Maxsimal Posted August 26, 2016 Share Posted August 26, 2016 @politas Oh I don't expect it to be slickly produced at all. Btw I'not running two ckans at once. Do you think it would be possible/easy to add a 'consistency' check? Something like doing a checksum check between the expected .zips in the user's ckan download folder and the ones that are in the repository, and then also compare the files in the zip folders and the ones in game data? It just seems wonky to expect users to just wipe their gamedata and start over 'just because' at unspecified time intervals because their might or might not be an issue, and if I had to do that every time I was looking at a bug in a mod, I'd be spending days on end at it. Quote Link to comment Share on other sites More sharing options...
politas Posted August 26, 2016 Share Posted August 26, 2016 12 hours ago, Maxsimal said: @politas Oh I don't expect it to be slickly produced at all. Btw I'not running two ckans at once. Do you think it would be possible/easy to add a 'consistency' check? Something like doing a checksum check between the expected .zips in the user's ckan download folder and the ones that are in the repository, and then also compare the files in the zip folders and the ones in game data? It just seems wonky to expect users to just wipe their gamedata and start over 'just because' at unspecified time intervals because their might or might not be an issue, and if I had to do that every time I was looking at a bug in a mod, I'd be spending days on end at it. It really doesn't take all that long to do. All your mods should already be in the CKAN downloads cache, and if you export your modlist as a favourites set and then install from .ckan, it's quite quick. Of course, if you have a bunch of mods installed under an earlier version of KSP that haven't been updated, you may lose them, but that could well be causing problems, anyway. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted September 15, 2016 Author Share Posted September 15, 2016 KSP 1.2 pr update: I've recompiled SM in 1.2, and have a few minor issues to work thru. Overall not looking to bad. I will keep you posted as I slog thru the changes. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted September 22, 2016 Author Share Posted September 22, 2016 Another Update. Worked all of the bugs. looking pretty stable. Still one behavioral issue to address and then I believe I'll have a Pr release to let you all play with. Then we can wait for the "Official Release" Before I update SM to an Official 1.2 version. Quote Link to comment Share on other sites More sharing options...
eddiew Posted September 25, 2016 Share Posted September 25, 2016 (edited) Wanted to add my appreciation for this mod. Was just what I needed when my Eve lander was sitting on top of its expendable can of science, with no way of getting it up into the return pod Spoiler (I had to turn off 'realism', but it's at least as realistic as the crew squeezing through the engine in the middle of the stack...) Edited September 25, 2016 by eddiew Quote Link to comment Share on other sites More sharing options...
davidy12 Posted October 13, 2016 Share Posted October 13, 2016 @Papa_Joe : This is what made my career games easy when I had a KRV (IE: CSM). How's the update coming? Quote Link to comment Share on other sites More sharing options...
Hype365 Posted October 17, 2016 Share Posted October 17, 2016 Any chance of KSP 1.2 compatibility? Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted October 17, 2016 Share Posted October 17, 2016 2 hours ago, Hype365 said: Any chance of KSP 1.2 compatibility? See papa joes post two comments up Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted October 17, 2016 Share Posted October 17, 2016 Indeed, please do the author the courtesy of reading at least the last page or two before asking what has already been answered. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted October 18, 2016 Author Share Posted October 18, 2016 Lol. "Is it Soup yet?" There is a reason I called my Git Repository Papa Joe's Soup.... I'm working thru it folks. I'll have a release soon. along with CLS, PWB fuel Balancer, and the BDA suite of mods... Sigh, a modder's work is NEVER done... Quote Link to comment Share on other sites More sharing options...
