linuxgurugamer Posted December 5, 2019 Author Share Posted December 5, 2019 New release, 1.1.10.4 Fixed MonoBahaviourExtended initialization, put UnityEngine.Random.InitState into Awake() method Quote Link to comment Share on other sites More sharing options...
David H Posted December 26, 2019 Share Posted December 26, 2019 (edited) Will this or an older version work on 1.7.3. Can you make it possible to extend the off time for someone that has been on a mission for yrs. Someone that has taken a trip to Jool should get more than 28 days. Edited December 26, 2019 by David H Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 26, 2019 Author Share Posted December 26, 2019 (edited) 9 hours ago, David H said: Will this or an older version work on 1.7.3. Can you make it possible to extend the off time for someone that has been on a mission for yrs. Someone that has taken a trip to Jool should get more than 28 days. Install the correct version for 1.7.3. If using CKAN, it will get the right version, otherwise, you can download it from here: https://github.com/linuxgurugamer/CrewRandR/releases/tag/1.1.9.2 I could extend the time-off, but that would only be for 1.8.x versions Go into the stock settings page, find the tab for Crew R&R. There will be a slider which you can use to extend the max vacation days to 100 Edited December 26, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
David H Posted December 28, 2019 Share Posted December 28, 2019 (edited) On 12/26/2019 at 11:58 AM, linuxgurugamer said: Install the correct version for 1.7.3. If using CKAN, it will get the right version, otherwise, you can download it from here: It won't let me.https://prnt.sc/qgnsblhttps://prnt.sc/qgnsgohttps://prnt.sc/qgnsl5https://prnt.sc/qgnsqk Should I try 1.1.9.2. or 1.1.10 since it's good for 1.8https://prnt.sc/qgnt61 Edited December 28, 2019 by David H Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted December 28, 2019 Share Posted December 28, 2019 11 minutes ago, David H said: It won't let me.https://prnt.sc/qgnsblhttps://prnt.sc/qgnsgohttps://prnt.sc/qgnsl5https://prnt.sc/qgnsqk In CKAN go to the Settings menu and "Compatible KSP Versions" and check the boxes for 1.7, 1.6, 1.5 and 1.4 that will tell CKAN that you want to allow it to install older versions of mods. For KSP 1.7.3 most, but NOT all, mods released for the 1.4 to 1.7 versions of KSP are usually compatible - always check the mod's forum page for any information about compatibility. 15 minutes ago, David H said: Should I try 1.1.9.2. or 1.1.10 since it's good for 1.8 For 1.7.3 you should never try to install a 1.8 version of a mod. There were a lot of changes to the way KSP works with plug-ins between versions 1.7.3 and 1.8. The only exception would be pure part mods with no plug-in DLL which MAY work depending on how their shaders are configured. Quote Link to comment Share on other sites More sharing options...
David H Posted December 28, 2019 Share Posted December 28, 2019 1 minute ago, Aelfhe1m said: In CKAN go to the Settings menu and "Compatible KSP Versions" and check the boxes for 1.7, 1.6, 1.5 and 1.4 that will tell CKAN that you want to allow it to install older versions of mods. For KSP 1.7.3 most, but NOT all, mods released for the 1.4 to 1.7 versions of KSP are usually compatible - always check the mod's forum page for any information about compatibility. For 1.7.3 you should never try to install a 1.8 version of a mod. There were a lot of changes to the way KSP works with plug-ins between versions 1.7.3 and 1.8. The only exception would be pure part mods with no plug-in DLL which MAY work depending on how their shaders are configured. Ok so which 1. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 28, 2019 Author Share Posted December 28, 2019 It's a bit confusing. Set the compatible ksp versions to this: Then you will see something like this: Here's the confusion. 1.1.9.2 is the last version for 1.7.3. Max KSP Version is the max of the latest version released, which happens to be 1.1.10.4 Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted February 26, 2020 Share Posted February 26, 2020 I set my minimum vacation days to 1 and wondered why Val will be available again in less than 6 hours, where it should be 12 hours in JNSQ. Apparently, day length is fixed to 6 hours instead of the real day length. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 26, 2020 Author Share Posted February 26, 2020 1 hour ago, infinite_monkey said: I set my minimum vacation days to 1 and wondered why Val will be available again in less than 6 hours, where it should be 12 hours in JNSQ. Apparently, day length is fixed to 6 hours instead of the real day length. Could be, it was made for stock. I'll take a look, shouldn't be too difficult to fix Quote Link to comment Share on other sites More sharing options...
Cooper42 Posted April 14, 2020 Share Posted April 14, 2020 Request: Could the 'maximum' vacation time please be extended beyond 100 days, and the maximum % be extended beyond 100%. Suggestion: 300% maximum, up to 1000 days max. I don't use KCT, but I am currently running a career where I only launch once every 20 days. Even with the current maximums, such a schedule means the mod has almost no impact. It would be nice, for example, if I send Kerbals on 100+ days / multi-year missions that they get taken off 'active duty' for a substantial period of time afterwards. Quote Link to comment Share on other sites More sharing options...
