micha Posted August 1, 2014 Share Posted August 1, 2014 - Bug: Highlighting behaves abnormally on resource changes from crew to another resource. Residual selected part highlighting... - Internally found, Post release of 0.23.5.3.2.1 - Bug: Highlighting behaves abnormally on part changes when moving away from source and target part being the same... - Internally found, Post release of 0.23.5.3.2.1aNot sure if it's related, but:Using SM with CLS. After closing all windows, CLS highlighting is removed from the ship. But when mousing over the ship, the highlighting is restored on each part as it is moused over. Switching to a nearby ship, highlighting is removed, but added again when mousing over. Only affects ships for which the SM dialog was opened.( NB: Very useful while doing EVAs on the night-side )KSP 0.24.2 (x64, Linux), CLS 1.0.8.0, SM 0.24.0.3.3.1 Quote Link to comment Share on other sites More sharing options...
SmarterThanMe Posted August 2, 2014 Share Posted August 2, 2014 (edited) I don't seem to be able to create new kerbals using Ship Manifest... It brings up the new kerbal, but hitting "Apply" doesn't result in a new Kerbal.I'm getting this in my log:[Error]: [Applicants List Error]: Cannot Hire Geofwell Kerman as he is not an applicantI'm almost certain that the problem involves SM in some way (bug, conflict or 64-bit issue). I haven't been getting new applicants at the Astronaut Complex either, which I think is related.I've now tested without most of the rest of my mods, still no dice. If I could create Kerbals without SM, I'd test it vanilla, but... Edited August 3, 2014 by SmarterThanMe Quote Link to comment Share on other sites More sharing options...
stoland Posted August 3, 2014 Share Posted August 3, 2014 I don't seem to be able to create new kerbals using Ship Manifest... It brings up the new kerbal, but hitting "Apply" doesn't result in a new Kerbal.I'm getting this in my log:[Error]: [Applicants List Error]: Cannot Hire Geofwell Kerman as he is not an applicantI'm almost certain that the problem involves SM in some way (bug, conflict or 64-bit issue). I haven't been getting new applicants at the Astronaut Complex either, which I think is related.I've now tested without most of the rest of my mods, still no dice. If I could create Kerbals without SM, I'd test it vanilla, but...I have noticed the same issue in 64bit. Can modify but not create.Testing Vanilla and all options that may be the cause.Oddly it has been working fin up till 24.2 Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted August 4, 2014 Author Share Posted August 4, 2014 I have noticed the same issue in 64bit. Can modify but not create.Testing Vanilla and all options that may be the cause.Oddly it has been working fin up till 24.2Thanks for the info all... I'll reexamine that part. They did make some changes to the hiring process, and I'm not sure if I have the correct states for the newly created kerbals.. Quote Link to comment Share on other sites More sharing options...
Smurfalot Posted August 5, 2014 Share Posted August 5, 2014 Just FYI a new CLS is out. Quote Link to comment Share on other sites More sharing options...
illmatic Posted August 8, 2014 Share Posted August 8, 2014 I have noticed the same issue in 64bit. Can modify but not create.Testing Vanilla and all options that may be the cause.Oddly it has been working fin up till 24.2I also have that exact same issue of not being able to create my own kerbals with this latest version. I get around it by just hiring generic kerbals and renaming them but if the other poster is correct in that this bug also stops generic kerbals from spawning then that could be a considerable issue down the line.Using 24.2 under x64 Quote Link to comment Share on other sites More sharing options...
civilwargeeky Posted August 10, 2014 Share Posted August 10, 2014 Not sure if it's related, but:Using SM with CLS. After closing all windows, CLS highlighting is removed from the ship. But when mousing over the ship, the highlighting is restored on each part as it is moused over. Switching to a nearby ship, highlighting is removed, but added again when mousing over. Only affects ships for which the SM dialog was opened.( NB: Very useful while doing EVAs on the night-side )KSP 0.24.2 (x64, Linux), CLS 1.0.8.0, SM 0.24.0.3.3.1I came here to say that I have this same problem. It doesn't happen all the time and I can't reliably reproduce it, but it does happen. Happens on Windows 7 32 bit version (I have a video if you want)I also got two different errors while just testing stuff sitting on the runway with Fustek and SpacePlanes+ parts:http://pastebin.com/GaT4Ujzwhttp://pastebin.com/K93iS5Mg Quote Link to comment Share on other sites More sharing options...
