Papa_Joe Posted November 15, 2016 Author Share Posted November 15, 2016 You should not even have a mods tab anymore... I know I don't have one on my build... I will investigate... I removed the mod tab as it is redundant with KSP's built in assembly viewer So where is this Mods option you speak of? Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted November 15, 2016 Share Posted November 15, 2016 @Papa_Joe SM was downloaded from the GitHub release page, if that helps. I triple - checked the version number (5.1.3.0) and the loaded assembly version is the correct one: ************************************************************************ Environment Info Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe -single-instance Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 CLSInterfaces v1.0.0.0 ShipManifest v5.1.3.0 Folders and files in GameData: ShipManifest Stock folder: Squad ************************************************************************ Quote Link to comment Share on other sites More sharing options...
FrancoisH Posted November 15, 2016 Share Posted November 15, 2016 @Papa_Joe I get the same bug @Phineas Freak reported when opening options from space center, when clicking on the mods option that shouldn't be here. Here's a screenshot. Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted November 15, 2016 Share Posted November 15, 2016 8 hours ago, Phineas Freak said: 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 Yup...... DO NOT HIT THAT "MODS" BUTTON IN v5.1.3!!!.... But, thank you so much for the update..... This mod have been missed Testing right now..... Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted November 15, 2016 Share Posted November 15, 2016 There is something not quite right in the renaming of Kerbals. I get the following message in the DEBUG log. [LOG 20:08:04.102] [ShipManifest] - Error: in Roster Window. Error: Object reference not set to an instance of an object at ShipManifest.Modules.ModKerbal.SyncKerbal () [0x00000] in <filename unknown>:0 at ShipManifest.Modules.ModKerbal.SubmitChanges () [0x00000] in <filename unknown>:0 at ShipManifest.Windows.WindowRoster.EditKerbalViewer () [0x00000] in <filename unknown>:0 at ShipManifest.Windows.WindowRoster.Display (Int32 windowId) [0x00000] in <filename unknown>:0 [LOG 20:08:21.571] [ShipManifest] - Error: in Roster Window. Error: Object reference not set to an instance of an object I try to edit a Kerbals name when at the Space Center, just trying it out The other features I use the most in this mod works just great! Transfer of science when running experiments is simply a something I would rather not live without. Thanks again for a great mod. Quote Link to comment Share on other sites More sharing options...
Program Kerbal Space Posted November 15, 2016 Share Posted November 15, 2016 I'm having a problem when I try to make a Kerbal it doesn't let me make it. Im sure I installed it correctly. This is what I did open the zip and paste the ship manifest folder to my ksp directory. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted November 16, 2016 Author Share Posted November 16, 2016 Hey everyone. Thanks for the feedback. Here is where i'm at. 1. Mod button. This is a bug. I have now removed it. This functionality is available in stock now. I will include this fix in the next point release. 2. Kerbal renaming and creation. I'm working on getting the changes properly registered with the game. This was part of the late changes to 1.2 Also will be in the next point release. 3. Kerbal Respawn. Looking at this now. I think it is also related to the roster registration process now needed. Also will be in the next point release. Working on them now folks. Keep the feedback coming! Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted November 16, 2016 Author Share Posted November 16, 2016 New release. Version 5.1.3.1 - Release 15 Nov 2016 - KSP 1.2.1 Compatibility Edition - Fixed: Create Kerbal fails. - Fixed: Rename Kerbal changes do not show up after change. - Fixed: Removed Mod Button from Settings Window. Was there in error. Enjoy. Quote Link to comment Share on other sites More sharing options...
FrancoisH Posted November 16, 2016 Share Posted November 16, 2016 7 hours ago, Papa_Joe said: New release. Version 5.1.3.1 - Release 15 Nov 2016 - KSP 1.2.1 Compatibility Edition - Fixed: Create Kerbal fails. - Fixed: Rename Kerbal changes do not show up after change. - Fixed: Removed Mod Button from Settings Window. Was there in error. Enjoy. Thank you so much for making this and doing this quickly If I were a bit too pushy, I would say, now it's CLS turn... But it could be a bit too pushy, I admit Anyway, thank you Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted November 16, 2016 Author Share Posted November 16, 2016 12 hours ago, FrancoisH said: Thank you so much for making this and doing this quickly If I were a bit too pushy, I would say, now it's CLS turn... But it could be a bit too pushy, I admit Anyway, thank you I am in fact in the code for CLS now. late changes to KSP1.2 (like the very last PR build), broke CLS bad. So, I'm trying to refactor the "magic" that was used for so long that no longer works. Maybe a MM config will do it, but not sure. CodePoet was working with Prefabs in the editor and in flight. he was actually modifying these things every fixed update. All this to support hatches. Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted November 18, 2016 Share Posted November 18, 2016 I just downloaded the latest and I'm unable to respawn Valentina. Error: in RosterListViewer. Error: Object reference not set to an instance of an object at ShipManifest.SMVessel.FindPartByKerbal (.ProtoCrewMember pKerbal) [0x00000] in <filename unknown>:0 at ShipManifest.Windows.WindowRoster.DisplayRosterListViewer () [0x00000] in <filename unknown>:0 Full log here if curious (SM log). Quote Link to comment Share on other sites More sharing options...