Hype365 Posted October 18, 2016 Share Posted October 18, 2016 18 hours ago, Rafael acevedo said: See papa joes post two comments up I did see it, almost a month ago... 17 hours ago, Red Iron Crown said: Indeed, please do the author the courtesy of reading at least the last page or two before asking what has already been answered. I did do the courtesy of reading, the entire thread actually. His last post was almost a month ago and KSP 1.2 is officially released. I suppose a better wording of my post would have been "Is there any update on the update for 1.2?" However I was lazy and asking the question on many threads and didn't feel like typing out custom messages on each one. I apologize for my laziness. 4 hours ago, Papa_Joe said: Lol. "Is it Soup yet?" There is a reason I called my Git Repository Papa Joe's Soup.... I'm working thru it folks. I'll have a release soon. along with CLS, PWB fuel Balancer, and the BDA suite of mods... Sigh, a modder's work is NEVER done... Thank you for your work @Papa_Joe. It's greatly appreciated by all of us Keep up the good work! I look forward to seeing that lovely checkbox on SM in CKAN again Quote Link to comment Share on other sites More sharing options...
Scaprod Posted October 23, 2016 Share Posted October 23, 2016 Love this mod, especially the Kerbal-Creating part, where I can change the last names so Kerbals can have a different last name, a middle name or none at all! Keep it up, @Papa_Joe! Quote Link to comment Share on other sites More sharing options...
Program Kerbal Space Posted October 28, 2016 Share Posted October 28, 2016 (edited) Great mod doesn't have that much glitches! Edited November 8, 2016 by Program Kerbal Space Quote Link to comment Share on other sites More sharing options...
Torgo Posted October 28, 2016 Share Posted October 28, 2016 1 hour ago, Program Kerbal Space said: I rly hope a 1.2 version comes out because this looks good. Given that just a few posts above yours, the mod's creator wrote: On 10/17/2016 at 11:22 PM, Papa_Joe said: I'll have a release soon. And he's always been on top of things, I think it is a safe assumption barring another Carrington Event or asteroid impact, we'll see one soon (tm) Quote Link to comment Share on other sites More sharing options...
Thachyo Posted October 29, 2016 Share Posted October 29, 2016 the respawn button does nothing. you press it, and they stay dead. Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted October 30, 2016 Share Posted October 30, 2016 (edited) On 10/29/2016 at 9:48 AM, Thachyo said: the respawn button does nothing. you press it, and they stay dead. What OS? Are you running 64bit KSP? What version of KSP are you running? What other mods are you running? What version of the mod are you running? How did you install it? Where did you post your logs (full logs)? You need to post all these things before anyone can help you in a meaningful way. Edited October 31, 2016 by Murdabenne Quote Link to comment Share on other sites More sharing options...
Program Kerbal Space Posted November 8, 2016 Share Posted November 8, 2016 (edited) On 10/27/2016 at 11:19 PM, Torgo said: Given that just a few posts above yours, the mod's creator wrote: And he's always been on top of things, I think it is a safe assumption barring another Carrington Event or asteroid impact, we'll see one soon (tm) I know this but I was saying it was a good mod to try till it became incompatible. Edit:I think it might break a rule so I changed it. Edited November 8, 2016 by Program Kerbal Space Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted November 14, 2016 Author Share Posted November 14, 2016 Hey all, I've been slammed by RL. I am back. Sorry for the delay. I will have a release out tonight. I've tested and looks good. So expect in the next couple of hours. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted November 15, 2016 Author Share Posted November 15, 2016 New release: Version 5.1.3.0 - Release 14 Nov 2016 - KSP 1.2.1 Compatibility Edition - New: Refactored mod for KSP 1.2.x Compatibility - New: Added support for new events in Crew Transfer, allowing improved performance and customization of Full Part messages during Stock Crew Transfers. - New: Corrected supported versions in the Developer Notes and Installation Notes. (Git Issue #30) - New: Added support for switching "Allowing Unrestricted Crew Transfers" in CLS so that SM and CLS do not compete for control over Stock Transfers. - New: Added a setting in the Settings window to enable/disable overriding CLS CrewTransfer setting. - Removed: Mods Tab in Control Window. Installed mods is now availabe from the KSP Debug window (Alt F12) - Fixed: SM windows were not always closing on scene changes. - Fixed: Resource Dumps from the Manifest window would cause any previously clicked dump to initiate when another was clicked. Science is not well tested. Let me know if there are issues. CLS and PWB Fuel Balancer follow soon. Quote Link to comment Share on other sites More sharing options...