ImTheMinion Posted August 13, 2014 Share Posted August 13, 2014 Hmmm...I am pretty sure that I am unable to transfer science out of Universal Storage wedge goo container and materials lab by DMagic, while I can transfer it out of the stock goo container. (64 bit version, but that shouldn't matter here, I believe)US wedges use DMModuleScienceAnimate, which is both a ModuleScienceExperiment and an IScienceDataContainer....I'm actually curious, I guess I'll try fixing this myself and tossing you a pull request.EDIT: Wait a moment, it doesn't compile because the CrewRoster structure changed.Is the source actually current?EDIT EDIT: Well. Eh.I'm sorry to say but you're doing it wrong. You can't account for IScienceDataContainer, i.e. any non-stock science containing modules, without actually treating all sources of science as IScienceDataContainer. As it is written, Ship Manifest will never even see if DMagic modules contain any data, let alone initiate a transfer.Has there been any attempt to work this problem out again? I too can confirm that Ship Manifest is still unable to retrieve science from DMagic's experiments... Quote Link to comment Share on other sites More sharing options...
Addle Posted August 13, 2014 Share Posted August 13, 2014 Has there been any attempt to work this problem out again? I too can confirm that Ship Manifest is still unable to retrieve science from DMagic's experiments...More than that, it appears to be fixed in the code on Github. Now, the AppLauncher support seems to be preliminary, and there may well be other bugs, but I can confirm it now works with DMagic's stuff.I will give a link to what I compiled straight from github, but keep in mind it's probably unreleased for a reason, and please do not bug Papa_Joe if something in this version goes horribly wrong. He will, no doubt, release it when he has time, and it's done. Source is in his github, as always, and the license is obviously the same.You may find it here: https://www.dropbox.com/s/bhf8gohyquazuuq/ShipManifest.24.2.0.3.3.1_git_20140811.zip Quote Link to comment Share on other sites More sharing options...
DMagic Posted August 13, 2014 Share Posted August 13, 2014 More than that, it appears to be fixed in the code on Github. Now, the AppLauncher support seems to be preliminary, and there may well be other bugs, but I can confirm it now works with DMagic's stuff.You tested it and it works? Are you referring to this pull: https://github.com/PapaJoesSoup/ShipManifest/commit/3d5918a5573541535ee74c20aaab65f4261824a5? I don't think that should work correctly. What Mihara said is almost certainly correct. Unless you are going directly to IScienceDataContainer, not searching for ModuleScienceExperiment and casting it as IScienceDataContainer, then it shouldn't work correctly. The IScienceDataContainer used by ModuleScienceExperiment can't be overwritten, only hidden, so you have to go directly to IScienceDataContainer.Tarsier hard drives and Science Alert storage containers are two examples of how this is done correctly. Quote Link to comment Share on other sites More sharing options...
ImTheMinion Posted August 13, 2014 Share Posted August 13, 2014 If all you did was recompile what was on his github, it's going to be the same as the last release. The update to the github lines up with the release. I wasn't trying to rush him or anything, I just haven't seen Papa_Joe comment on this specific bug since Mihara pointed out that the bug still was there. Just wanted to make sure he was aware of it. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted August 13, 2014 Author Share Posted August 13, 2014 (edited) My apologoes all for the absense.I've been very busy with work, and haven't had much time to spend on SM. Thanks to those who have stepped up to go thru the code and offer fixes. I will be reviewing that code as well.I'd merged in some changes from DMagic (i think) to address the science issue and also merged in the fix for optional toolbar However, I might not have, as I may have simply integrated his changes into my local dev copy. I hadn't released yet as I still had serious issues with getting CLS to play nice with highlighting.I did comment on the issue in this thread (I believe the source on Github (unreleased) should compile fine and work. I've no problems with anyone doing that and releasing an "interim" build for the community. As ImTheMinion said, the license certainly allows for it.I will be getting back to SM very soon. Thanks for your patience, and more importanly, thanks for your feedback and support! Edited August 13, 2014 by Papa_Joe Quote Link to comment Share on other sites More sharing options...
