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[1.12.x] Ship Manifest (Crew, Science, & Resources) - v 6.0.8.0 - 28 Apr 23


Papa_Joe

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Seems like I don't understand something about fuel transfer:

I click source part, click target part, click xfer - fuel flows, everybody's happy. But I can do almost the same in stock, so I try to optimize stuff - start first xfer, then select another source part, click xfer again to pump in 2 streams.. And it seems like it doesn't work like this :( Is there a feature to automate fuel transfer somehow? It takes really long time to transfer fuel from resupply station to ferry with lots of tanks and then to huge target ship =\

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Seems like I don't understand something about fuel transfer:

I click source part, click target part, click xfer - fuel flows, everybody's happy. But I can do almost the same in stock, so I try to optimize stuff - start first xfer, then select another source part, click xfer again to pump in 2 streams.. And it seems like it doesn't work like this :( Is there a feature to automate fuel transfer somehow? It takes really long time to transfer fuel from resupply station to ferry with lots of tanks and then to huge target ship =\

Sorry, but I don't think the game engine supports simultaneous transfers to/from multiple parts. With ship manifest you can still go faster than stock, though, because you don't have to re-select the destination tank for every transfer, nor do you have to mess with the camera to make sure you clicked on every tank (and IIRC the SM pumping speed is also much faster).

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Sorry, but I don't think the game engine supports simultaneous transfers to/from multiple parts. With ship manifest you can still go faster than stock, though, because you don't have to re-select the destination tank for every transfer, nor do you have to mess with the camera to make sure you clicked on every tank (and IIRC the SM pumping speed is also much faster).

Well, in that case how fuel balancer mod works? It allows to select target tank to pump fuel from all/some tank in it at the same time.

P.S. And how the Jeb it's possible that I can pump my tank to have a negative amount of fuel?!

Edited by Mystique
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Any reported problems with this mod in the new version?

It should work, and I've been testing my release candidate (v0.23.5.3.2) in KSP .23.5...

Seems like I don't understand something about fuel transfer:

I click source part, click target part, click xfer - fuel flows, everybody's happy. But I can do almost the same in stock, so I try to optimize stuff - start first xfer, then select another source part, click xfer again to pump in 2 streams.. And it seems like it doesn't work like this :( Is there a feature to automate fuel transfer somehow? It takes really long time to transfer fuel from resupply station to ferry with lots of tanks and then to huge target ship =\

I totally understand where you are coming from. However, there are players that would rage against the blasphemy of "automation". It IS technically possible to do. However I would have to emulate a threaded system. I could set flags and extend the part to do so. This would take some re-engineering of the way i perform transfers.

As to whether I would do this, I will have to consider the problem a bit and see if I can come up with a clean way to do it.

A possible work around for you might be to turn off Realism Mode. Xfers are instant. No waiting. No sound. BTW, even in Realism mode you can set the duration. IIRC, I set that up to xfer instantly if the duration was set to 0... Currently, the default setting is 5 seconds for Xfers, and 2 seconds for Moves within the same part.

Edit: the durations I mention above are for Crew, not resources. Resources use a multiplier to set a rate. Best to turn off Realism mode to get instant transfers of fuel and such.

Sorry, but I don't think the game engine supports simultaneous transfers to/from multiple parts. With ship manifest you can still go faster than stock, though, because you don't have to re-select the destination tank for every transfer, nor do you have to mess with the camera to make sure you clicked on every tank (and IIRC the SM pumping speed is also much faster).

Quite correct, and a mufti-threaded approach is not possible. However, given the event driven nature of the design, and the availability of the frame update method, with some fancy flag management and object persistence, I can emulate a mufti-threaded like experience.

just set up a part queue and manage each part within the update event.

Well, in that case how fuel balancer mod works? It allows to select target tank to pump fuel from all/some tank in it at the same time.

P.S. And how the Jeb it's possible that I can pump my tank to have a negative amount of fuel?!

