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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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Just if you wanna to, i don't think this is important, the fact i am doing the physical seats and internals, intend to the use wanna move inside the vessel to change position, so, this "magic" to make crew jump from place to place, was necessary with the "commands" stock a like.

:wink:

I only report it so you have the info. 

Cheers Papa.

edit: the thing that bore me is that even with a Kerbal on the seat it appears that non are there. This could be a KSP error or a "take command" module error.

I will make some tryouts to see where is it!

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8 hours ago, Deimos Rast said:

Only understand about half of this, but I feel a thanks is in order, so: thank you!

lol... The first one means I was adding and removing kerbals, while trying to go thru the kerbal list in a loop... change the list, and the loop doesn't like it...(hey! where did my kerbal go?)  Since the action ended the loop activity, the error caused no real issues, but was annoying, so I moved the add and remove actions from inside the loop and make them happen outside the loop.  the loop is now happy and does not complain about missing items.

That help any? :)

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7 minutes ago, Papa_Joe said:

lol... The first one means I was adding and removing kerbals, while trying to go thru the kerbal list in a loop... change the list, and the loop doesn't like it...(hey! where did my kerbal go?)  Since the action ended the loop activity, the error caused no real issues, but was annoying, so I moved the add and remove actions from inside the loop and make them happen outside the loop.  the loop is now happy and does not complain about missing items.

That help any? :)

yay for happy lists.

You should take up teaching.:D

The real question is whether this will get rid of that dead kerbal-not-a-kerbal sitting in my roster...

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10 minutes ago, Deimos Rast said:

yay for happy lists.

You should take up teaching.:D

The real question is whether this will get rid of that dead kerbal-not-a-kerbal sitting in my roster...

That was corrected with the release of VesselMover 1.5.1.  As for the  existing broken one, you can edit the game save as I have described to "revive" him/her.

Cheers.

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  • 2 weeks later...
1 hour ago, b0ss said:

If IVA Parachutes is installed, will there be an option for chutes to auto-deploy after EVA?

That should be possible, but be thought thru... if on land or within a certain distance of land then they should not deploy...  like on a ladder... :)

On 7/25/2016 at 8:16 AM, Deimos Rast said:

yay for happy lists.

You should take up teaching.:D

The real question is whether this will get rid of that dead kerbal-not-a-kerbal sitting in my roster...

The new version of roster manager should allow you to fix that.  Check out the medical tab when you edit a kerbal

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  • 2 weeks later...
4 hours ago, Maxsimal said:

Does anyone else have a problem where, when you dump with SM, it gets 'stuck' even when it's empty, continually playing the noise and not letting you close the SM window?

this has been reported in the past.  Please verify you are using the latest version of SM.  If you are and it is still occurring, let me know.

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Hi 

On 8/16/2016 at 10:41 AM, Papa_Joe said:

this has been reported in the past.  Please verify you are using the latest version of SM.  If you are and it is still occurring, let me know.

Yes I'm using 5.1.2.1, installed through ckan.  It occurs quite often for me, especially if I'm dumping more than one thing at a time.  If you want I can get output log, or any other info you need - I'm using the RO suite of mods mainly.

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48 minutes ago, Maxsimal said:

@Papa_Joe

Here you go, hopefully this shows it, I quit KSP right after it happened.

http://pastebin.com/wWLCp7yB

Usually what happens is I'll dump one thing no problem, but the next item that reaches 0 causes the issue.

First thing I noted is that you are running 5.1.0.0 of SM.   Please upgrade to 5.1.2.1 to ensure that we are looking at the same version.   If you installed via CKAN I cannot help you with correcting it.   I suggest uninstalling SM and installing it via the normal means as described in my OP.

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@Papa_Joe

Ok I'll use the version from github.  However, one thing to note is that, in my current ship manifest folder, the ShipManifest.version says that I am using 5.1.2.1, even though in the output log it does say I have  5.1.0.0 in the DLL list.  The dll you have on ckan may have a mismatch between its version and its dll file.

Also, now that I have the github version installed, ckan doesn't recognize that I have an SM install, which it usually does even if you don't install through ckan.

BUT!! Good news, bug seems to be fixed in this version, I couldn't reproduce it after trying a bunch of times with various resources.  Thanks!

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2 minutes ago, Maxsimal said:

@Papa_Joe

Ok I'll use the version from github.  However, one thing to note is that, in my current ship manifest folder, the ShipManifest.version says that I am using 5.1.2.1, even though in the output log it does say I have  5.1.0.0 in the DLL list.  The dll you have on ckan may have a mismatch between its version and its dll file.

Also, now that I have the github version installed, ckan doesn't recognize that I have an SM install, which it usually does even if you don't install through ckan.

BUT!! Good news, bug seems to be fixed in this version, I couldn't reproduce it after trying a bunch of times with various resources.  Thanks!

And this is why I do not support CKAN installs... I have no control over the metadata, and cannot ensure that it is current.   I update the DLL's assembly info each release, and I KNOW this is true as I use that assembly data to generate the download zip file and version info.  So I have a foolproof automated way to be sure the file data is current when I build and deploy.

I'm glad you are now working correctly.   I suggest you take the install issue to the CKAN forum or post a bug report on the CKAN Github site.   Let them sort out their own metadata :) 

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I don't understand how CKAN could have the 5.1.2.1 version file but the 5.1.0.0 DLL. It should be installing them both from the same zip file on Spacedock

Edit:

Just tried a clean install of Ship Manifest via CKAN, and the KSP log after I launched with it installed says ShipManifest v5.1.2.1. It seems to be installing correctly.