Addle Posted August 13, 2014 Share Posted August 13, 2014 You tested it and it works? Are you referring to this pull: https://github.com/PapaJoesSoup/ShipManifest/commit/3d5918a5573541535ee74c20aaab65f4261824a5? I don't think that should work correctly. What Mihara said is almost certainly correct. Unless you are going directly to IScienceDataContainer, not searching for ModuleScienceExperiment and casting it as IScienceDataContainer, then it shouldn't work correctly. The IScienceDataContainer used by ModuleScienceExperiment can't be overwritten, only hidden, so you have to go directly to IScienceDataContainer.Hm, I believe you are correct. It's still not quite right. I've been mostly busy with other things, so I didn't have time to test thoroughly, so I perhaps jumped the gun.My apologoes all for the absense.I've been very busy with work, and haven't had much time to spend on SM. Thanks to those who have stepped up to go thru the code and offer fixes. I will be reviewing that code as well.I'd merged in some changes from DMagic (i think) to address the science issue and also merged in the fix for optional toolbar However, I might not have, as I may have simply integrated his changes into my local dev copy. I hadn't released yet as I still had serious issues with getting CLS to play nice with highlighting.I did comment on the issue in this thread (I believe the source on Github (unreleased) should compile fine and work. I've no problems with anyone doing that and releasing an "interim" build for the community. As ImTheMinion said, the license certainly allows for it.I will be getting back to SM very soon. Thanks for your patience, and more importanly, thanks for your feedback and support!No problem at all, Papa_Joe. No apologies necessary. Any of your time you spend on this is a bonus, and I'm thankful for any of it. Real life comes first. Looking forward to the next version. I've got a ton of things to polish in Protractor right now, but if I have a little time, perhaps I'll look at making a proper fix + pull request, if you don't get to it first. And from all users of your mods, we thank you! Quote Link to comment Share on other sites More sharing options...
Brucey Posted August 19, 2014 Share Posted August 19, 2014 Hi I got this debug message after connecting a KAS fuel line between two ships, then climbing back into the pod. Info: Log Cleared at 8/19/2014 5:29:34 AM UTC.Error: in drawGui. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0 Info: CLS Installed? FalseInfo: New Vessel is a Kerbal on EVA. Error: in drawGui. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0Maybe it's related to KAS. Maybe its from Ship Manifest. I have no idea. But there's the message. Is there a way to close the debug window? Or disable it? Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted August 19, 2014 Author Share Posted August 19, 2014 Hi I got this debug message after connecting a KAS fuel line between two ships, then climbing back into the pod. Info: Log Cleared at 8/19/2014 5:29:34 AM UTC.Error: in drawGui. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0 Info: CLS Installed? FalseInfo: New Vessel is a Kerbal on EVA. Error: in drawGui. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0Maybe it's related to KAS. Maybe its from Ship Manifest. I have no idea. But there's the message. Is there a way to close the debug window? Or disable it?You can disable the debug window by disabling Enable Debug on Error in the Settings Window. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted August 19, 2014 Author Share Posted August 19, 2014 Hi I got this debug message after connecting a KAS fuel line between two ships, then climbing back into the pod. Info: Log Cleared at 8/19/2014 5:29:34 AM UTC.Error: in drawGui. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0 Info: CLS Installed? FalseInfo: New Vessel is a Kerbal on EVA. Error: in drawGui. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0Maybe it's related to KAS. Maybe its from Ship Manifest. I have no idea. But there's the message. Is there a way to close the debug window? Or disable it?You can disable the debug window by disabling "Enable SM Debug Window on Error" in the Setting Window. In my OP, in the images, it is the second from last... Quote Link to comment Share on other sites More sharing options...
dzikakulka Posted August 20, 2014 Share Posted August 20, 2014 Can someone help me on why I have separate living spaces on connected docking ports (regular size)? http://i.imgur.com/8ucq7s0.jpg Isn't that supposed to be connected?When launched, hatches start open and toggling them does not change anything.Should I start uninstalling mods to find the issue or this is not supposed to work? This KSP instal takes time to boot up Quote Link to comment Share on other sites More sharing options...
nebuchadnezzar Posted August 21, 2014 Share Posted August 21, 2014 Looking forward to an official update. I love this mod! Quote Link to comment Share on other sites More sharing options...