My guess is the author does something similar to what I described above. I have not looked at Fuel Balancer's source in any depth.

As for negative fuel amounts, please describe the problem and how you reproduced. I will be happy to research the issue.

Edited by Papa_Joe
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My guess is the author does something similar to what I described above. I have not looked at Fuel Balancer's source in any depth.

As for negative fuel amounts, please describe the problem and how you reproduced. I will be happy to research the issue.

1. Connected fuel ferry to mothership (btw, connected using KAS pipes, but I also remember this occur for normally docked ships, so I don't think it make a difference).

2. Selected source and target parts in transfer window (source on ferry, target on mothership).

3. Clicked xfer, waited till all possible amount would transfer/xfer.

4. When process stopped, by a quick look I decided that it wasn't complete (maybe because number in source tanks was like 0.1234/1200 or so, it wasn't round), simply clicked xfer again.

5. Got surprised that instead of transferring last tiny drops it started to pump at full speed, I clicked on the other part to stop tranfer when in source it was -150 fuel or so. Didn't notice if target part's fuel was increased by same amount. Anyway, right now ferry has negative fuel amount :)

I believe it can also be reproduced by clicking xfer again after previous xfer was finished, like "I finished - I don't care, pump more!".

P.S. Fuel balancer's partial functionality that would allow to pump all fuel/oxidizer/monopropellant from target vessel to source vessel would be nice. The reason I used fuel balancer was that by qiuckly setting all ferry's tanks to "transfer out" mode I was transferring all needed resources in just few seconds. But I wanted to reduce number of mods, especially those that have similiar features so I moved to SM since it has crew transfer feature and, most sweet, science transfer (taking into account I tend to have dozen or 3 science parts on landers..) :)

Edited by Mystique
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1. Connected fuel ferry to mothership (btw, connected using KAS pipes, but I also remember this occur for normally docked ships, so I don't think it make a difference).

2. Selected source and target parts in transfer window (source on ferry, target on mothership).

3. Clicked xfer, waited till all possible amount would transfer/xfer.

4. When process stopped, by a quick look I decided that it wasn't complete (maybe because number in source tanks was like 0.1234/1200 or so, it wasn't round), simply clicked xfer again.

5. Got surprised that instead of transferring last tiny drops it started to pump at full speed, I clicked on the other part to stop tranfer when in source it was -150 fuel or so. Didn't notice if target part's fuel was increased by same amount. Anyway, right now ferry has negative fuel amount :)

I believe it can also be reproduced by clicking xfer again after previous xfer was finished, like "I finished - I don't care, pump more!".

P.S. Fuel balancer's partial functionality that would allow to pump all fuel/oxidizer/monopropellant from target vessel to source vessel would be nice. The reason I used fuel balancer was that by qiuckly setting all ferry's tanks to "transfer out" mode I was transferring all needed resources in just few seconds. But I wanted to reduce number of mods, especially those that have similiar features so I moved to SM since it has crew transfer feature and, most sweet, science transfer (taking into account I tend to have dozen or 3 science parts on landers..) :)

Thanks for that. It makes troubleshooting much easier. Sounds like I'm not properly resetting state veariable(s) when transfer is complete. Also, it sounds like very small amount transfers may be an issue due to the sounds (start up sound and delay timer). So I have a couple of places to look.

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Just an update.

RL is continuing to hamper my efforts, but I am making progress.

My clunky highlighting management is now better, but it revealed some nastiness under the hood with my reworking of the Entity lists (selected resource part lists, etc.). Since I've moved them out of the Frame by frame updateing, I still had some old vestiges of the old method, and they were consuming resources they shouldn't have, and lagging the system (Bad).

So, these have been cleaned up.

A lot of under the hood changes for this update, with only CLS integration to show for it. But, it will be leaner burning on memory now.

anyway, as I work out the final bugs, a release is definitely coming soon.

Sorry for the delay folks, it has been a month and a half since the last update.

