Murdabenne Posted May 7, 2019 Share Posted May 7, 2019 4 hours ago, Tonka Crash said: It really doesn't matter what CKAN says, CKAN doesn't really know. It's "compatbile" mods are based on a text file the mod maker included the last time the mod was updated. This has little to do with what versions of KSP the mod will actually work with. Last time I looked I have mods from 1.4.1 running fine on 1.7. Since 1.4 most mods will work with the latest versions of KSP. There are exceptions: Kopernicus has a unique release for each KSP version and KSP 1.7 did break a handful of mods like KAS, KPBS and Wind Tunnel. It's usually safe to assume mods are compatible with new KSP versions unless you see problems and the forum thread is filling up with people claiming the mod is broken. The new expansion (coming in May) is probably going to break a lot of mods. But its putting a lot of neat stuff into the game - so mods that expand Action Groups, and the infernal robotics stuff are likely not going to be needed anymore. Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 7, 2019 Share Posted May 7, 2019 Just now, Murdabenne said: The new expansion (coming in May) is probably going to break a lot of mods. But its putting a lot of neat stuff into the game - so mods that expand Action Groups, and the infernal robotics stuff are likely not going to be needed anymore. Really it's a wait and see. As long as the Unity version doesn't change the only things I'd expect to break would be where the next version changes existing functionality. Link to comment Share on other sites More sharing options...
vossiewulf Posted July 27, 2019 Share Posted July 27, 2019 Can someone explain why I am unable to transfer crew from the docked crew transport middle left to the SSTU rotating habs? Each has no current crew and room for 35. Hatches are open, all module say they're passable, but as you see it won't let me transfer crew to any part of the station. Link to comment Share on other sites More sharing options...
madindehead Posted July 28, 2019 Share Posted July 28, 2019 (edited) On 7/27/2019 at 2:06 AM, vossiewulf said: Can someone explain why I am unable to transfer crew from the docked crew transport middle left to the SSTU rotating habs? Each has no current crew and room for 35. Hatches are open, all module say they're passable, but as you see it won't let me transfer crew to any part of the station. I had this issue earlier with my space station and my crew module. You can select "Allow Unrestricted Crew Transfers" in the CLS options to fix it for now. I need to check that the docking ports are setup correctly to allow CLS crew passable. Make sure the hatch is open and if you EVA someone and pop them back in you can then transfer crew properly without the above setting enabled. Weird bug. Edited July 28, 2019 by madindehead Link to comment Share on other sites More sharing options...
vossiewulf Posted July 29, 2019 Share Posted July 29, 2019 (edited) 1 hour ago, madindehead said: I had this issue earlier with my space station and my crew module. You can select "Allow Unrestricted Crew Transfers" in the CLS options to fix it for now. I need to check that the docking ports are setup correctly to allow CLS crew passable. Make sure the hatch is open and if you EVA someone and pop them back in you can then transfer crew properly without the above setting enabled. Weird bug. Thanks for the tip, I will try that. Out of frustration I had removed CLS, and was immediately able to transfer crew without problem, so it's definitely a CLS issue and it does seem to be an issue where it simply will not permit transfers through a docking port- I am not building in situ but launching each module and docking it. And all docking port hatches are open. Edited July 29, 2019 by vossiewulf Link to comment Share on other sites More sharing options...
madindehead Posted July 29, 2019 Share Posted July 29, 2019 The EVA trick seemed to work best for me. Slight annoyance to dock and then EVA someone from the newly docked module but it worked once. I need to test it again to recreate it! Link to comment Share on other sites More sharing options...
Wyzard Posted July 29, 2019 Share Posted July 29, 2019 That's a long-standing bug in CLS — been happening since KSP 1.5, IIRC. It doesn't notice changes in hatch open/closed status until you switch vessels or scenes. Link to comment Share on other sites More sharing options...
Tonka Crash Posted July 29, 2019 Share Posted July 29, 2019 @Wyzard @madindehead @vossiewulf Try @taniwha's fork or just flip back to the previous page of this thread. CLS has bug free for me in 1.7.3. Taniwha forked CLS after Papa Joe had been MIA for a few months and released a patched version specifically for the bug you guys are seeing. Link to comment Share on other sites More sharing options...
vossiewulf Posted July 29, 2019 Share Posted July 29, 2019 26 minutes ago, Tonka Crash said: @Wyzard @madindehead @vossiewulf Try @taniwha's fork or just flip back to the previous page of this thread. CLS has bug free for me in 1.7.3. Taniwha forked CLS after Papa Joe had been MIA for a few months and released a patched version specifically for the bug you guys are seeing. Thanks Tonka, appreciate the pointer. Link to comment Share on other sites More sharing options...
madindehead Posted July 30, 2019 Share Posted July 30, 2019 9 hours ago, Tonka Crash said: @Wyzard @madindehead @vossiewulf Try @taniwha's fork or just flip back to the previous page of this thread. CLS has bug free for me in 1.7.3. Taniwha forked CLS after Papa Joe had been MIA for a few months and released a patched version specifically for the bug you guys are seeing. Appreciate that. Thanks Tonka and thanks @taniwha Link to comment Share on other sites More sharing options...
horngeek Posted September 1, 2019 Share Posted September 1, 2019 @taniwha does your fork work in 1.7.3? Link to comment Share on other sites More sharing options...