funkcanna Posted November 23, 2016 Share Posted November 23, 2016 hi, in the latest version I cant revive dead Kerbals or actually do anything with ANY kerbal via the Roster menu Quote Link to comment Share on other sites More sharing options...
Mechtech Posted November 26, 2016 Share Posted November 26, 2016 THANK YOU, joe, for your continued efforts to keep this up-to-date and functional. going back to the stock transfer system after years of Shipmanifest was... jarring. crew transfer ALONE... anyhow, thanks for the update. Quote Link to comment Share on other sites More sharing options...
Zapo147 Posted November 27, 2016 Share Posted November 27, 2016 This is now the 54th mod on my game. This is getting nuts! Quote Link to comment Share on other sites More sharing options...
Naesstrom Posted November 27, 2016 Share Posted November 27, 2016 Not sure if I'm doing something wrong here, I'm trying to move Valentina from one Mk1-2 to another but it just says "Moving" after I click the Xfer button, tried warping, turning off Realism Mode etc but she still refuses to get over to the other one! Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted November 29, 2016 Share Posted November 29, 2016 Docked freshly launched ship to the station, SM treats them as one vessel (sometimes re-docking helps). Part-to-part fuel transfers do not work. Buttons do work, but fuel is not moving. Electricity is available. Also confirming crew transfer problems above. Quote Link to comment Share on other sites More sharing options...
blnk2007 Posted November 29, 2016 Share Posted November 29, 2016 4 hours ago, Psycho_zs said: Docked freshly launched ship to the station, SM treats them as one vessel (sometimes re-docking helps). Part-to-part fuel transfers do not work. Buttons do work, but fuel is not moving. Electricity is available. Also confirming crew transfer problems above. Same issue, transfers are not working. I'll try to get a log up. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted December 3, 2016 Author Share Posted December 3, 2016 Hey all... I was travelling a bit after my girlfriend from China arrived. I'm back in town, so catching up. First, Reviving dead kerbals was a known issue and I release with this bug still in place. Have a fix working, so will release that soon. Second. Vessel to vessel transfers. I was not aware of any issues with that, so I will investigate. Third: crew transfers were working fine. those I tested, so a log will be helpful. as always logs go a long way to assist me. and I know log all SM trapped errors to the output.log as well, so that is all I really need. I may get rid of the Error window in a future update and this functionality has been included in KSP when in development mode. Quote Link to comment Share on other sites More sharing options...
ruiluth Posted December 6, 2016 Share Posted December 6, 2016 This is my first time using this mod, and I like it so far. However, I've found one thing that seems really strange to me. When you click the "Fill" button next to a tank in flight view, rather than transferring resources out of other tanks into this one (like I thought it would), it simply magically fills the tank with free fuel, increasing the total mass of the ship. ...Is this intended behavior? I'm not above cheating on occasion and this might be useful, but that is not what I was expecting and one of my ships has a different amount of fuel than it should now. If it is, is there an option to disable it? Anyway, other than that, great mod and a worthwhile install. Thanks! Quote Link to comment Share on other sites More sharing options...
John885 Posted December 9, 2016 Share Posted December 9, 2016 On 12/3/2016 at 3:09 PM, Papa_Joe said: Hey all... I was travelling a bit after my girlfriend from China arrived. I'm back in town, so catching up. First, Reviving dead kerbals was a known issue and I release with this bug still in place. Have a fix working, so will release that soon. Second. Vessel to vessel transfers. I was not aware of any issues with that, so I will investigate. Third: crew transfers were working fine. those I tested, so a log will be helpful. as always logs go a long way to assist me. and I know log all SM trapped errors to the output.log as well, so that is all I really need. I may get rid of the Error window in a future update and this functionality has been included in KSP when in development mode. The crew transfers aren't working for me either, it just hangs on moving. Particularly on my space station where I have 3 ships docked and 4 other modules. Sorry, I have never posted a log before, can someone point me in the right direction to do that? Quote Link to comment Share on other sites More sharing options...