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Brace for an update! :)

Buuuurrrrrrppp!

Ahh that feels better. Version 0.23.5.3.2 is out, with CLS integration. Check it out. Updating OP now. spaceport is updated.

I still have the recently reported science limitations, small values resource transfer bug and the negative values. Those will come next update. :)

The post quoted here is still valid for this release.

Good Idea. Let me see what I can do.

Also an update.

I have solved my highlighting issues, and things are working as intended. I have discovered the source of the Debug log error with the collection. I have implemented the additional Event throws.

I still have a couple of bugs, and some cleanup to do, but it is looking like I might release tonight (CDT). Feature list (for now):

New - Crew transfer Realism enhanced with ConnectedLivingSpaces!

- Connected Spaces illuminate when you select crew.

- Source part color is still Red by default, but the target color is set to Blue by default for Crew Only. can be configured.

- Connected Living Space Aware. Configurable switch to enable. When enabled, crew transfers can only occur within the same Living Space.

- General Clean up of Code. Greatly improved error handling and logging. Should also be an improvement to performance, with no more per-frame collection management work.

- Event trigger Support for TextureReplacer and Extraplanetary LaunchPads. Event throws have been added to ensure proper updating of other mods.

- Latest Toolbar version distribution (assuming it isn't updated the moment I download :P)

- Dependencies on CLS and Toolbar. Be sure that is understood. I will look at optional dependencies in the future, but for now, it is what it is. :) Besides, they are great plugins.

Stay tuned...

Edit: Found a few more bugs still... Nothing serious, but release won't be tonight. Tomorrow.

Also, remember that because of CLS, Module manager is now an indirect dependency

Edited by Papa_Joe
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Thanks for this great improvement!

I would like some advice about the CLS integration/dependency. I had both CLS ans SM installed and working before, and now am keeping CLS installed with this new SM version.

But if I get it right, now CLS is integrated in SM, so there's no more need to have it as a separate mod installed. Is that right?

Anyway, CLS allows me to highlight the connected spaces in VAB as well as in flight, while I can use SM only in flight. So I may keep CLS installed anyway, if there's no conflict from having the same functionality twice.

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I have not had a play with this new version of SM yet, but I assume that it ships with CLS in the package, in which case I suppose installing it will overwrite / upgrade yo to the latest version of CLS. If you have your own custom configs for CLS, you will want to ensure that they do not get overwritten though. Papa_Joe will be able to better answer your question.

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I have not had a play with this new version of SM yet, but I assume that it ships with CLS in the package, in which case I suppose installing it will overwrite / upgrade yo to the latest version of CLS. If you have your own custom configs for CLS, you will want to ensure that they do not get overwritten though. Papa_Joe will be able to better answer your question.

In actual point of fact, CLS is required, and no, I did not include it. If codepoet is okay with that, I'll add it to the distribution, but I did include links on the OP for the dependent mods

outside of my mod, you will need CLS and Module manager.

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Many many thanks, Codepoet and Papa_Joe, for clarifying.

I am indeed happy with things as set now. I reckon a new version of CLS may come out anytime, as well as ModuleManager, so my preference is to have separate downloads. It is already a hardship to keep the Toolbar mod updated, while other mods still package outdated versions of the same (thus, overwriting the newest version if those mods are the latest installed).

If you agree, Papa-Joe, I would like the dependencies in the OP be listed along with their version (the latest you are sure works with your SM version). Something like you already have with the Toolbar (though 1.7.1. and 1.6.0 versions are both reported).

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Many many thanks, Codepoet and Papa_Joe, for clarifying.

I am indeed happy with things as set now. I reckon a new version of CLS may come out anytime, as well as ModuleManager, so my preference is to have separate downloads. It is already a hardship to keep the Toolbar mod updated, while other mods still package outdated versions of the same (thus, overwriting the newest version if those mods are the latest installed).

