inigma Posted April 21, 2016 Share Posted April 21, 2016 @seanmcdougall GAP 1.2.3 is ready. Hey you gonna make Take Command compatible with 1.1 officially? Link to comment Share on other sites More sharing options...
Jarin Posted April 23, 2016 Share Posted April 23, 2016 Anyone tested to see how the 1.0.5 release works in 1.1? Link to comment Share on other sites More sharing options...
OminousPenguin Posted April 23, 2016 Share Posted April 23, 2016 (edited) 10 hours ago, Jarin said: Anyone tested to see how the 1.0.5 release works in 1.1? Literally 4 posts up: On 04/04/2016 at 0:08 AM, run1235 said: just want to report that Take command still has some functionality in 1.1 BUT it puts the kerbals "into" the ECS as if it were a command pod and since the ECS doesnt have an escape hatch, you cannot eva the kerbal out to put them in the seat. The latest off github seems to be working fine for me. Edited April 23, 2016 by OminousPenguin Link to comment Share on other sites More sharing options...
Jarin Posted April 23, 2016 Share Posted April 23, 2016 8 hours ago, OminousPenguin said: Literally 4 posts up: So it was. Apparently I skimmed that badly. Link to comment Share on other sites More sharing options...
seanmcdougall Posted April 24, 2016 Author Share Posted April 24, 2016 Hey folks. I'm happy to report a new version with KSP 1.1 support is now up on my GitHub site and Curse (see first page for links). I'll get it up on SpaceDock and CKAN shortly once I figure out how that all works now that KerbalStuff is gone (like I mentioned before, I've been out of the loop for a while). I'm still planning to look at the various issues people have been reporting, but for now this is just a quick fix/recompile to get it working for KSP 1.1. Enjoy! Link to comment Share on other sites More sharing options...
Foxster Posted April 24, 2016 Share Posted April 24, 2016 (edited) And Boom! there's the last mod I needed updated for 1.1. You, sir, are a steely-eyed missile man! Many thanks. Edited April 24, 2016 by Foxster Link to comment Share on other sites More sharing options...
jcddmdad Posted April 25, 2016 Share Posted April 25, 2016 Checked my email, saw this: 5 hours ago, seanmcdougall said: Hey folks. I'm happy to report a new version with KSP 1.1 support is now up on my GitHub site and Curse (see first page for links). I'll get it up on SpaceDock and CKAN shortly once I figure out how that all works now that KerbalStuff is gone (like I mentioned before, I've been out of the loop for a while). I'm still planning to look at the various issues people have been reporting, but for now this is just a quick fix/recompile to get it working for KSP 1.1. Enjoy! and made my daughter laugh out loud when I exclaimed, "OH THANK GOD!" Link to comment Share on other sites More sharing options...
Corovaneer Posted April 25, 2016 Share Posted April 25, 2016 (edited) Took a clean install but it works! Edited April 25, 2016 by Corovaneer Link to comment Share on other sites More sharing options...
seanmcdougall Posted April 26, 2016 Author Share Posted April 26, 2016 The latest version is now available through CKAN. I've also updated the first post to add support information. Going forward I'd prefer to get bug reports through my GitHub page (with attached log files), but I will be going through this thread to review the issues that have already been reported. Link to comment Share on other sites More sharing options...
inigma Posted April 28, 2016 Share Posted April 28, 2016 awesome to see this updated! yeah! Link to comment Share on other sites More sharing options...
RYU AZUKU99 Posted May 4, 2016 Share Posted May 4, 2016 Any reports on how well this works with 1.1.2??? Link to comment Share on other sites More sharing options...
inigma Posted May 4, 2016 Share Posted May 4, 2016 (edited) @seanmcdougall Contract Configurator is unable to see the CommandSeat as a countable seat for crew capacity. @nightingale thinks its an issue with TakeCommand at this point. Any ideas? See https://github.com/jrossignol/ContractConfigurator/issues/505 Can you confirm that TakeCommand is having Command Seats add to the part.CrewCapacity in KSP in 1.1.2? Edited May 5, 2016 by inigma Link to comment Share on other sites More sharing options...
punster Posted May 5, 2016 Share Posted May 5, 2016 Love this mod, but had some trouble getting it working on 1.1.2. Turns out that TakeCommand requires ModuleManager 2.6.23, which does not work with KSP 1.1.2. When I updated ModuleManager to 2.6.24, TakeCommand worked perfectly. I was about to post a bug report when I figured it out - thought it might be useful for y'all to know since CKAN automatically installs ModuleManager 2.6.23 when TakeCommand is installed via CKAN. @SeanMcDougall - thanks for your great work on TakeCommand! Recommend updating the required ModuleManager version to 2.6.24 to avoid false positive bug reports in the future.. Link to comment Share on other sites More sharing options...