Corax Posted April 14, 2020 Share Posted April 14, 2020 (edited) 5 hours ago, Cooper42 said: Request: Could the 'maximum' vacation time please be extended beyond 100 days, and the maximum % be extended beyond 100%. Suggestion: 300% maximum, up to 1000 days max. I don't use KCT, but I am currently running a career where I only launch once every 20 days. Even with the current maximums, such a schedule means the mod has almost no impact. It would be nice, for example, if I send Kerbals on 100+ days / multi-year missions that they get taken off 'active duty' for a substantial period of time afterwards. You could try editing your persistent.sfs and see what happens: CrewRandRCustomParams { VacationScalar = 25 enabled = True AssignCrews = True vacationScalar = 0.25 MinimumVacationDays = 1 MaximumVacationDays = 100 } ...looks pretty self-explanatory. Although having two vacation scalars, one capitalized, the other lower case, look a bit odd to me. My uneducated guess would be one is what is displayed to the user, the other is used to actually calculate stuff–but why that conversion wouldn't take place automatically inside the plugin seems strange. Just in case, I'd set both to the same values, ie. for your idea, it would look something like this: CrewRandRCustomParams { VacationScalar = 300 enabled = True AssignCrews = True vacationScalar = 3.0 MinimumVacationDays = 20 MaximumVacationDays = 1000 } I don't know if that actually works, but I'd say it's worth a try. Just be sure to make a backup copy of your original persistent.sfs file in case it doesn't ; ) Edited April 14, 2020 by Corax ...and do report back your findings! Quote Link to comment Share on other sites More sharing options...
Corax Posted April 19, 2020 Share Posted April 19, 2020 On 3/21/2019 at 3:02 AM, Murdabenne said: Would this be properly handled by CRR making a KAC entry? No need to duplicate a feature that someone else has already done the work for. @linuxgurugamer I have been going back and forth whether to suggest exactly that, only to see you yourself have already been considering integrating with Kerbal Alarm Clock. Would that make it a FRF (frequently requested feature)? : ) Quote Link to comment Share on other sites More sharing options...
Cooper42 Posted April 26, 2020 Share Posted April 26, 2020 On 4/14/2020 at 8:00 PM, Corax said: You could try editing your persistent.sfs and see what happens: CrewRandRCustomParams { VacationScalar = 25 enabled = True AssignCrews = True vacationScalar = 0.25 MinimumVacationDays = 1 MaximumVacationDays = 100 } ...looks pretty self-explanatory. Although having two vacation scalars, one capitalized, the other lower case, look a bit odd to me. My uneducated guess would be one is what is displayed to the user, the other is used to actually calculate stuff–but why that conversion wouldn't take place automatically inside the plugin seems strange. Just in case, I'd set both to the same values, ie. for your idea, it would look something like this: CrewRandRCustomParams { VacationScalar = 300 enabled = True AssignCrews = True vacationScalar = 3.0 MinimumVacationDays = 20 MaximumVacationDays = 1000 } I don't know if that actually works, but I'd say it's worth a try. Just be sure to make a backup copy of your original persistent.sfs file in case it doesn't ; ) This works, thanks. As long as the UI in the difficulty settings isn't touched after making the changes in the persistent.sfs file, this seems to work. Quote Link to comment Share on other sites More sharing options...