If you agree, Papa-Joe, I would like the dependencies in the OP be listed along with their version (the latest you are sure works with your SM version). Something like you already have with the Toolbar (though 1.7.1. and 1.6.0 versions are both reported).

Oops, I thought I cleaned that up in the OP. I'll fix the reference to Toolbar, and I'll add the compatible (tested) versions of the dependent plugins to the OP.

Thanks for the heads up!

Edited by Papa_Joe
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Ok, with that hurdle overcome, This is what I'm working on next.

Version 0.23.5.3.2.1 - Release TBD - Bug fixes Edition.

- New: Multi-Tank transfer - Add checkboxes...

- http://forum.kerbalspaceprogram.com/threads/62270-0-23-5-Ship-Manifest-%28Manage-Crew-Science-Resources%29-v0-23-5-3-2-16-Apr-14?p=952100&viewfull=1#post952100

- New: Science Improvements:

- http://forum.kerbalspaceprogram.com/threads/62270-0-23-5-Ship-Manifest-%28Manage-Crew-Science-Resources%29-v0-23-5-3-2-16-Apr-14?p=1058979&viewfull=1#post1058979

- Bug: Highlighting fails for source Part when selecting any resource other than crew.

- Internally found, Post release of 0.23.5.3.2

- Bug: Resource Pump transfers fail wen xferring small amounts.

- http://forum.kerbalspaceprogram.com/threads/62270-0-23-5-Ship-Manifest-%28Manage-Crew-Science-Resources%29-v0-23-5-3-2-16-Apr-14?p=950355&viewfull=1#post950355

- Bug: Tanks sometimes go negative.

- http://forum.kerbalspaceprogram.com/threads/62270-0-23-5-Ship-Manifest-%28Manage-Crew-Science-Resources%29-v0-23-5-3-2-16-Apr-14?p=1082740&viewfull=1#post1082740

Let me know if I've missed any outstanding issues. :)

Edited by Papa_Joe
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Umm... I just shifted from Crew Manifest to Ship Manifest. Unfortunately I cannot figure out how to select the Kerbals I just created to load them into the command module.

In Crew Manifest I select the roster, selected the part I wanted to crew and then selected the crew. Doesn't seem to work in Ship Manifest.

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Umm... I just shifted from Crew Manifest to Ship Manifest. Unfortunately I cannot figure out how to select the Kerbals I just created to load them into the command module.

In Crew Manifest I select the roster, selected the part I wanted to crew and then selected the crew. Doesn't seem to work in Ship Manifest.

Hey Neo, thanks for considering SM. If you can describe in a bit more detail what you are trying to do, I'll be glad to assist. If I'm missing a previously available feature, I'd like to know.

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I've just updated to the latest version, and I've noticed that there's still something missing regard TextureReplacer support:

At present, if Kerbals are moved between modules, the update code for TextureReplacer works properly. However, if a Kerbal is initially added to a vessel at the Launchpad, said Kerbal retains its default KSP appearance until it is moved to another seat.

Perhaps the function for adding Kerbals should also call the TextureReplacer update snippet?

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I've just updated to the latest version, and I've noticed that there's still something missing regard TextureReplacer support:

At present, if Kerbals are moved between modules, the update code for TextureReplacer works properly. However, if a Kerbal is initially added to a vessel at the Launchpad, said Kerbal retains its default KSP appearance until it is moved to another seat.

Perhaps the function for adding Kerbals should also call the TextureReplacer update snippet?

Thanks for that. I did not consider the Pre-flight code. I'll take care of it.

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Dont work in 0.23.5 ((( cant see it in toolbar settings menu

This has to be a problem on your side. I have the button right in front of me, and I'm using 0.23.5 and a bazillion of mods (just noticed the new "dump"-buttons for the first time!).

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Dont work in 0.23.5 ((( cant see it in toolbar settings menu

I've been using it in 0.23.5 with no issues... Can you provide steps to reproduce?

If I can, I will assist. Also, do you know what version of Toolbar you are using?

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