Merkov Posted December 9, 2016 Share Posted December 9, 2016 33 minutes ago, John885 said: Sorry, I have never posted a log before, can someone point me in the right direction to do that? Certainly! This thread gives very good directions on how to find your logs, as well as how to post the best bug report possible. I wish that this were actually cross-posted and stickied in the Add-On Releases forum, since this is where most people (reasonably) come looking for support with their mods. Quote Link to comment Share on other sites More sharing options...
John885 Posted December 9, 2016 Share Posted December 9, 2016 On 12/3/2016 at 3:09 PM, Papa_Joe said: Hey all... I was travelling a bit after my girlfriend from China arrived. I'm back in town, so catching up. First, Reviving dead kerbals was a known issue and I release with this bug still in place. Have a fix working, so will release that soon. Second. Vessel to vessel transfers. I was not aware of any issues with that, so I will investigate. Third: crew transfers were working fine. those I tested, so a log will be helpful. as always logs go a long way to assist me. and I know log all SM trapped errors to the output.log as well, so that is all I really need. I may get rid of the Error window in a future update and this functionality has been included in KSP when in development mode. 1 hour ago, John885 said: The crew transfers aren't working for me either, it just hangs on moving. Particularly on my space station where I have 3 ships docked and 4 other modules. Sorry, I have never posted a log before, can someone point me in the right direction to do that? 42 minutes ago, Merkov said: Certainly! This thread gives very good directions on how to find your logs, as well as how to post the best bug report possible. I wish that this were actually cross-posted and stickied in the Add-On Releases forum, since this is where most people (reasonably) come looking for support with their mods. Thanks! Here is my log file. output_log.txt Maybe this? [ShipManifest] - Error: Error in: SMAddon.UpdateSMcontroller. System.NullReferenceException: Object reference not set to an instance of an object at ShipManifest.Modules.ModDockedVessel.get_LaunchId () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.UpdateDockedVessels () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.RefreshLists () [0x00000] in <filename unknown>:0 at ShipManifest.SMAddon.UpdateSMcontroller (.Vessel newVessel) [0x00000] in <filename unknown>:0 Quote Link to comment Share on other sites More sharing options...
qobalt Posted December 16, 2016 Share Posted December 16, 2016 On 12/6/2016 at 1:26 PM, ruiluth said: When you click the "Fill" button next to a tank in flight view, rather than transferring resources out of other tanks into this one (like I thought it would), it simply magically fills the tank with free fuel, increasing the total mass of the ship. I'm also concerned about this behavior. It seems that this is exactly the sort of thing that the "Realism" mode should prevent, but that mode only turns off the buttons in the vessel overview. Once a resource is clicked, the fill buttons appear next to each tank. I'm not hard-core about realism, but I do prefer not to have buttons that "cheat" things like mining so readily at my fingertips. Other than that, I'm finding this mod very useful and appreciate all the effort that went into it. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted December 30, 2016 Author Share Posted December 30, 2016 Hey all, I am nearing completion of CLS update. once that is released I will be returning to SM for some love. CLS has revealed other issues besides what has been reported here, so all will be addressed in the next update. I will keep you updated as I progress. I expect to start work on SM's next update today. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted December 31, 2016 Author Share Posted December 31, 2016 (edited) On 12/16/2016 at 2:13 PM, qobalt said: I'm also concerned about this behavior. It seems that this is exactly the sort of thing that the "Realism" mode should prevent, but that mode only turns off the buttons in the vessel overview. Once a resource is clicked, the fill buttons appear next to each tank. I'm not hard-core about realism, but I do prefer not to have buttons that "cheat" things like mining so readily at my fingertips. Other than that, I'm finding this mod very useful and appreciate all the effort that went into it. A little late on the response to this, but were you by chance in Preflight? If so, there has been some debate about what should be allowed for realism. therefore there is a switch in the Realism Tab for preflight resources. It is enabled by default. turn that switch off, and Fills are removed. the switch setting is called Enable Resources in Pre-Flight, and it is under the Enable Resource Xfers setting. And, if you are worried about it being "easy" to change, then lock the realism settings. then you can only change them by editing the SMSettings file in the Plugins\PLuginData folder . take a look at the SM Wiki for more info. Finally, I noted that there are not tooltips for those buttons. I will add them to provide some more clarity as to their purpose. Edited December 31, 2016 by Papa_Joe Quote Link to comment Share on other sites More sharing options...
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