gap Posted July 19, 2020 Share Posted July 19, 2020 Hi @linuxgurugamer , for your information: CKAN says that the max game version compatible with the latest release of this mod (1.1.10.4) is KSP v1.8.1. Maybe you should updated its metadata. Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted August 13, 2020 Share Posted August 13, 2020 (edited) On 7/19/2020 at 6:27 AM, gap said: Hi @linuxgurugamer , for your information: CKAN says that the max game version compatible with the latest release of this mod (1.1.10.4) is KSP v1.8.1. Maybe you should updated its metadata. Metadata is lagging on quite a few things. @linuxgurugamer Is there a problem with these mods or with CKAN? Edited August 13, 2020 by Murdabenne Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 13, 2020 Author Share Posted August 13, 2020 Tell CKAN that 1.8 mods are compatible with 1.10. I currently support over 230 mods. I dont have time to update all the mods every time a new version of KSP is released Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted September 10, 2020 Share Posted September 10, 2020 (edited) On 8/12/2020 at 7:41 PM, linuxgurugamer said: Tell CKAN that 1.8 mods are compatible with 1.10. I currently support over 230 mods. I dont have time to update all the mods every time a new version of KSP is released @linuxgurugamer I understand the workload though - you have rescued so many mods that I dearly love, so no biggie if I have to hunt thru using the version switch in CKAN. The forward compatibility tagging has always been an issue with CKAN. Problem is the new shaders, etc did break a few things going 1.8 -> upward (it murdered Kopernicus for a while). I don't expect it to have any issue here, except maybe complaints from loading an "incompatible" older version, or AVC flagging it. I'm getting to the point where I may have some time to go thru metadata if you'd like any help, starting in October - I can submit PRs (masters: the nursing management of post-acute recovery in non-geriatric cardiovascular thoracic surgery patients - basically all the stuff that happens after we save your life with heart surgery and you go home; all about how to make sure you stay well and don't have to come back for more surgeries or heart attacks.) Edited September 14, 2020 by Murdabenne Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 25, 2020 Author Share Posted November 25, 2020 New release, 1.1.11 Added short-mission mode, where any mission < specified hours will have a much short vacation Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted November 25, 2020 Share Posted November 25, 2020 27 minutes ago, linuxgurugamer said: New release, 1.1.11 Added short-mission mode, where any mission < specified hours will have a much short vacation Oh, nice! Though I was justifying the minimum one-day hiatus as accounting for all the paperwork after a test flight Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 25, 2020 Author Share Posted November 25, 2020 1 hour ago, Beetlecat said: Oh, nice! Though I was justifying the minimum one-day hiatus as accounting for all the paperwork after a test flight Yes, but if you were just doing a routine flight, it doesn't make sense Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted November 25, 2020 Share Posted November 25, 2020 1 hour ago, linuxgurugamer said: New release, 1.1.11 Thank you! Quote Link to comment Share on other sites More sharing options...
EasyAce Posted February 7, 2021 Share Posted February 7, 2021 (edited) I've discovered a bug, where this mod was singled out. Hence I think this is not compatible with KSP 1.11.1.3066 as of this moment. I have "tons of mods" installed. 69 to be exact. With Crew R&&R I had 70, but also an annoying delay when using the right-click menu's on parts within the VAB. Example: Start a new career and pick a MK1, then right click it to get the menu and start clicking the "Lights On" button. My experience is that is does not work. Then when I click it several times in a row it suddenly works every now and them. For me it is more or less random like the game has lots of lag and my clicks performed when a lag is hitting is not catched by the game. I went through my mod list and everything works fine when Crew R&&R is uninstalled. Picture of the menu and where I experience the bug BUT I wanted to check if this is related to only this mod or in relation everything else I have... so I also moved my install to another folder and re-installed KSP 1.11.1.3066 only with the Crew R&&R mod. This also added Clickthrough blocker, Module manager, Toolbar controller and Zero MiniAVC. The experience was that I do NOT experience the same issues with a clean vanilla install and only Crew R&&R and the dependency mods... wierd. @Linuxgurugamer: You asked me to share a logfile. I am sorry to say that I am only familiar with the .txt files created when I experience a ctd. As far as I understand there are no such files created in this case. How do I create/find a file that may pinpoint the technical details for you? Edited February 7, 2021 by EasyAce Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 7, 2021 Author Share Posted February 7, 2021 Just now, EasyAce said: asked me to share a logfile. I am sorry to say that I am only familiar with the .txt files created when I experience a ctd. As far as I understand there are no such files created in this case. How do I create/find a file that may pinpoint the technical details for you My signature has a link for info Quote Link to comment Share on other sites More sharing options...
EasyAce Posted February 7, 2021 Share Posted February 7, 2021 16 minutes ago, linuxgurugamer said: My signature has a link for info Thank you. Please try this: https://drive.google.com/file/d/1ubjUtS_OZyq4O-aSlER68UCTZTK0YDNH/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 7, 2021 Author Share Posted February 7, 2021 2 hours ago, EasyAce said: BUT I wanted to check if this is related to only this mod or in relation everything else I have... so I also moved my install to another folder and re-installed KSP 1.11.1.3066 only with the Crew R&&R mod. This also added Clickthrough blocker, Module manager, Toolbar controller and Zero MiniAVC. Yes. so this mean that there are multiple contributors to the problem. 2 hours ago, EasyAce said: The experience was that I do NOT experience the same issues with a clean vanilla install and only Crew R&&R and the dependency mods... wierd. So now you have the wonderful and fulfilling job to find the next mod that contributes to this problem. I didn't see anything at all in the log file you sent. If all of your mods were installed via CKAN, do a CKAN export and get me the file, that will make it easier for me to reproduce your setup 1 hour ago, EasyAce said: Please try this: https://drive.google.com/file/d/1ubjUtS_OZyq4O-aSlER68UCTZTK0YDNH/view?usp=sharing I found this in the log file, in the section where you are entering the editor: [Scatterer][Error] Destroying duplicate instance, check your install for duplicate scatterer folders, or nested GameData folder Could you install the mod: Notes2Log and use it to add notes to the log file before and after you've tried the click? Quote Link to comment Share on other sites More sharing options...
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