N3N Posted September 1, 2019 Share Posted September 1, 2019 On 7/30/2019 at 12:25 AM, Tonka Crash said: @Wyzard @madindehead @vossiewulf Try @taniwha's fork or just flip back to the previous page of this thread. CLS has bug free for me in 1.7.3. Taniwha forked CLS after Papa Joe had been MIA for a few months and released a patched version specifically for the bug you guys are seeing. 44 minutes ago, horngeek said: @taniwha does your fork work in 1.7.3? Hello, It seems to work, so I will use it in a new install and try it out. You can try it, too. Link to comment Share on other sites More sharing options...
horngeek Posted September 1, 2019 Share Posted September 1, 2019 Second question in that case- *does* adding this break a save? (I don't, to be clear, have any stations up yet) Link to comment Share on other sites More sharing options...
horngeek Posted September 1, 2019 Share Posted September 1, 2019 Update: adding this doesn’t seem to break a save. Link to comment Share on other sites More sharing options...
horngeek Posted September 2, 2019 Share Posted September 2, 2019 On 7/29/2019 at 8:34 AM, madindehead said: I had this issue earlier with my space station and my crew module. You can select "Allow Unrestricted Crew Transfers" in the CLS options to fix it for now. I need to check that the docking ports are setup correctly to allow CLS crew passable. Make sure the hatch is open and if you EVA someone and pop them back in you can then transfer crew properly without the above setting enabled. Weird bug. I'm having a similar issue, but none of your fixes actually seem to work. I'm just... needing to EVA crew no matter what. Link to comment Share on other sites More sharing options...
horngeek Posted September 3, 2019 Share Posted September 3, 2019 ...so, as it turns out, you need to open *both* hatches. Link to comment Share on other sites More sharing options...
madindehead Posted September 3, 2019 Share Posted September 3, 2019 (edited) 1 hour ago, horngeek said: ...so, as it turns out, you need to open *both* hatches. There is also an updated version with a fix made by taniwha which removes the bug. But yes...you need to open the hatches too Edited September 3, 2019 by madindehead Link to comment Share on other sites More sharing options...
horngeek Posted September 3, 2019 Share Posted September 3, 2019 Yeah, I had the fixed version, I was just being a bit dumb. Link to comment Share on other sites More sharing options...
Stone Blue Posted September 18, 2019 Share Posted September 18, 2019 (edited) On 9/3/2019 at 5:13 AM, madindehead said: There is also an updated version with a fix made by taniwha which removes the bug. But yes...you need to open the hatches too It seems Taniwha's changes (plus some others), were commited to the `develop` branch on the actual CLS repo, so you can grab them there, rather than from Taniwha's forked repo. Nevermind, seems that repo doesnt contain the compiled DLL... I guess just grab from Taniwha's link vOv Edited September 18, 2019 by Stone Blue Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 18, 2019 Share Posted September 18, 2019 Anybody know what's happened to @Papa_Joe? He hasn't been on since March. There are a few mods he supports (such as this) which either are in , or will need of a recompile Link to comment Share on other sites More sharing options...
serjames Posted November 11, 2019 Share Posted November 11, 2019 Has anyone tried with 1.8 ? Cheers SJ Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 12, 2019 Share Posted November 12, 2019 On 9/18/2019 at 12:06 PM, linuxgurugamer said: Anybody know what's happened to @Papa_Joe? He hasn't been on since March. There are a few mods he supports (such as this) which either are in , or will need of a recompile Just heard from @Papa_Joe, he is back and working on catching up Link to comment Share on other sites More sharing options...
serjames Posted December 12, 2019 Share Posted December 12, 2019 Fantastic - one of my favourite mods. Quick feature request: I have a large vessel with over 200 berths, it's a little tricky to manage the crew roster at times. I use Crew transfer a lot to move crew around various modules. However it can be a laborious process, as it's not possible to tell on the transfer window what each Kerbal specialises in. E.g. Engineer, Biologist, Pilot, etc... Would it be possible to add the profession to the interface ? Thanks - and appreciate you may not be making changes, but thanks anyway for maintaining it. Regards, SJ Link to comment Share on other sites More sharing options...
steve_v Posted December 27, 2019 Share Posted December 27, 2019 (edited) On 11/12/2019 at 4:39 AM, serjames said: Has anyone tried with 1.8? For the record, I just recompiled @taniwhas fork against 1.8.1 / .NET 4.7.1 (I think ), and added some obvious missing references. It appears to work just fine. Not difficult, should hold the impatient over while @Papa_Joe gets an official update together. Edited December 27, 2019 by steve_v Link to comment Share on other sites More sharing options...
Jezzick Posted January 7, 2020 Share Posted January 7, 2020 (edited) On 12/27/2019 at 5:40 AM, steve_v said: For the record, I just recompiled @taniwhas fork against 1.8.1 / .NET 4.7.1 (I think ), and added some obvious missing references. It appears to work just fine. Not difficult, should hold the impatient over while @Papa_Joe gets an official update together. Is there any chance you could link / upload your recompile? Thanks! Edited January 9, 2020 by Jezzick Link to comment Share on other sites More sharing options...
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