Ryusho Posted May 5, 2016 Share Posted May 5, 2016 Though you might want to do the minor update to fix it so it can be downloaded via CKAN again too, at least so it knows it is still compatable. Link to comment Share on other sites More sharing options...
seanmcdougall Posted May 6, 2016 Author Share Posted May 6, 2016 Thanks, I'll update ModuleManager and push out a new version this weekend. I'll try to take a look at that Contract Configurator issue too. This whole mod is really just a giant hack that makes the command seat appear to be a command module with interior crewable space when it really isn't, so I'm not surprised that other mods have trouble integrating with it. I really wish Squad would just implement this in stock properly so I could retire this mod Link to comment Share on other sites More sharing options...
seanmcdougall Posted May 7, 2016 Author Share Posted May 7, 2016 I've recompiled for KSP 1.1.2 and released a new version... I imagine it will take CKAN a little while to update itself, so you might want to check that tomorrow. Link to comment Share on other sites More sharing options...
jcddmdad Posted May 7, 2016 Share Posted May 7, 2016 YAY!! Great job, and thanks! Link to comment Share on other sites More sharing options...
punster Posted May 7, 2016 Share Posted May 7, 2016 Nice work - TakeCommand + ModuleManager working perfectly via CKAN install. Link to comment Share on other sites More sharing options...
KoningsGap Posted May 9, 2016 Share Posted May 9, 2016 Is it normal that my tourbus flips to all sides when loading the passengers into the command seats? Link to comment Share on other sites More sharing options...
inigma Posted May 9, 2016 Share Posted May 9, 2016 1 hour ago, KoningsGap said: Is it normal that my tourbus flips to all sides when loading the passengers into the command seats? Load them in SPH so that CC doesnt have to spawn them for you. Link to comment Share on other sites More sharing options...
aat Posted May 17, 2016 Share Posted May 17, 2016 (edited) I encountered a serious issue with this mod (maybe a mod incompatibility bug?) I built a simple "rover" with stock parts (modular girder segments, seats, command pod, wheels and batteries) If I launch the vessel with the kerbal in the command seat, as the kerbal is loaded into the seat I see a flash of light under the vehicle. as I advance the rover a couple of meters, it explodes. the report says that "battery collided into runway"... but the battery is way up from the runway! If I load the kerbal into the command pod the vehicle runs smoothly without exploding. I can also go eva and place the kerbal to the command seat, the vehicle keeps running smoothly. here is the folder with the log, vehicle .part, mod list and screenshotshttps://www.dropbox.com/sh/qx855x72hdabk4q/AABGJLwi67bBokTpzrOZJBAUa?dl=0 EDIT: I designed another vehicle, this time a simple solid-rocket powered glider, with a single command seat. it explodes soon as it is placed on the launchpad but I found a really strange behaviour: if I load the same vehicle in sandbox mode (with the same mods), the rocket does not explode. do you have any idea of what is happening\how to solve the issue? i uploaded the glider in the dropbox folder cheers Edited May 18, 2016 by aat Link to comment Share on other sites More sharing options...
M4ssler Posted May 22, 2016 Share Posted May 22, 2016 Hello and good evening, many hours I try to read something about my issue and tested many mods. I have the same issue with the take command mod and rescue a green guy from a orbit. My rescue ship stops if i´m in range of 2.2km and the kerman spins around. I try to read all the texts, but can´t find a fix. If there is any, please help me Thanks and a good day Link to comment Share on other sites More sharing options...
sinpro Posted May 22, 2016 Share Posted May 22, 2016 looks awesome!!! I'll give it a try Thanks!!!! Link to comment Share on other sites More sharing options...
offtheball Posted May 29, 2016 Share Posted May 29, 2016 Hey, I'm running into that issue where someone was spawned in a command seat for a rescue mission, and the rendezvous got all kinds of messed up. I uninstalled this mod temporarily, and I can rendezvous just fine now, but the command seat is empty. I can't get my poor kerbal out of there. Does anyone know a fix for this, so I can get this kerbal back? Link to comment Share on other sites More sharing options...
Sokar408 Posted May 29, 2016 Share Posted May 29, 2016 2 hours ago, offtheball said: Hey, I'm running into that issue where someone was spawned in a command seat for a rescue mission, and the rendezvous got all kinds of messed up. I uninstalled this mod temporarily, and I can rendezvous just fine now, but the command seat is empty. I can't get my poor kerbal out of there. Does anyone know a fix for this, so I can get this kerbal back? I actually came here for the EXACT same reason. Link to comment Share on other sites More sharing options...
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