Mister Spock Posted August 25, 2014 Share Posted August 25, 2014 If I use Ship Manifest for any period of time, I can't close it when I click on its button in the Toolbar. (Not the stock toolbar; I mean the Toolbar mod that holds buttons for various mods.) Quote Link to comment Share on other sites More sharing options...
Addle Posted August 25, 2014 Share Posted August 25, 2014 I did a quick fix for the problems that were bugging me in ShipManifest. It should work fine with DMagic's experiments, UniversalStorage experiment wedges, etc. I played with it all yesterday (as did a friend who was good enough to test it for me), and so far so good. The AppLauncher support also seemed quite broken, so I just commented that stuff out. So it *requires* Toolbar. I was only interested in the science transfers, so the rest is whatever Papa_Joe has in his repo. I did use the crew transfer functionality without incident, however.License is obviously the same, and located in the released .zip file. Source is in my repository here: https://github.com/RealGrep/ShipManifestYou can find it in the related pre-releases here: https://github.com/RealGrep/ShipManifest/releases/tag/0.24.0.3.3.3%2Bmmd2This is highly unofficial, of course. Thank you to Papa_Joe for the nice addon and all the work he's put into it. We all appreciate it. Quote Link to comment Share on other sites More sharing options...
Telanor Posted August 26, 2014 Share Posted August 26, 2014 I did a quick fix for the problems that were bugging me in ShipManifest. It should work fine with DMagic's experiments, UniversalStorage experiment wedges, etc.Looks like we both made the same fix for DMagic, though the changes are slightly different. I didn't mess with the manifest controller, just the transfer controller. Papa Joe merged my changes in a while ago but I guess there hasn't been a compiled release of it. Quote Link to comment Share on other sites More sharing options...
Jacksidious Posted August 28, 2014 Share Posted August 28, 2014 Error: in RealModeCrewXfer. Error: Object reference not set to an instance of an object at ShipManifest.ShipManifestBehaviour.RealModeCrewXfer () [0x00000] in <filename unknown>:0 Error: in RealModeCrewXfer. Error: Object reference not set to an instance of an object at ShipManifest.ShipManifestBehaviour.RealModeCrewXfer () [0x00000] in <filename unknown>:0 Error: in RealModeCrewXfer. Error: Object reference not set to an instance of an object Got this when I was moving crew members around. Can't remember exactly what I did when it started to be honest. It won't stop it just keeps on spamming that in log and when I load the ship it starts again.I am using version 24.0.3.3.1 SM32 bit v0.24.2 KSP and I don't have CLS installed. Any way to make it stop? It just keeps doing it. Hope this helps. Quote Link to comment Share on other sites More sharing options...
Victor Grissom Posted August 28, 2014 Share Posted August 28, 2014 Hi everybody,Here's one for you. I have a lander, return craft, and lab to reset experiments. When docking the lander back to the lab, it occasionally (50%) throws an exception. I use ship manifest for crew transfers and science transfers. What I think may be part of the problem is I used SelectRoot when building the ship, so there may be a conflict between two command modules taking precedence. I'm using Addle's experimental build, which seems to have prevented the game from getting locked to one ship (can't switch ships, can't return to ksc). Anyway, hope this helps. Error log on the tail.-VicError: in drawGui. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0 Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted August 28, 2014 Author Share Posted August 28, 2014 Sorry for the continued absense folks. Work has been a continuing challenge. Lots of opportunities for success!Anyway, I've updated the release to comply with the Forum rules. Toolbar has been removed from the distribution. It is still required with this version.No other changes.I will be releasing a revision with fixes soon. Quote Link to comment Share on other sites More sharing options...
davidclaywood Posted August 29, 2014 Share Posted August 29, 2014 We really need a way to close the Debug Window. Other than that slight oversight I find he Mod a useful realistic Tool and recommend it highly. No problems so far as I have been testing the compatibility of many Mods working together. Quote Link to comment Share on other sites More sharing options...
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