 14, 2015 I didn't have any problems actually. But I'm happy with the update, thank you!Yeah, I'm thinking it was just my computer :-) I tried again later and it worked fine. I've pushed out a new update anyways though. Link to comment Share on other sites More sharing options...
inigma Posted November 25, 2015 Share Posted November 25, 2015 (edited) sean, Bug report 1: transferring any Kerbal from a Crew Cabin or Cockpit to a Command Seat moves the Kerbal, but the Kerbal is rendered invisible in the chair until I transfer him back to a cockpit or crew cabin. Bug report 2: spawning Kerbals after launch into Command Seats renders them also invisible in the seat (such as when you launch a plane with a pilot, but you have an active tourist contract), if you select to load the passengers after launch, the loaded passengers/tourists also fail to visibly appear in the Command Seats even though they are there when you click to transfer them to other places on the craft. If you pre-load the tourists in the seats while in SPH, they render fine on launch. This bug only happens if you launch a vessel initially without tourists, but then decide to load them only after you are asked by KSP if you want to load the tourists. See related Contract Configurator issue #355: [url]https://github.com/jrossignol/ContractConfigurator/issues/355[/url] Edited November 25, 2015 by inigma Link to comment Share on other sites More sharing options...
seanmcdougall Posted November 26, 2015 Author Share Posted November 26, 2015 [quote name='inigma']sean, Bug report 1: transferring any Kerbal from a Crew Cabin or Cockpit to a Command Seat moves the Kerbal, but the Kerbal is rendered invisible in the chair until I transfer him back to a cockpit or crew cabin. Bug report 2: spawning Kerbals after launch into Command Seats renders them also invisible in the seat (such as when you launch a plane with a pilot, but you have an active tourist contract), if you select to load the passengers after launch, the loaded passengers/tourists also fail to visibly appear in the Command Seats even though they are there when you click to transfer them to other places on the craft. If you pre-load the tourists in the seats while in SPH, they render fine on launch. This bug only happens if you launch a vessel initially without tourists, but then decide to load them only after you are asked by KSP if you want to load the tourists. See related Contract Configurator issue #355: [URL]https://github.com/jrossignol/ContractConfigurator/issues/355[/URL][/QUOTE] Thanks for the reports, I'll take a look and see if I can figure out what's going on. Link to comment Share on other sites More sharing options...
PedroHsLox Posted November 30, 2015 Share Posted November 30, 2015 This made my tank building transport building more easier Link to comment Share on other sites More sharing options...
inigma Posted November 30, 2015 Share Posted November 30, 2015 On 11/26/2015, 7:32:42, seanmcdougall said: [quote name='inigma']sean, Bug report 1: transferring any Kerbal from a Crew Cabin or Cockpit to a Command Seat moves the Kerbal, but the Kerbal is rendered invisible in the chair until I transfer him back to a cockpit or crew cabin. Bug report 2: spawning Kerbals after launch into Command Seats renders them also invisible in the seat (such as when you launch a plane with a pilot, but you have an active tourist contract), if you select to load the passengers after launch, the loaded passengers/tourists also fail to visibly appear in the Command Seats even though they are there when you click to transfer them to other places on the craft. If you pre-load the tourists in the seats while in SPH, they render fine on launch. This bug only happens if you launch a vessel initially without tourists, but then decide to load them only after you are asked by KSP if you want to load the tourists. See related Contract Configurator issue #355: https://github.com/jrossignol/ContractConfigurator/issues/355 Thanks for the reports, I'll take a look and see if I can figure out what's going on. Salivating... I have a contract pack dependent on this working... Link to comment Share on other sites More sharing options...
seanmcdougall Posted December 1, 2015 Author Share Posted December 1, 2015 Alright, I've cooked up a new version that should now properly spawn Kerbals that are transferred into a chair post-launch. I've posted it as a beta version here: https://github.com/seanmcdougall/TakeCommand/releases/tag/v1.3-beta I'd appreciate it if folks could test it out and report back with any issues (in particular, please test it out with Contract Configurator - I haven't had a chance to try that mod out yet myself). Thanks! Link to comment Share on other sites More sharing options...
inigma Posted December 2, 2015 Share Posted December 2, 2015 I tested the beta. works great. perfect fix. compatible now with 1.8.4 of Contract Configurator too. Link to comment Share on other sites More sharing options...
greydragon70 Posted December 2, 2015 Share Posted December 2, 2015 Thank you so much for this. Take Command has become one of my mandatory mods. Link to comment Share on other sites More sharing options...
Azimech Posted December 4, 2015 Share Posted December 4, 2015 Whoa a new version! Thanks! Link to comment Share on other sites More sharing options...
inigma Posted December 6, 2015 Share Posted December 6, 2015 On 12/2/2015, 1:54:41, greydragon70 said: Thank you so much for this. Take Command has become one of my mandatory mods. Yeah, it should be stock. Squad should pick this up ASAP! Link to comment Share on other sites More sharing options...
seanmcdougall Posted December 6, 2015 Author Share Posted December 6, 2015 Sorry for the delay, but version 1.3 has now been officially released in all the usual places. Enjoy! Link to comment Share on other sites More sharing options...
inigma Posted December 7, 2015 Share Posted December 7, 2015 (edited) ...double post... Edited December 7, 2015 by inigma Link to comment Share on other sites More sharing options...
inigma Posted December 7, 2015 Share Posted December 7, 2015 Sean, thanks for your help! Contract Pack: Giving Aircraft a Purpose (GAP) 0.2 released! http://forum.kerbalspaceprogram.com/index.php?/topic/124994-105-contract-pack-giving-aircraft-a-purpose-gap-02-12615-air-flights-tours-coast-guard-sts/ Let me know what you think! Link to comment Share on other sites More sharing options...
Space Scumbag Posted December 8, 2015 Share Posted December 8, 2015 Thank you! This changes everything. So much freedom! I have waited for such a mod and just discovered yours. Link to comment Share on other sites More sharing options...
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