Program Kerbal Space Posted November 15, 2016 Share Posted November 15, 2016 I guess I never catched up to the new update so i'm late D: eh I don't really care if i'm late. Quote Link to comment Share on other sites More sharing options...
Program Kerbal Space Posted November 15, 2016 Share Posted November 15, 2016 (edited) nice mod I like the add kerbals feature Edited November 15, 2016 by Program Kerbal Space Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted November 15, 2016 Share Posted November 15, 2016 1 hour ago, Papa_Joe said: New release: Version 5.1.3.0 - Release 14 Nov 2016 - KSP 1.2.1 Compatibility Edition - New: Refactored mod for KSP 1.2.x Compatibility - New: Added support for new events in Crew Transfer, allowing improved performance and customization of Full Part messages during Stock Crew Transfers. - New: Corrected supported versions in the Developer Notes and Installation Notes. (Git Issue #30) - New: Added support for switching "Allowing Unrestricted Crew Transfers" in CLS so that SM and CLS do not compete for control over Stock Transfers. - New: Added a setting in the Settings window to enable/disable overriding CLS CrewTransfer setting. - Removed: Mods Tab in Control Window. Installed mods is now availabe from the KSP Debug window (Alt F12) - Fixed: SM windows were not always closing on scene changes. - Fixed: Resource Dumps from the Manifest window would cause any previously clicked dump to initiate when another was clicked. Science is not well tested. Let me know if there are issues. CLS and PWB Fuel Balancer follow soon. Then is it really even science? Good to see you back. Quote Link to comment Share on other sites More sharing options...
JeffreyCor Posted November 15, 2016 Share Posted November 15, 2016 Having a problem with the respawn not working using the 1.2.1 release that came out today. When pushing the respawn nothing happens, but do get an error in the debug window: "[ShipManifest] - Error: in RosterListViewer. Error: Object reference not set to an instance of an object at ShipManifest.Windows.WindowRoster.DisplayRosterListViewer () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ShipManifest] - Error: in RosterListViewer. Error: Object reference not set to an instance of an object at ShipManifest.Windows.WindowRoster.DisplayRosterListViewer () [0x00000] in <filename unknown>:0" https://www.dropbox.com/s/pixvi3x926tf05t/output_log.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted November 15, 2016 Author Share Posted November 15, 2016 1 hour ago, JeffreyCor said: Having a problem with the respawn not working using the 1.2.1 release that came out today. When pushing the respawn nothing happens, but do get an error in the debug window: "[ShipManifest] - Error: in RosterListViewer. Error: Object reference not set to an instance of an object at ShipManifest.Windows.WindowRoster.DisplayRosterListViewer () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ShipManifest] - Error: in RosterListViewer. Error: Object reference not set to an instance of an object at ShipManifest.Windows.WindowRoster.DisplayRosterListViewer () [0x00000] in <filename unknown>:0" https://www.dropbox.com/s/pixvi3x926tf05t/output_log.txt?dl=0 Thanks for the feedback and the log... I will take a look and get it corrected. 2 hours ago, Deimos Rast said: Then is it really even science? Good to see you back. Thanks! Good to see you back as well! Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted November 15, 2016 Share Posted November 15, 2016 (edited) Seems like that the mod listing is failing and breaks Ship Manifest. Upon loading a clean installation (Squad + SM) and selecting the "Mods" option, then the log is spammed with the following NullRef error: [EXC 11:05:08.154] ArgumentOutOfRangeException: Argument is out of range. ShipManifest.Windows.WindowSettings.DisplaySelectedTab (Vector2 displayViewerPosition) ShipManifest.Windows.WindowSettings.Display (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [ERR 11:05:08.156] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) KSP Version: 1.2.1.1604 Ship Manifest Version: 5.1.3 Output log Edited November 18, 2016 by Phineas Freak Remove log file link Quote Link to comment Share on other sites More sharing options...
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