@PapaJoe, if you'd like some control over the CKAN metadata for ShipManifest, we'd be happy to give you as much as you wish. 

Edited by politas
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New version released:

Version 5.1.2.2 - Release 21 Aug, 2016 - KSP 1.1.3 Optimization Edition.
- New:  Tweak of tooltips to make them more readable.  changed style and added border.
- New:  Refactored code to ensure explicit variable type assignments.
- New:  Additional refactoring for performance and improved garbage collection.
- Fixed: Crew transfers were incorrectly playing Pumping sounds.  
- Fixed: Corrected a logic error in Crew Transfers that caused crew swaps in parts that have a crew capacity greater than their internal seat count.
  SM now properly supports "Standing Room Only Transfers".

Oh and one undocumented change.  (I will correct in the change log on the next release).  I added support for another Stock Transfer event.  Now, if CLS is enabled and/or you have DeepFreeze installed, if the target part is unreachable, it will be properly highlighted as a bad target and you will not be able to transfer to that part. You will also get an SM custom warning that the part is either full or unreachable.  Of course if you turn off realism and/or Turn off CLS, then that part is open to transfer as normal.

Enjoy.

KSP 1.2 Warning!

I fully expect KSP 1.2 to break things.  Just the discussion on resources alone means I will have to take a close look at it.  So when 1.2 releases, please bear with me as I madly scramble to make something like 12 mods work :) 

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On 8/21/2016 at 9:56 PM, Papa_Joe said:

I fully expect KSP 1.2 to break things.  Just the discussion on resources alone means I will have to take a close look at it.  So when 1.2 releases, please bear with me as I madly scramble to make something like 12 mods work :) 

hopefully the new fuel flow makes things easier for you instead of harder. Nothing worse than a game update undoing most of what your mod does. In that case would understand taking a while to fix it - most people don't even want to look at it under those circumstances for a while :P

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On 8/20/2016 at 5:37 AM, politas said:

I don't understand how CKAN could have the 5.1.2.1 version file but the 5.1.0.0 DLL. It should be installing them both from the same zip file on Spacedock

Edit:

Just tried a clean install of Ship Manifest via CKAN, and the KSP log after I launched with it installed says ShipManifest v5.1.2.1. It seems to be installing correctly.

@PapaJoe, if you'd like some control over the CKAN metadata for ShipManifest, we'd be happy to give you as much as you wish. 

I'll PM you and discuss it.

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Thanks for sharing that.  It is always a good policy to delete before reinstalling, but I know that with CKAN the typical user expectation is that CKAN does that for you... Not sure if that is true or not...

 

BTW, just so everyone is clear on this.  I'm NOT opposed to the use of CKAN.  I use it myself.   I think it is great, and it helps me keep track of the numerous mods I install regularly.  HOWEVER, I use it with the full understanding that it has its limitations, that I can resolve almost any installation issue myself, and by knowing how to download a mod directly and install/uninstall it myself.

I also understand that is NOT the case with many CKAN users, and that is the reason I do not provide support for CKAN installation issues.  Just don't have enough time to fix those issues on top of my current workload :D 

Edited by Papa_Joe
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22 hours ago, Papa_Joe said:

Thanks for sharing that.  It is always a good policy to delete before reinstalling, but I know that with CKAN the typical user expectation is that CKAN does that for you... Not sure if that is true or not...

 

BTW, just so everyone is clear on this.  I'm NOT opposed to the use of CKAN.  I use it myself.   I think it is great, and it helps me keep track of the numerous mods I install regularly.  HOWEVER, I use it with the full understanding that it has its limitations, that I can resolve almost any installation issue myself, and by knowing how to download a mod directly and install/uninstall it myself.

I also understand that is NOT the case with many CKAN users, and that is the reason I do not provide support for CKAN installation issues.  Just don't have enough time to fix those issues on top of my current workload :D 

The place to go for CKAN installation issues is the CKAN Thread. We've got plenty of experienced users and a few team members eager to help!

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On 8/23/2016 at 11:09 PM, Papa_Joe said:

Thanks for sharing that.  It is always a good policy to delete before reinstalling, but I know that with CKAN the typical user expectation is that CKAN does that for you... Not sure if that is true or not...

 

BTW, just so everyone is clear on this.  I'm NOT opposed to the use of CKAN.  I use it myself.   I think it is great, and it helps me keep track of the numerous mods I install regularly.  HOWEVER, I use it with the full understanding that it has its limitations, that I can resolve almost any installation issue myself, and by knowing how to download a mod directly and install/uninstall it myself.

I also understand that is NOT the case with many CKAN users, and that is the reason I do not provide support for CKAN installation issues.  Just don't have enough time to fix those issues on top of my current workload :D 

In this case Ckan isn't even keeping track of SM though, even though it's invisible.  I don't understand why the versioning update should fail - isn't it just downloading the zip, and deleting and reinstalling from it?

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On 25/08/2016 at 3:35 PM, Maxsimal said:

In this case Ckan isn't even keeping track of SM though, even though it's invisible.  I don't understand why the versioning update should fail - isn't it just downloading the zip, and deleting and reinstalling from it?

Yes, though doing that is probably more complicated than you think. The CKAN has to store information about which files it installed, remove them, then store information about the new files as it installs them. Sometimes the storing of information can be screwed up, especialy if people accidentally have two copies of ckan.exe running. There's a change that should make it into the next release of the CKAN that should ameliorate that particular source of bad data.

The CKAN is not slickly produced software, and its users should be aware of its limitations. It isn't a complete panacea for mod issues. Every now and then, it pays to clean out your GameData and reinstall from scratch.

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